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Shernoff, David J. – AERA Online Paper Repository, 2023
In this paper, we report the results of a 3-year, quasi-experimental study comparing students' engagement and deep learning of course materials between students who took an undergraduate engineering course that used a video game approach to a control group. The video game, EduTorcs, provided challenges in which students devised control algorithms…
Descriptors: Learner Engagement, Undergraduate Students, Engineering Education, Video Games
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Patton, Ryan; Sweeny, Robert W.; Shin, Ryan; Lu, Lilly – Studies in Art Education: A Journal of Issues and Research in Art Education, 2020
In this article, art education researchers from four universities share a multisite research project dealing with teaching digital game design to preservice art educators. The research project was initially designed in response to recent trends to develop 21st-century skills in education, digital media, and art/design education, as advocated by…
Descriptors: Preservice Teachers, Art Teachers, Design, Video Games
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Gilliam, Melissa; Jagoda, Patrick; Jaworski, Erin; Hebert, Luciana E.; Lyman, Phoebe; Wilson, M. Claire – Sex Education: Sexuality, Society and Learning, 2016
This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab.…
Descriptors: Sexuality, Violence, Video Games, Teaching Methods
Lee, Michael C. – ProQuest LLC, 2017
The purpose of this quantitative experimental posttest-only control group research study was to determine the degree to which differences exist in outcomes between students using a video game-based instruction and students using a traditional non-video game-based instruction in accelerated degree program courses at a 4-year university in Illinois…
Descriptors: Video Games, Educational Games, Writing Instruction, Writing Achievement
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Bouris, Alida; Mancino, Jenny; Jagoda, Patrick; Hill, Brandon J.; Gilliam, Melissa – Sex Education: Sexuality, Society and Learning, 2016
This paper presents findings from a focus group study conducted to evaluate "The Source," an alternate reality game (ARG). ARGs are a relatively new genre of interactive digital games that use a variety of media to engage game players. We developed modules on sexual health, sexual orientation, and homophobia in a game that was delivered…
Descriptors: Adolescents, Sexuality, Sex Education, Simulated Environment
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Nicholson, Scott – Library Quarterly, 2013
Games and other forms of play are used in today's libraries to attract underserved patrons, to introduce patrons to other library resources and services, and to facilitate engagement between library patrons. While many perceive gaming as a new library service, gaming services have been part of librarianship since the nineteenth century through…
Descriptors: Games, Toys, Puzzles, Library Services
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Coller, B. D.; Shernoff, David J.; Strati, Anna – Advances in Engineering Education, 2011
The paper presents results of a multi-year quasi-experimental study of student engagement during which a video game was introduced into an undergraduate dynamic systems and control course. The video game, "EduTorcs", provided challenges in which students devised control algorithms that drive virtual cars and ride virtual bikes through a…
Descriptors: Engineering Education, Learner Engagement, Video Games, Quasiexperimental Design
Myers, Brian – Computers in Libraries, 2009
During at least one afternoon each month, Wilmette (Illinois) Public Library (WPL) hosts a local group of computer programmers, designers, and artists, who meet to discuss digital projects and resources, technical challenges, and successful design or programming strategies. WPL's Game Design Club, now in its third year, owes its existence to a…
Descriptors: Video Games, Clubs, Computers, Public Libraries
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Kouba, Joanne; Velsor-Friedrich, Barbarba; Militello, Lisa; Harrison, Patrick R.; Becklenberg, Amy; White, Barb; Surya, Shruti; Ahmed, Avais – Journal of School Nursing, 2013
Asthma is the most prevalent chronic illness in childhood affecting 7 million youth. Many youth with asthma face another risk factor in obesity. Obesity, in turn, increases disorders such as asthma. Studies have recommended that asthma programs also address weight management in youth. Taking this into consideration, the I Can Control Asthma and…
Descriptors: Chronic Illness, Child Health, At Risk Persons, Urban Areas
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Gilbert, Juan E.; Eugene, Wanda; Swanier, Cheryl; Arbuthnot, Keena; Hood, Stafford; Grant, Michael McKenzie; West, Melanie L. – Journal of Educational Technology, 2008
When culture is integrated into the mathematics classroom, it improves students' academic achievement, helps move classrooms towards an equitable learning environment, helps students to have positive beliefs about mathematics, and integrates mathematics with other disciplines. Moreover, if you observe today's kids, the use of video games in their…
Descriptors: Culturally Relevant Education, Instructional Design, Educational Practices, Case Studies
Brodeski, Jennifer; Hembrough, Meghan E. – Online Submission, 2007
This report describes a program designed to decrease students' undesired behaviors. Undesired behaviors addressed include tattling, hitting, kicking, biting and pinching. A review of existing literature revealed these behaviors affected all aspects of the classroom. The sample population consisted of two sessions of at-risk pre-kindergarten and…
Descriptors: Surveys, Antisocial Behavior, Elementary School Students, Comparative Analysis
Rideout, Victoria – Henry J. Kaiser Family Foundation, 2007
Over the past few years, media use among children and teens has become more prevalent than ever. With the launch of the iPod, the explosion in instant messaging, the birth of mobile video and YouTube, and the advent of social networking sites like MySpace, young people are rarely out of contact, or out of reach of the media. Meanwhile,…
Descriptors: Sexuality, Violence, Mass Media Effects, Television
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2010
For the thirty-third year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. This is Volume #2 of the 33rd "Annual Proceedings of Selected Papers on the Practice of Educational Communications and Technology." This volume includes…
Descriptors: Educational Technology, Management Systems, Technology Uses in Education, Web Sites