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Ahn, Jung-Hoon – E-Learning, 2008
The purpose of this study was to investigate the effects of engaging students in Kolb's experiential learning cycle on facilitating students' simulation game performance and knowledge application skills in learning with a business simulation game. A sample was drawn from a population of business-major undergraduate students at the School of…
Descriptors: Undergraduate Students, Observation, Experiential Learning, Learning Processes
Gentile, Douglas A.; Gentile, J. Ronald – Journal of Youth and Adolescence, 2008
This article presents conceptual and empirical analyses of several of the "best practices" of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with…
Descriptors: Elementary School Students, Curriculum Design, Play, Video Games
Ballard, Mary E.; Wiest, J. Rose – 1995
A study examined differences in cardiovascular (CV) reactions and hostility following non-violent play and violent video game play. Subjects were 30 male college undergraduate students. Only male subjects were used because most video games are male oriented, males frequent videogame arcades more often than females, and the gender gap in video game…
Descriptors: College Students, Comparative Analysis, Heart Rate, Hostility
Peer reviewedCameron, David – AsiaPacific MediaEducator, 2001
Explores how training simulations may need to become more sophisticated and media rich in order to stimulate and engage students. Considers that one possible interface between journalism simulations and technology is the area of video games. Defines four basic characteristics of a computer game. Presents two scenarios for implementing these ideas.…
Descriptors: Higher Education, Instructional Improvement, Journalism Education, Program Implementation
Peer reviewedSelman, Ruth; Selman, Jerry; Selman, Victor – Montessori Life, 2001
Describes toys presented at the Tokyo Toy Fair in 1999 that use technology to allow users to take more creative control. Discusses video games, computerized toys, toy robots, and high tech learning aids and simulation techniques, and considers them in light of the Montessori philosophy of learning how to learn. (JPB)
Descriptors: Educational Technology, Instructional Materials, Learning Processes, Montessori Method
Peer reviewedJenkins, Henry – Educational Leadership, 2005
Statistics reveal that students spend more time on electronic games than on any other recreational activity and 32% admit to playing them during class. The gaming revolution contains lessons for teachers, and understanding the pedagogical potential of computer and video games and developing curriculum that supports the educational use of…
Descriptors: Video Games, Teaching Methods, Computer Uses in Education, Curriculum Development
Anderson, Craig, A. – Journal of Adolescence, 2004
This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping…
Descriptors: Violence, Video Games, Influences, Meta Analysis
Craig Rushing, Stephanie Nicole – ProQuest LLC, 2010
American Indian and Alaska Native (AI/AN) youth are disproportionally burdened by high rates of sexually transmitted infections and teen pregnancy, heightening their need for sexual health interventions that are aligned to their unique culture and social context. Media technologies, including the Internet, cell phones, and video games, offer new…
Descriptors: Participatory Research, Video Games, American Indians, Alaska Natives
Wallenius, Marjut; Rimpela, Arja; Punamaki, Raija-Leena; Lintonen, Tomi – Journal of Applied Developmental Psychology, 2008
The aims of this research were to describe Finnish adolescents' different motives for digital game playing, and to examine relations between digital game playing and parent-child communication, school performance, sleeping habits, and perceived health. A questionnaire was used to assess a nationwide postal sample of 12-18-year-old Finns (6761…
Descriptors: Parent Child Relationship, Adolescents, Computers, Motivation
Wallenius, Marjut; Punamaki, Raija-Leena – Journal of Applied Developmental Psychology, 2008
This study investigated the roles of sex, age, and parent-child communication in moderating the association between digital game violence and direct aggression in a two-year longitudinal study. Finnish 12- and 15-year-old adolescents (N = 316) participated in the follow-up survey. As hypothesized, digital game violence was linked to direct…
Descriptors: Aggression, Parent Role, At Risk Persons, Adolescents
Chaves, Wanda V.; Yacovelli, Steven R. – Journal of Teaching in International Business, 2008
This article describes the design and implementation of a unique course developed to deeply engage MBA students in the complexities of the field of international management. This experiential course was designed around an integrative project based on the cruise industry. The professor worked with the leadership team of a major cruise line to…
Descriptors: Business Administration Education, Masters Programs, Case Studies, Course Content
Ziegler, Susan G. – Learning, Media and Technology, 2007
The focus of this paper is on the potential problems and challenges presented by the content, quantity and quality of contemporary media influences (electronic, print and digital). Whereas most articles in this arena focus on one form of media influences (e.g., video games), this article looks at the cumulative scope of influence presented by…
Descriptors: Mass Media Effects, Video Games, Ethics, Socialization
Wallenius, Marjut; Punamaki, Raija-Leena; Rimpela, Arja – Journal of Youth and Adolescence, 2007
The roles of age, social intelligence and parent-child communication in moderating the association between digital game playing and direct and indirect aggression were examined in 478 Finnish 10- and 13-year-old schoolchildren based on self-reports. The results confirmed that digital game violence was directly associated with direct aggression,…
Descriptors: Early Adolescents, Males, Intelligence, Aggression
Cassity, Hope Daniels; Henley, Tracy B.; Markley, Robert P. – Journal of Instructional Psychology, 2007
The "Mozart effect" is the reported phenomenon of increased spatial abilities after listening to that composer's music. However, subsequent research suggests that the Mozart effect may be an artifactual consequence of heightened arousal and mood rather than the music of Mozart per se (e.g., Thompson, Schellenberg, & Husain, 2001). The present…
Descriptors: Program Effectiveness, Psychological Patterns, Music, Spatial Ability
Compton-Lilly, Catherine – Reading Teacher, 2007
James Gee has suggested that video games can teach us important lessons about learning and that we can learn about teaching from these games. Reading research and the words of the author's daughter are the basis of an exploration of the learning principles Gee identifies. He explains that video games are successful in engaging children and…
Descriptors: Reading Research, Reading Instruction, Reading, Video Games

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