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Commeyras, Michelle – E-Learning, 2009
This is an account of what a teacher educator learned from using the video game Neverwinter Nights with Drax, a high school student whose reading is like that of an elementary school student. Neverwinter Nights is a role-playing adventure game that requires reading print along with other meaningful signs such as sounds, artefacts, color, maps,…
Descriptors: Play, Video Games, Word Recognition, Research Opportunities
Andrews, Gillian – E-Learning, 2008
In a study of 195 high school students, differences by gender and socioeconomic status (SES) were found in their gaming habits and game literacy practices. Low-SES students generally preferred console video games, particularly those in the sports genre. They expressed frustration with the controls involved in long-form computer games such as those…
Descriptors: Socioeconomic Status, Video Games, Females, Gender Differences
Smith, Sandra Wilson – E-Learning, 2008
While video games have been much maligned in the popular press, a number of scholars have begun to explore the positive side of these games, especially in terms of learning. Some critics have analyzed video games and the act of game play as complex, cultural texts. In college courses, such as composition, in which one goal is the development of…
Descriptors: Play, Video Games, Thinking Skills, Freshman Composition
Games, Ivan Alex – E-Learning, 2008
This article discusses a framework for the analysis and assessment of twenty-first-century language and literacy practices in game and design-based contexts. It presents the framework in the context of game design within "Gamestar Mechanic", an innovative game-based learning environment where children learn the Discourse of game design. It…
Descriptors: Educational Technology, Video Games, Design, Semantics
Vie, Stephanie – E-Learning, 2008
This article examines the common genre of the usability study in technical communication courses and proposes the incorporation of computer and video games to ensure a rhetorical focus to this genre. As games are both entertaining and educational, their use in the technical communication classroom provides a new perspective on multimodal…
Descriptors: Technical Writing, Video Games, Communication Skills, College Students
Mackey, Margaret – E-Learning, 2007
The idea of "slippery texts" provides a useful descriptor for materials that mutate and evolve across different media. Eight adult gamers, encountering the slippery text "American McGee's Alice," demonstrate a variety of ways in which players attempt to manage their attention as they encounter a new text with many resonances. The range of their…
Descriptors: Literacy, Educational Games, Video Games, Computer Uses in Education
Ahn, Jung-Hoon – E-Learning, 2008
The purpose of this study was to investigate the effects of engaging students in Kolb's experiential learning cycle on facilitating students' simulation game performance and knowledge application skills in learning with a business simulation game. A sample was drawn from a population of business-major undergraduate students at the School of…
Descriptors: Undergraduate Students, Observation, Experiential Learning, Learning Processes
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
Sanford, Kathy; Madill, Leanna – E-Learning, 2007
The rapidly growing phenomenon of video games, along with learning that takes place through video game play, have raised concerns about the negative impact such games are reputed to have on youth, particularly boys. However, there is a disconnect between the discourse that suggests that boys are failing in learning literacy skills, and the…
Descriptors: Play, Video Games, Literacy, Males
Johnson, Genevieve – E-Learning, 2006
The number of children and adolescents accessing the Internet as well as the amount of time online are steadily increasing. The most common online activities include playing video games, accessing web sites, and communicating via chat rooms, email, and instant messaging. A theoretical framework for understanding the effects of Internet use on…
Descriptors: Sociocultural Patterns, Video Games, Cognitive Processes, Internet
Jenson, Jennifer; Taylor, Nicholas; de Castell, Suzanne – E-Learning, 2007
This article documents the design and development of an online tutorial for student and practising teachers at York University, Canada, that familiarizes them with the ethical and legal aspects of teaching. In particular, it focuses on the key design decisions that were made, emphasizing how these were also deeply "pedagogical"…
Descriptors: Foreign Countries, Intelligent Tutoring Systems, Student Teachers, Teaching (Occupation)
Leander, Kevin; Frank, Amy – E-Learning, 2006
In this article the authors consider how youth engage in social practices of identity through their online practices with images. Although they build on social practice perspectives, informed by the new literacy studies, they question the extent to which such perspectives have created new autonomies and separations, including the separation of…
Descriptors: Ethnography, Literacy, Identification (Psychology), Computer Mediated Communication