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He, Meizi; Piche, Leonard; Beynon, Charlene; Harris, Stewart – Journal of Nutrition Education and Behavior, 2010
Objective: To investigate school-aged children's and parents' attitudes, social influences, and intentions toward excessive screen-related sedentary behavior (S-RSB). Design: A cross-sectional study using a survey methodology. Setting: Elementary schools in London, Ontario, Canada. Participants: All grades 5 and 6 students, their parents, and…
Descriptors: Television Viewing, Intervention, Video Games, Negative Attitudes
Andrews, Gillian – E-Learning, 2008
In a study of 195 high school students, differences by gender and socioeconomic status (SES) were found in their gaming habits and game literacy practices. Low-SES students generally preferred console video games, particularly those in the sports genre. They expressed frustration with the controls involved in long-form computer games such as those…
Descriptors: Socioeconomic Status, Video Games, Females, Gender Differences
Royle, Karl – Innovate: Journal of Online Education, 2008
Because the goals of games and the object of school-based learning are fundamentally mismatched, efforts to integrate games into the curriculum have largely fallen flat despite the best intentions of teachers and the gaming industry. Arguing that educational game designers should be investigating ways to get education into games rather than…
Descriptors: Student Projects, Video Games, Educational Games, Active Learning
Gross, Elisheva F. – Developmental Psychology, 2009
A majority of U.S. adolescents at least occasionally communicate on the Internet with unknown peers. This study tested the hypothesis that online communication with an unknown peer facilitates recovery from the acute aversive effects of social exclusion and examined whether this benefit may be greater for adolescents compared with young adults. A…
Descriptors: Play, Young Adults, Adolescents, Social Isolation
Jackson, Janna – Teaching Education, 2009
Most teachers only dream of their students spending the amount of motivation, attention, passion, and critical thinking on their classes that some students do playing videogames. This investigation examines the success, pitfalls, and lessons learned from incorporating videogame-like components into an educational technology class. For example,…
Descriptors: Assignments, Video Games, Protocol Analysis, Focus Groups
Rosario, Roberto A. Munoz; Widmeyer, George R. – Journal of Information Systems Education, 2009
Creating a design theory for Constructivist Gaming Learning Environment necessitates, among other things, the establishment of design principles. These principles have the potential to help designers produce games, where users achieve higher levels of learning. This paper focuses on twelve design principles: Probing, Distributed, Multiple Routes,…
Descriptors: Constructivism (Learning), Educational Games, Scientific Principles, Design Preferences
Haste, Helen – Curriculum Journal, 2009
This article addresses the competences needed in twenty-first-century life, especially in relation to civic participation, and the educational requirements to foster them in young people. New technologies are widely used by young people for informal social interaction, video game-playing and giving voice to their views. Incorporation of these…
Descriptors: Video Games, Citizenship Education, Interpersonal Relationship, Interaction
McCrary, Donald – Journal of Basic Writing (CUNY), 2009
Private student discourses are often ignored or prohibited in the academy; however, these private discourses are very meaningful, and representative of the ways that students order and speak about the world. Specifically, religion is an extremely significant private student discourse; exploring religious discourse might help students not only to…
Descriptors: Religion, Critical Thinking, Fiction, Books
Clark, Aaron C.; Ernst, Jeremy V. – Technology Teacher, 2009
The authors have devoted a considerable amount of time evaluating the role that gaming and game development plays in the form of curricula integration and as a future career focus for students interested in this field. From the research conducted through the completed National Science Foundation (NSF) project, VisTE: Visualization in Technology…
Descriptors: Technological Literacy, Technology Education, Integrated Curriculum, Unified Studies Curriculum
Hayes, Elizabeth; Silberman, Lauren – Journal of Physical Education, Recreation & Dance (JOPERD), 2007
Contrary to common belief, several studies have found no relationship between video gaming and obesity or physical inactivity. In fact, video gaming is an untapped resource for enhancing young people's motivation and ability to participate in sports and other movement-based activities. Many popular video games offer sophisticated and engaging…
Descriptors: Video Games, Instructional Materials, Physical Education, Simulation
Delacruz, Girlie C.; Chung, Gregory K. W. K.; Baker, Eva L. – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2010
This study provides empirical evidence of a highly specific use of games in education--the assessment of the learner. Linear regressions were used to examine the predictive and convergent validity of a math game as assessment of mathematical understanding. Results indicate that prior knowledge significantly predicts game performance. Results also…
Descriptors: Educational Games, Validity, Prior Learning, Scores
Kommers, Piet, Ed.; Issa, Tomayess, Ed.; Isaias, Pedro, Ed.; Hol, Ana, Ed. – International Association for Development of the Information Society, 2017
These proceedings contain the papers and posters of the 5th International Conference on Educational Technologies 2017 (ICEduTech 2017), which has been organised by the International Association for Development of the Information Society and co-organised by the Western Sydney University, held in Sydney, Australia, 11-13 December 2017. ICEduTech is…
Descriptors: Conference Papers, Educational Technology, Technology Uses in Education, Bibliometrics
Morrison, Timothy, Ed.; Martin, Linda, Ed.; Boggs, Merry, Ed.; Szabo, Susan, Ed.; Haas, Leslie, Ed. – Association of Literacy Educators and Researchers, 2011
For its 54th annual meeting, the Association of Educators and Researchers met in Omaha, Nebraska at the Hilton Omaha. This year's conference theme was "Literacy Promises", which was also used as the title for this year's Yearbook, Volume 33. This organization has long been the home of some of the nation's most notable literacy experts. At the…
Descriptors: Expertise, Conferences (Gatherings), Undergraduate Study, Reading Comprehension
Wilson, Carolyn H.; Brice, Costeena; Carter, Emanuel I.; Fleming, Jeffery C.; Hay, Dontia D.; Hicks, John D.; Picot, Ebony; Taylor, Aashja M.; Weaver, Jessica – Online Submission, 2011
Children with exceptional learning needs find it very difficult to retain content information from the regular curriculum. Many content teachers also find it difficult to adapt curriculum to the learning needs of these exception children within the confines of the classroom and without any assistance. Although many schools are equipped with…
Descriptors: Disabilities, Mental Retardation, Children, Technology Uses in Education
Yuen, Timothy; Liu, Min – Journal of Interactive Learning Research, 2011
This paper presents a cognitive model of how interactive multimedia authoring (IMA) affect novices' cognition in object-oriented programming. This model was generated through an empirical study of first year computer science students at the university level being engaged in interactive multimedia authoring of a role-playing game. Clinical…
Descriptors: Feedback (Response), Programming, Cognitive Processes, Task Analysis