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Baker-Doyle, Kira J. – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2018
This article is a commentary essay that uses the connected learning framework (Ito et al., 2013) as a lens to explore the relationship between making, coding, and critical literacy in the context of literacy teacher education. Critical literacy theorists have argued that it is important to understand the perspective and positionality of an author…
Descriptors: Coding, Programming, Computer Science Education, Reflection
DeVane, Benjamin – Democracy & Education, 2017
In this review article, I argue that games are complementary, not self-supporting, learning tools for democratic education because they can: (a) offer "simplified, but often not simple, outlines" (later called "models") of complex social systems that generate further inquiry; (b) provide "practice spaces" for…
Descriptors: Play, Educational Games, Democracy, Civics
VerBruggen, Robert – Academic Questions, 2012
Today's video games aren't even a little bit like the ones that came out a few decades ago. Not only has the underlying technology dramatically improved, but the medium has matured remarkably in the years since "Pong" and "Space Invaders." ruled the arcades. The artistic promise of video games has yet to be fulfilled. The current state of the…
Descriptors: Males, Video Games, Higher Education, Information Technology
Young, Michael F.; Slota, Stephen T.; Lai, Benedict – Review of Educational Research, 2012
In large measure the authors agree with Tobias and Fletcher's (2012) comments stating that clearer operational definitions of game features are needed to enable research on games and learning. The authors cannot accept that games are a subset of simulations, preferring to identify instances when games and simulations overlap and when they do not.…
Descriptors: Definitions, Cognitive Processes, Academic Achievement, Trend Analysis
Harris, Christopher – School Library Journal, 2010
If one wants to learn about the role that games play in education, then the University of Wisconsin at Madison is the place to go. It's home to the Games, Learning, and Society Initiative and its current director Dr. Kurt Squire. In this interview, Squire talks about his research and how libraries can embrace gaming as a tool for learning.
Descriptors: Librarians, School Libraries, Higher Education, Partnerships in Education
Barrett, Ralph V.; Meaghan, Diane E.; Doughty, Howard A. – College Quarterly, 2009
Anyone who already regards college education as a business should have no trouble with corollary notion that marketing is essential to success. In the information and service industries including education, marketing depends more upon image than it does in resource extraction, refining and manufacturing. In this article, the authors focus on Diana…
Descriptors: College Students, Marketing, Student Recruitment, Educational Change
Klopfer, Eric – MIT Press (BK), 2008
New technology has brought with it new tools for learning, and research has shown that the educational potential of video games resonates with scholars, teachers, and students alike. In "Augmented Learning", Eric Klopfer describes the largely untapped potential of mobile learning games--games played on such handheld devices as cell phones, Game…
Descriptors: Electronic Learning, Video Games, Educational Games, Lifelong Learning
Foreman, Joel – EDUCAUSE Review, 2004
Not long after he completed his Ph.D. at the University of Michigan, Mike Van Lent used his interest in videogames and artificial intelligence to land a research professorship at the University of Southern California (USC). There he edits the Journal of Game Development and conducts studies for the Institute for Creative Technologies, a $45…
Descriptors: Computer Simulation, Video Games, Conventional Instruction, Artificial Intelligence
Jones, Greg; Kalinowski, Kevin – Innovate: Journal of Online Education, 2006
The integration of video games in the classroom continues to be a topic for educators and researchers alike. Yet despite the dialogue, widespread integration of this technology has yet to occur. To help remedy this situation, Greg Jones and Kevin Kalinowski propose the establishment of an online, open community designated to explore and develop…
Descriptors: Video Games, Educational Technology, Technology Integration, Technology Uses in Education
Squire, Kurt – Educational Researcher, 2006
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…
Descriptors: Play, Educational Researchers, Video Games, Interactive Video