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Provenzo, Eugene F., Jr. – American School Board Journal, 1992
Video games are neither neutral nor harmless but represent very specific social and symbolic constructs. Research on the social content of today's video games reveals that sex bias and gender stereotyping are widely evident throughout the Nintendo games. Violence and aggression also pervade the great majority of the games. (MLF)
Descriptors: Child Development, Childhood Interests, Cultural Influences, Elementary Education
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McGinnis, Theresa – Voices from the Middle, 2007
McGinnis draws on the idea of engaged learning as critical and illustrates how school literacy practices do not provide urban Khmer youth (and by extension, other groups whose backgrounds are linguistically or socioculturally distinct) with deep levels of engagement in literacy activities. By looking at the types of writing experiences these youth…
Descriptors: Middle Schools, Literacy, Urban Schools, Middle School Students
Horn, Eva; And Others – Journal of the Association for Persons with Severe Handicaps (JASH), 1991
Three nonvocal students (ages 5-8) with severe physical handicaps were trained in scan and selection responses (similar to responses needed for operating augmentative communication systems) using a microcomputer-operated video-game format. Results indicated that all three children showed substantial increases in the number of correct responses and…
Descriptors: Communication Aids (for Disabled), Communication Skills, Electronic Equipment, Generalization