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Joshua M. Patterson – International Journal of Game-Based Learning, 2024
Numerous video games marketed entirely for entertainment purposes, also known as commercial, off-the-shelf (COTS) titles, can serve as an effective tool for teaching students complicated skills such as executive functioning, hypothesis testing, and critical analysis. In this phenomenological case study, I outline a pedagogical approach that…
Descriptors: High School Students, Charter Schools, Game Based Learning, Video Games
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Lisa Gilbert – Theory and Research in Social Education, 2019
Research into students' interactions with historical video games is limited and tends to focus on teacher mediation. As a result, little is known about the meanings that students independently construct as they consume this form of media. This qualitative interview study uses "Assassin's Creed," a narrative video game with a historical…
Descriptors: Video Games, History, Empathy, Story Telling
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Pagnotti, John; Russell, William B., III – Social Studies, 2012
How can teachers utilize video games in the classroom, harnessing a technology that is gaining "market share" in the lives of our students? This article will provide classroom teachers with a research-based rationale for using video games along with a viable, classroom-tested lesson to teach social studies content using a widely…
Descriptors: World History, Video Games, History Instruction, Learner Engagement
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Stoddard, Jeremy D.; Marcus, Alan S. – High School Journal, 2010
In a world where students and the general public are likely to access historical information from a television program, film, or even video game, it is important to equip students with the ability to view historical representation critically. In this essay we present arguments for using film to engage students in rigorous and authentic social…
Descriptors: High School Students, Middle School Students, Video Games, Nonprint Media
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Devlin-Scherer, Roberta; Sardone, Nancy B. – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2010
Data from ten teacher candidates studying teaching methods were analyzed to determine perceptions toward digital simulation games in the area of social studies. This research can be used as a conceptual model of how current teacher candidates react to new methods of instruction and determine how education programs might change existing curricula…
Descriptors: Technology Integration, Educational Technology, Thinking Skills, Social Studies
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Lee, John K.; Probert, Jeffrey – Journal of Social Studies Research, 2010
This study examined an 11th grade high school class as they played the game Civilization III. Over nine class sessions students played the game in support of other activities related to several predetermined and emergent topics in U. S. history. Gameplay was whole-class oriented and involved students taking turns at the computer controlling…
Descriptors: History Instruction, United States History, High Schools, Social Studies
McCoy, Leah P., Ed. – Online Submission, 2009
This document presents the proceedings of the Annual Research Forum. Included herein are the following 29 studies: (1) What Factors Influence Algebra 1 Students' Attitudes toward Math? (Elizabeth A. Allen); (2) Low-Income Student and Teacher Impressions of Kagan Cooperative Learning (Andrea Anderson); (3) Developing and Implementing an Articulated…
Descriptors: High Schools, Student Attitudes, Oral Reading, Writing Strategies