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Sekarasih, Laras; Walsh, Kimberly R.; Scharrer, Erica – Journal of Media Literacy Education, 2015
This study investigated the following research question: How do sixth-graders respond to a media literacy lesson that was designed to, among other goals, introduce the concept of the presence of commercial interest in media production, particularly regarding the prevalence of media violence? Forty-seven responses were analyzed thematically using…
Descriptors: Grade 6, Violence, Mass Media Effects, Media Literacy
Kovacevic, Tatjana; Opic, Siniša – Online Submission, 2013
The aim of this research was to examine the impact of using traditional games with the purpose of decreasing violent behavior among pupils in elementary schools as well as improving their mutual relationships. The research was conducted among second-, third- and fourth-graders in elementary schools in Karlovac (a total of 232 pupils). In order to…
Descriptors: Educational Games, Violence, Prevention, Intervention
Woody, Tammy Lynn – ProQuest LLC, 2010
This study explored elementary school counselors' perceptions of working with students exposed to violent video games. Certified elementary school counselors participated in both an online survey and individual interviews, revealing their observations regarding elementary school children and the phenomenon of gaming. An emphasis was placed on…
Descriptors: Elementary School Students, Student Behavior, Student Attitudes, Video Games
Gentile, Douglas A.; Gentile, J. Ronald – Journal of Youth and Adolescence, 2008
This article presents conceptual and empirical analyses of several of the "best practices" of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with…
Descriptors: Elementary School Students, Curriculum Design, Play, Video Games
Jason, Leonard A.; Danielewicz, Jennifer; Mesina, Anna – Journal of Early and Intensive Behavior Intervention, 2005
American children spend an average of 6 hours and 32 minutes each day using various forms of media. Research has suggested that this high level of exposure has a negative impact on children's attitudes and behaviors. For example, media violence increases aggression in children, especially video games which allows children to be the aggressor and…
Descriptors: Obesity, Violence, Video Games, Rewards