NotesFAQContact Us
Collection
Advanced
Search Tips
Showing 2,596 to 2,610 of 2,735 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Sanford, Kathy – Journal of Adolescent & Adult Literacy, 2005
The research reported in this article intends to contribute to an understanding of how out-of-school literacies can influence the present and future learning of adolescents. Evidence suggests that students, boys particularly, are becoming literate in many ways through out-of-school activities (e.g., video games, Internet browsing, chatrooms), but…
Descriptors: Gender Differences, Video Games, Literacy, Expectation
Peer reviewed Peer reviewed
Direct linkDirect link
Pelletier, Caroline – E-Learning, 2005
Digital or computer games have recently attracted the interest of education researchers and policy-makers for two main reasons: their interactivity, which is said to allow greater agency, and their inherent pleasures, which are linked to increased motivation to learn. However, the relationship between pleasure, agency and motivation in educational…
Descriptors: Play, Educational Games, Learning Motivation, Educational Technology
Peer reviewed Peer reviewed
Direct linkDirect link
Campus-Wide Information Systems, 2005
Purpose: To discuss the considerable impact of video gaming on young players' decision-making and teamworking skills, and the belief that video games provide an invaluable "training camp" for business. Design/methodology/approach: An interview with John Beck, the author of the book Got Game: How a New Generation of Gamers Is Reshaping Business…
Descriptors: Baby Boomers, Age Differences, Leadership Styles, Management Development
Peer reviewed Peer reviewed
Direct linkDirect link
Green, Gregory; Reese, Shirley A. – Education, 2006
The greatest health risk facing children today is obesity. The prevalence of childhood obesity in the United States has risen dramatically in the past several decades. Because children on the average spend up to five or six hours a day involved in sedentary activities, including excessive time watching television, using the computer and playing…
Descriptors: Video Games, Physical Education, Group Counseling, Children
Peer reviewed Peer reviewed
Direct linkDirect link
O'Connor, Peter; O'Connor, Briar; Welsh-Morris, Marlane – Research in Drama Education, 2006
This article examines a national applied theatre programme coordinated through the Department of Child, Youth and Family in New Zealand. The programme uses dramatic processes to create opportunities for communities to discuss and find their own answers to the issues of child abuse and family violence. The programme utilises a sophisticated in-role…
Descriptors: Drama, Child Abuse, Child Neglect, Family Violence
Peer reviewed Peer reviewed
Direct linkDirect link
Gouglas, Sean; Sinclair, Stefan; Ellefson, Olaf; Sharplin, Scott – Innovate: Journal of Online Education, 2006
Most humanities courses rarely require students to create the kinds of work they are studying. Sean Gouglas, Stefan Sinclair, Olaf Ellefson, and Scott Sharplin outline the value of this rare experience by describing an assignment in their graduate humanities computing course in which students examined hypermedia narratives by authoring a…
Descriptors: Games, Fantasy, Foreign Countries, Role Playing
Peer reviewed Peer reviewed
Direct linkDirect link
Dickey, Michele D. – Educational Technology Research and Development, 2006
The purpose of this conceptual analysis is to investigate how contemporary video and computer games might inform instructional design by looking at how narrative devices and techniques support problem solving within complex, multimodal environments. Specifically, this analysis presents a brief overview of game genres and the role of narrative in…
Descriptors: Instructional Design, Computer Assisted Instruction, Problem Solving, Educational Technology
Brown, Harry J. – M.E. Sharpe Inc, 2008
Videogames challenge our notions of identity, creativity, and moral value, and provide a powerful new avenue for teaching and learning. This book is a rich and provocative guide to the role of interactive media in cultural learning. It searches for specific ways to interpret videogames in the context of human experience and in the field of…
Descriptors: Video Games, Moral Values, Cultural Context, Humanities
1999
More parents than ever before are making a conscious decision to be more selective about what their children watch and the types of games they play. This guide lists recommended videos and provides parents with informative guidelines to enable them to make informed program choices. The first part of the guide presents brief reports from the field:…
Descriptors: Child Welfare, Children, Elementary Secondary Education, Films
Federal Trade Commission, Washington, DC. – 2001
In a report issued in September 2000, the Federal Trade Commission reported that the motion picture, music recording, and electronic game segments of the entertainment industry intentionally promoted products to children that warranted parent cautions. This report responds to the request of the Senate Commerce Committee by focusing on advertising…
Descriptors: Adolescents, Advertising, Children, Compliance (Legal)
Federal Trade Commission, Washington, DC. – 2002
In a report issued in September 2000, the Federal Trade Commission contended that the motion picture, music recording, and electronic game industries had engaged in widespread marketing of violent movies, music, and games to children inconsistent with their own parental advisories and undermining parents attempts to make informed decisions about…
Descriptors: Adolescents, Advertising, Children, Compliance (Legal)
Peer reviewed Peer reviewed
Insights on Law & Society, 2002
Focuses on the rights of youth in three articles: (1) "Equal Justice? Girls in the Juvenile Justice System"; (2) "Child Labor: An International Challenge"; and (3) "Should Minors Have Access to Violent Video Games?" Includes learning activities at the end of each article. (CMK)
Descriptors: Child Labor, Childrens Rights, Civics, Females
Peer reviewed Peer reviewed
De Franco, Ellen B. – PTA Today, 1989
Provides ideas to help parents determine whether their children are spending too much time with electronic media, noting children learn both good and bad from every device they use. Parents are encouraged to offer their children interest, support, and suggestions for alternate ways to spend their time. (SM)
Descriptors: Electronic Equipment, Family Influence, Guidance, Helping Relationship
Peer reviewed Peer reviewed
Braun, Claude M. J.; Giroux, Josette – Journal of Leisure Research, 1989
A study was designed to determine psychological complexity and reinforcement characteristics of popular arcade video games, including sex differences in game content, clientele social structure, human-to-human interaction contingencies, and value content. Results suggest a need for public control of children's access to the games and the video…
Descriptors: Child Advocacy, Child Development, Childhood Interests, Family Involvement
Peer reviewed Peer reviewed
Upitis, Rena – Journal of Curriculum Studies, 1998
Explores a range of responses, attitudes, and behaviors of seventh- and eighth-grade students to computer and video technology through observations and other research techniques over the course of a school year. Characterizes the students as having "computer personalities" and explains different cases. Offers suggestions for including…
Descriptors: Computer Uses in Education, Foreign Countries, Grade 7, Grade 8
Pages: 1  |  ...  |  170  |  171  |  172  |  173  |  174  |  175  |  176  |  177  |  178  |  ...  |  183