Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 1 |
Since 2016 (last 10 years) | 2 |
Since 2006 (last 20 years) | 8 |
Descriptor
Source
Bulletin of Science,… | 1 |
Centers for Disease Control… | 1 |
E-Learning | 1 |
Health Education & Behavior | 1 |
Interactive Technology and… | 1 |
Journal for Leadership and… | 1 |
Journal of Educational… | 1 |
Journal of STEM Education:… | 1 |
Author
Andrade, Albert G. | 1 |
Andrews, Gillian | 1 |
Bauer, Malcolm | 1 |
Buteux, Alyssa | 1 |
Colesante, Robert J. | 1 |
Craig, Madeline | 1 |
Davison, Kirsten K. | 1 |
Doyle, Bryan | 1 |
Eaton, Cynthia | 1 |
Eckardt, Patricia N. | 1 |
Glass, Richard | 1 |
More ▼ |
Publication Type
Reports - Research | 8 |
Journal Articles | 7 |
Collected Works - General | 1 |
Education Level
Higher Education | 3 |
Elementary Education | 1 |
Elementary Secondary Education | 1 |
Grade 10 | 1 |
Grade 11 | 1 |
Grade 12 | 1 |
Grade 9 | 1 |
High Schools | 1 |
Middle Schools | 1 |
Postsecondary Education | 1 |
Preschool Education | 1 |
More ▼ |
Audience
Location
New York | 8 |
Arizona | 1 |
California | 1 |
Colorado | 1 |
Connecticut | 1 |
Florida | 1 |
Georgia | 1 |
Guam | 1 |
Louisiana | 1 |
Marshall Islands | 1 |
Massachusetts | 1 |
More ▼ |
Laws, Policies, & Programs
Assessments and Surveys
Youth Risk Behavior Survey | 1 |
What Works Clearinghouse Rating
Eckardt, Patricia N.; Eaton, Cynthia; Craig, Madeline; Patterson, Katherine M. – Journal for Leadership and Instruction, 2021
This hypothesis-generating research study provided insight into the impact that social media and online gaming with friends play in the lives of students in third- through sixth-grade during the COVID-19 pandemic. Initially this study began in February 2020 before the pandemic impacted school closures in New York the following month. However, the…
Descriptors: Social Media, Video Games, Internet, Friendship
McColgan, Michele W.; Colesante, Robert J.; Andrade, Albert G. – Journal of STEM Education: Innovations and Research, 2018
The goal of this study was to determine whether a game-based immersion experience in an introductory undergraduate course in education had an impact on pre-service teachers' skills, beliefs, and confidence using games for teaching academic content. 55 pre-service secondary-education teachers participated in the study. Their first course in the…
Descriptors: Preservice Teachers, Preservice Teacher Education, Teaching Methods, Educational Games
Puri, Kunal; Pugliese, Rudy – Bulletin of Science, Technology & Society, 2012
This study examined video game-playing aggression among graduate and undergraduate students at Rochester Institute of Technology in upstate New York. The following three research questions were posed: In the context of video game playing, what differences are there in levels of aggression in relation to sex? What differences are there in levels of…
Descriptors: Empathy, Undergraduate Students, Graduate Students, Aggression
Lampard, Amy M.; Jurkowski, Janine M.; Davison, Kirsten K. – Health Education & Behavior, 2013
Parents' rules regarding child television, DVD, video game, and computer use (screen time) have been associated with lower screen use in children. This study aimed to identify modifiable correlates of this behavior by examining social-cognitive predictors of parents' restriction of child screen time. Low-income parents ("N" = 147) of…
Descriptors: Low Income, Screening Tests, Correlation, Television Viewing
Andrews, Gillian – E-Learning, 2008
In a study of 195 high school students, differences by gender and socioeconomic status (SES) were found in their gaming habits and game literacy practices. Low-SES students generally preferred console video games, particularly those in the sports genre. They expressed frustration with the controls involved in long-form computer games such as those…
Descriptors: Socioeconomic Status, Video Games, Females, Gender Differences
Spiegelman, Marsha; Glass, Richard – Journal of Educational Technology Systems, 2009
Gaming and social networking define the millennial student. This research focuses on an evolving collaboration between 2 faculty members of different disciplines who merged Web 2.0 and game scenarios to infuse research techniques as integral components of math/computer science courses. Blogs and wikis facilitated student-faculty interaction beyond…
Descriptors: Research Skills, College Faculty, College Students, Mathematics Instruction
Zapata-Rivera, Diego; VanWinkle, Waverely; Doyle, Bryan; Buteux, Alyssa; Bauer, Malcolm – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to propose and demonstrate an evidence-based scenario design framework for assessment-based computer games. Design/methodology/approach: The evidence-based scenario design framework is presented and demonstrated by using BELLA, a new assessment-based gaming environment aimed at supporting student learning of…
Descriptors: Feedback (Response), Urban Schools, Measurement, Psychometrics
Shaw, Frederic E., Ed. – Centers for Disease Control and Prevention, 2008
The "Morbidity and Mortality Weekly Report" ("MMWR") Series is prepared by the Centers for Disease Control and Prevention (CDC). Data in the weekly "MMWR" are provisional, based on weekly reports to CDC by state health departments. This issue of "MMWR" contains the following studies: (1) Youth Risk Behavior…
Descriptors: Death, Heart Disorders, Acquired Immunodeficiency Syndrome (AIDS), Sexually Transmitted Diseases