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Kearney, Paul; Pivec, Maja – British Journal of Educational Technology, 2007
Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…
Descriptors: Social Problems, Video Games, Violence, Sexuality
Starkman, Neal – Campus Technology, 2007
Colleges and universities head into virtual worlds, and student learning and psychology are changed forever. For the past few years, Creighton University, a Jesuit institution of about 6,700 students has hosted GameFest (www2.creighton.edu/doit/gamefest), a 12-hour marathon of high-tech, interactive gaming sessions among Creighton students, using…
Descriptors: Educational Technology, Faculty, Academic Achievement, Student Attitudes
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Reese, Debbie Denise – Journal of Educational Multimedia and Hypermedia, 2007
Electronic game technologies can prepare novice learners for future learning of complex concepts. This paper describes the underlying instructional design, learning science, cognitive science, and game theory. A structural, or syntactic mapping (structure mapping), approach to game design can produce a game world relationally isomorphic to a…
Descriptors: Game Theory, Cognitive Psychology, Instructional Design, Cognitive Processes
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Blaisdell, Mikael – T.H.E. Journal, 2006
It is the universal cry of parents the world over, driven mad by the persistent sight of their children investing hours and hours in mastering the many layers of a video game. To the parent, video games are the enemy, the nemesis of homework and learning. But the child sees something of value, something engaging enough to fill a weekend, to the…
Descriptors: Educational Benefits, Computer Simulation, Classrooms, Computer Graphics
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Kirsh, Steven J.; Mounts, Jeffrey R. W.; Olczak, Paul V. – Journal of Interpersonal Violence, 2006
This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent media consumption. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph.…
Descriptors: Psychological Patterns, Aggression, Nonverbal Communication, Mass Media Effects
Kasper, Deirdre; Welsh, Sarah; Chambliss, Catherine – 1999
The relationship between videogame usage, active exercise, television viewing, and measures of blood pressure is explored. Videogame participation, especially playing sports or action games, simulates involvement in aggressive situations. This may activate the fight or flight response in players. This response has been associated with blood…
Descriptors: Cardiovascular System, College Students, Health Related Fitness, Higher Education
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Funk, Jeanne B. – Clinical Pediatrics, 1993
Surveyed 357 seventh and eighth graders about video game play and preference. Found that approximately 64% of boys and 56% of girls played one to two hours of video games per week at home; and that, among five categories of video games, those most preferred by the students were games that involved fantasy violence and sports games. (BC)
Descriptors: Athletics, Educational Games, Elementary Education, Elementary School Students
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Houghton, Stephen; Milner, Nikki; West, John; Douglas, Graham; Lawrence, Vivienne; Whiting, Ken; Tannock, Rosemary; Durkin, Kevin – British Journal of Educational Technology, 2004
The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case-matched with 49 non-ADHD boys, was assessed while playing Crash Bandicoot I, a SonyTM Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small-animated figure through a hazardous jungle environment. Operationally defined…
Descriptors: Memory, Video Games, Play, Males
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Schneider, Edward F.; Lang, Annie; Shin, Mija; Bradley, Samuel D. – Human Communication Research, 2004
This study investigates how game playing experience changes when a story is added to a first-person shooter game. Dependent variables include identification, presence, emotional experiences and motivations. When story was present, game players felt greater identification, sense of presence, and physiological arousal. The presence of story did not…
Descriptors: Identification (Psychology), Violence, Video Games, Psychological Patterns
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Funk, Jeanne B.; Baldacci, Heidi Bechtoldt; Pasold; Tracie; Baumgardner, Jennifer – Journal of Adolescence, 2004
It is believed that repeated exposure to real-life and to entertainment violence may alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The goal of the present study was to determine if there are relationships between real-life and media violence exposure and desensitization as reflected in related…
Descriptors: Violence, Video Games, Television, Films
Montana Office of Public Instruction, 2011
This report presents the 2011 Montana Youth Risk Behavior Survey high school student frequency distributions for nonpublic accredited schools. These frequency distributions are based upon surveys with 349 high school students in Nonpublic Region during February of 2011. Frequency distributions may not total 349 due to nonresponse and percents may…
Descriptors: Sexuality, At Risk Students, Physical Activities, High School Students
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Ip, Barry; Capey, Martin; Baker, Andrew; Carroll, John – Australasian Journal of Educational Technology, 2009
This paper explores a relatively new area in the design and development of assessment procedures for the evaluation of coursework and student performance on computer and video games degrees. Emphasis is placed on an assessment which involves the development of and interaction in a virtual world, where lecturers and students are represented as…
Descriptors: Student Evaluation, Video Games, Virtual Classrooms, Computers
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Sardone, Nancy B.; Devlin-Scherer, Roberta – Technology, Pedagogy and Education, 2008
Multi-user virtual environments (MUVEs) are new to formal educational settings as teaching and learning tools but are growing in popularity. MUVEs simulate real-world problems. They have an ability to reach students in ways that are familiar as they resemble videogames where players assume roles, work in teams, and gather data. MUVEs include…
Descriptors: Virtual Classrooms, Computer Simulation, Educational Technology, Science Instruction
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Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
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Wilhelm, Jeffrey D. – English in Australia, 2007
This article explores the conditions of "flow" experience from two studies into the literate lives of young men (Smith and Wilhelm 2002; 2006) that were explanatory, when present, of motivation and engagement in various activities including literacy, and when absent, of a lack of motivation and engagement in various activities including literacy.…
Descriptors: Reading Habits, School Activities, Video Games, Motivation
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