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O'Connor, Debra L.; Menaker, Ellen S. – Performance Improvement Quarterly, 2008
Instructional games are created when training is deliberately added to a gaming environment or when gaming aspects are deliberately incorporated into training. One type of game that is currently attracting the attention of the education and training field is the massively multiplayer online game (MMOG). Because evidence about learning outcomes…
Descriptors: Learning Theories, Educational Games, Team Training, Educational Technology
Willoughby, Teena – Developmental Psychology, 2008
Prevalence, frequency, and psychosocial predictors of Internet and computer game use were assessed with 803 male and 788 female adolescents across 2 time periods, 21 months apart. At Time 1, participants were in the 9th or 10th grade; at Time 2, they were in the 11th or 12th grade. Most girls (93.7%) and boys (94.7%) reported using the Internet at…
Descriptors: Friendship, Grade 12, Grade 10, Internet
Gee, James Paul – Palgrave Macmillan, 2007
The author begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like…
Descriptors: Role Models, Video Games, Cognitive Development, Educational Technology
Ceglowski, Deborah Ann; Bacigalupa, Chiara – Journal of Research in Childhood Education, 2007
This two-year descriptive study of purposefully selected Minnesota families included interviews with 94 children who either were currently enrolled in or had attended child care programs. Children from 1 to 18 years old recalled playmates, daily activities, schedules, discipline methods, special events, bullies, and characteristics of well-liked…
Descriptors: Recreational Activities, Video Games, Literacy, Child Care
Meier, Mary Dawn; Hager, Ronald L.; Vincent, Susan D.; Tucker, Larry A.; Vincent, William J. – American Journal of Health Education, 2007
Background: Use of television, computers, and video games competes with physical activity and may be a health risk factor. Purpose: This study assessed the relationship between leisure-based screen time and physical activity in families to determine whether assignment to a limited screen time group results in more physical activity. Methods:…
Descriptors: Health Education, Physical Activities, Video Games, Physical Activity Level
Lenhart, Amanda; Kahne, Joseph; Middaugh, Ellen; Macgill, Alexandra Rankin; Evans, Chris; Vitak, Jessica – Pew Internet & American Life Project, 2008
Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as…
Descriptors: Video Games, Parent Role, Interpersonal Relationship, Measures (Individuals)
Montana Office of Public Instruction, 2011
This report presents the 2011 Montana Youth Risk Behavior Survey high school student frequency distributions for American Indian students on or near a reservation. These frequency distributions are based upon surveys with 720 high school American Indian students on or near a reservation in Montana during February of 2011. Frequency distributions…
Descriptors: American Indian Students, Reservation American Indians, Sexuality, At Risk Students
Michael Young; P. G. Schrader; Dongping Zheng – Innovate: Journal of Online Education, 2006
Michael Young, P. G. Schrader, and Dongping Zheng use the concepts of ecological psychology to examine how massively multiplayer online games (MMOGs) promote specific learning processes in their players. In their analysis they identify and define nine principles of learning that allow such games to have valuable potential as tools for educators:…
Descriptors: Video Games, Learning Processes, Computer Simulation, Electronic Learning
Sanford, Kathy; Madill, Leanna – Canadian Journal of Education, 2006
The male youth in our study used video games to resist institutional authority, hegemonic masculinity, and femininity. Videogame play offered them a safe place to resist authority, which was often limited to small acts of adolescent defiance that could limit their future ability to engage thoughtfully and critically in the world. This resistance…
Descriptors: Sexual Identity, Play, Masculinity, Video Games
Matsushita, Yuriko; Matsushita, Koji – 1997
The paper states that there are negative physical and psychological effects from video games. The physical effects include asthenopia and weight gain. The psychological effects include confusion between reality and fiction, and immature relationships with others. However, video games can also have a therapeutic effect in some cases. Four positive…
Descriptors: Child Rearing, Foreign Countries, Parent Child Relationship, Parent Participation
Peer reviewedShirinian, Ara; Dickelman, Erik – Performance Improvement, 2002
Discusses software design for enterprise systems and for video games, and describes difficulties with enterprise tools, including interface complexity, training costs, and user frustration. Examines the world of tools and games from the human perspective and suggests ways in which game design can be successfully transferred to the enterprise tool…
Descriptors: Computer Interfaces, Computer Software Development, Corporations, Costs
Peer reviewedStrommen, Erik F. – Human-Computer Interaction, 1993
Describes a study conducted by the Children's Television Workshop that tested two forms of Sesame Street character movement (i.e., discrete movement versus continuous motion) with three-year-old preschool children using a Nintendo controller. Cognitive factors governing children's game performance and implications for designing interactive…
Descriptors: Analysis of Variance, Cognitive Development, Computer Games, Input Output Devices
Peer reviewedFarrace-DiZinno, Anna Marie; Douglas, Graham; Houghton, Stephen; Lawrence, Vivienne; West, John; Whiting, Ken – British Journal of Educational Technology, 2001
Describes a study that recorded the type and severity of body movements of 79 boys with ADHD (attention deficit hyperactivity disorder) and 67 non-ADHD boys while playing a computer video game. Results of multivariate analysis of variance showed no statistically significant differences in body movements between ADHD and non-ADHD boys. (Author/LRW)
Descriptors: Attention Deficit Disorders, Body Language, Comparative Analysis, Computer Games
Fishman, Eli – Online Submission, 2007
K-12 education in the U.S. is costing one-half trillion dollars annually. In constant dollars, the amount spent per student has increased 600% in the last sixty years. Test scores, however, have remained flat. Political leaders are constantly clamoring for more education dollars, yet there is no clear direction on how the funds will be used…
Descriptors: Elementary Secondary Education, Video Games, Social Capital, Discipline
McClay, Jill Kedersha; Mackey, Margaret; Carbonaro, Mike; Szafron, Duane; Schaeffer, Jonathan – E-Learning, 2007
This article reports on a study of 23 tenth-grade students who created fiction in digital game and written formats. The researchers observed them at work, analysed their stories in both formats, and interviewed selected students to learn what affordances and constraints they demonstrate and/or articulate in such authoring. The students used…
Descriptors: Literacy Education, Metacognition, Computer Uses in Education, Fiction

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