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Liu, Helen – Journal of Media Literacy Education, 2020
This study investigated adolescents' perception and attitudes towards gender representation in video game covers, and the degree to which these depictions may influence their notions on gender and identification. Seventeen participants ranging from ages 12 and 13 participated in semi-structured interviews to explore this topic. This study's…
Descriptors: Student Attitudes, Gender Differences, Gender Issues, Video Games
Hall, Jennifer; Suurtamm, Christine – International Electronic Journal of Mathematics Education, 2020
Media play an important role in young people's lives as an agent of socialization, both generally and with regard to mathematics. To understand the mathematics-related messages disseminated to young people via popular media, we analyzed portrayals of mathematics and mathematicians in over 40 media examples (television shows, movies, websites,…
Descriptors: Mass Media Role, Socialization, Mathematics, Personality Traits
Scholz, Kyle W.; Schulze, Mathias – Language Learning & Technology, 2017
Recent research in digital game-based language learning has been encouraging, yet it would benefit from research methods that focus on the gaming processes and second-language development (Larsen-Freeman, 2015) rather than learner/player reflection or individuals' beliefs about the validity of gameplay. This has proven challenging as research…
Descriptors: Second Language Learning, Second Language Instruction, Role Playing, Observation
Dahya, Negin; Jenson, Jennifer; Fong, Katrina – Review of Education, Pedagogy & Cultural Studies, 2017
Few studies compare educational programming designed on principles of inclusive pedagogy and feminist practice for both girls and boys. Broadly defined, inclusive pedagogy refers to theory and practice in education that is adaptable and responsive to the intersections of difference (class, race, culture, gender, sexuality, ability) and aims to…
Descriptors: Video Games, Gender Differences, Feminism, Teaching Methods
Bajovic, Mirjana – Educational Media International, 2013
In this study of 109 adolescents from the eighth grade of seven public elementary schools in Canada, the relationship between adolescents' violent video game playing patterns, habits and attitudes, and their levels of moral reasoning was investigated. The results suggested that playing violent video games in general was a very popular activity…
Descriptors: Violence, Video Games, Moral Values, Moral Development
Cardoso, Walcir; Grimshaw, Jennica; Waddington, David – Research-publishing.net, 2015
Digital gaming in education is an area that has been rapidly expanding in popularity and is gradually being applied to second language (L2) contexts (Godwin-Jones, 2014). Mobile gaming in particular offers the benefits of digital gaming while also offering the portability and accessibility of mobile devices (Ogata & Yana, 2003; Stockwell,…
Descriptors: Educational Games, Video Games, Telecommunications, Handheld Devices
Bastiaens, Theo, Ed. – Association for the Advancement of Computing in Education, 2022
The Association for the Advancement of Computing in Education (AACE) is an international, non-profit educational organization. The Association's purpose is to advance the knowledge, theory, and quality of teaching and learning at all levels with information technology. The "EdMedia + Innovate Learning" conference took place in New York,…
Descriptors: Educational Technology, Flipped Classroom, Online Courses, Student Projects
Turner, Nigel E.; Paglia-Boak, Angela; Ballon, Bruce; Cheung, Joyce T. W.; Adlaf, Edward M.; Henderson, Joanna; Chan, Vincy; Rehm, Jurgen; Hamilton, Hayley; Mann, Robert E. – International Journal of Mental Health and Addiction, 2012
Video game playing has become a very popular activity among adolescents. Its impact on the mental health and well-being of players is just beginning to be explored. This paper reports on the prevalence of problematic gaming in a representative sample of 2,832 Ontario students in grades 7 to 12. The survey included questions about the school grade,…
Descriptors: Adolescents, Foreign Countries, Incidence, Video Games
Lehrer, Joanne Shari; Petrakos, Hariclia Harriet – Exceptionality Education International, 2011
The transition from kindergarten to Grade 1 is marked by a sudden decrease in children's play time (Brostrom, 2005; Hartmann & Rollett, 1994). This study sought to examine 69 Montreal-area Grade 1 children's beliefs about out of school play, as well as their parents' (N = 56) perceptions of their play. Findings indicate that parents value play…
Descriptors: Siblings, Play, Grade 1, Parent Attitudes
The Socioemotional Effects of a Computer-Simulated Animal on Children's Empathy and Humane Attitudes
Tsai, Yueh-Feng Lily; Kaufman, David M. – Journal of Educational Computing Research, 2009
This study investigated the potential of using a computer-simulated animal in a handheld virtual pet videogame to improve children's empathy and humane attitudes. Also investigated was whether sex differences existed in children's development of empathy and humane attitudes resulting from play, as well as their feelings for a virtual pet. The…
Descriptors: Animals, Empathy, Student Attitudes, Elementary School Students
He, Meizi; Piche, Leonard; Beynon, Charlene; Harris, Stewart – Journal of Nutrition Education and Behavior, 2010
Objective: To investigate school-aged children's and parents' attitudes, social influences, and intentions toward excessive screen-related sedentary behavior (S-RSB). Design: A cross-sectional study using a survey methodology. Setting: Elementary schools in London, Ontario, Canada. Participants: All grades 5 and 6 students, their parents, and…
Descriptors: Television Viewing, Intervention, Video Games, Negative Attitudes

Upitis, Rena – Journal of Curriculum Studies, 1998
Explores a range of responses, attitudes, and behaviors of seventh- and eighth-grade students to computer and video technology through observations and other research techniques over the course of a school year. Characterizes the students as having "computer personalities" and explains different cases. Offers suggestions for including…
Descriptors: Computer Uses in Education, Foreign Countries, Grade 7, Grade 8