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Annetta, Leonard A.; Murray, Marshall R.; Laird, Shelby Gull; Bohr, Stephanie C.; Park, John C. – EDUCAUSE Quarterly, 2006
Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina…
Descriptors: Graduate Students, Video Games, Distance Education, Student Interests
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Can, Gulfidan; Cagiltay, Kursat – Educational Technology & Society, 2006
Teachers' perceptions are critical to the success or failure of integrating computer games with educational features into classrooms. Consequently, it is essential to gather information about concerns they might have in regard to using these games in the classroom. This study was conducted to investigate the perceptions and future plans of a group…
Descriptors: Foreign Countries, Educational Technology, Educational Games, Video Games
Gibson, David; Aldrich, Clark; Prensky, Marc – Information Science Publishing, 2007
Games and Simulations in Online Learning: Research and Development Frameworks examines the potential of games and simulations in online learning, and how the future could look as developers learn to use the emerging capabilities of the Semantic Web. It presents a general understanding of how the Semantic Web will impact education and how games and…
Descriptors: Electronic Learning, Educational Games, Computers, Computer Simulation
Provenzo, Eugene F., Jr. – 1996
This book provides basic information and answers to help guide educators in developing an effective and meaningful educational computing program. Throughout the book appear boxed definitions pertinent to the text, examples of useful products, and necessary contact information. The guide includes the following sections: (1)…
Descriptors: Annotated Bibliographies, Computer Assisted Instruction, Computer Games, Computer Networks
Fenichel, Emily, Ed. – Zero to Three, 2001
"Zero to Three" is a single-focus bulletin of the National Center for Infants, Toddlers, and Families providing insight from multiple disciplines on the development of infants, toddlers, and their families. Noting that America's babies and toddlers live in a world full of television sets, VCRs, computers, videogames, and interactive…
Descriptors: Assistive Technology, Cognitive Development, Computer Games, Computers
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Dorman, Steve M. – Journal of School Health, 1997
Video and computer games have assumed a prominent role in the culture of U.S. children and adolescents. The paper examines the health effects of these games, suggests criteria upon which parents and teachers may evaluate the games, and notes some implications for health educators. (SM)
Descriptors: Child Health, Computer Games, Elementary School Students, Elementary Secondary Education
Strasburgber, Victor C., Ed.; Comstock, George A., Ed. – Adolescent Medicine: State of the Art Reviews, 1993
In the 1990s, the media represent the single most easily modifiable influence on children and adolescents. This series of articles offers medically oriented practitioners a review of current research on the influence of the media on children and adolescents. The 13 articles are: (1) "Children, Adolescents, and the Media: Five Crucial…
Descriptors: Academic Achievement, Adolescents, Advertising, Child Rearing
Shaffer, David Williamson; Gee, James Paul – Wisconsin Center for Education Research (NJ1), 2005
In his recent bestseller The World Is Flat, Thomas Friedman argues that countries like the United States can no longer compete in the global economy on the basis of making and selling commodities. Their competitive edge increasingly comes from how well they produce products, services, and technologies that are new . . . special . . .…
Descriptors: Global Approach, Standardized Tests, Creative Thinking, Competition
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Rosas, Ricardo; Nussbaum, Miguel; Cumsille, Patricio; Marianov, Vladimir; Correa, Monica; Flores, Patricia; Grau, Valeska; Lagos, Francisca; Lopez, Ximena; Lopez, Veronica; Rodriguez, Patricio; Salinas, Marcela – Computers & Education, 2003
Describes a study of economically disadvantaged first and second graders in Chile that evaluated the effects of the introduction of educational videogames into the classroom on mathematics and reading comprehension. Investigated effects on learning, motivation, and classroom dynamics; teachers' expectations of change; and technological transfer.…
Descriptors: Classroom Environment, Economically Disadvantaged, Educational Games, Elementary Education
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Goldsmith, Tina R.; LeBlanc, Linda A. – Journal of Early and Intensive Behavior Intervention, 2004
A growing number of studies have investigated diverse applications of technology-based interventions with children with autism. The purpose of this paper is to review the growing empirical support for the efficacy of technology-based interventions with children with autism and to recommend future directions for research. This review will focus on…
Descriptors: Feedback (Response), Computer Simulation, Autism, Behavior Modification
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Virvou, Maria; Katsionis, George; Manos, Konstantinos – Educational Technology & Society, 2005
Computer games are very popular among children and adolescents. In this respect, they could be exploited by educational software designers to render educational software more attractive and motivating. However, it remains to be explored what the educational scope of educational software games is. In this paper, we explore several issues concerning…
Descriptors: Educational Games, Computer Simulation, Intelligent Tutoring Systems, Computer Software
Kline, Stephen; Stewart, Kym; Murphy, David – Canadian Journal of Education, 2006
The idea of media literacy prompts an increasingly divisive debate between educators who wish to protect children from the commercialization of global markets and those who challenge critical media studies as misguided, outdated, and ineffective. We have provided a historical overview of changing conceptions of media literacy as preparation and…
Descriptors: Food, Risk, Journalism Education, Media Literacy
Yeloushan, Kathleen – Educational Technology, 1989
Discussion of the dominance of males in technology-oriented fields focuses on sex-related differences in conjunction with the use of computers in education. Topics discussed include the attitudes of parents and teachers; lack of female role models; previous experiences with video games; and cooperative versus competitive learning activities. (11…
Descriptors: Competition, Computer Assisted Instruction, Computer Science Education, Cooperative Learning
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Sorensen, Birgitte Holm – Pedagogy, Culture and Society, 2005
This article focuses on the gap between the use of Information and Computing Technology (ICT) in schools and the use made of ICT in children's everyday life outside school. Particular emphasis is placed on the communities of practice that young people create through their use of digital technology. The article is based on data collected over five…
Descriptors: Communities of Practice, Information Technology, Foreign Countries, Educational Technology
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Zapata-Rivera, Diego; VanWinkle, Waverely; Doyle, Bryan; Buteux, Alyssa; Bauer, Malcolm – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to propose and demonstrate an evidence-based scenario design framework for assessment-based computer games. Design/methodology/approach: The evidence-based scenario design framework is presented and demonstrated by using BELLA, a new assessment-based gaming environment aimed at supporting student learning of…
Descriptors: Feedback (Response), Urban Schools, Measurement, Psychometrics
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