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Picton, Irene; Clark, Christina; Riad, Lara; Cole, Aimee – National Literacy Trust, 2022
Concern about the negative impact of the digital world on young people has increased in recent years (see, e.g., Department for Digital, Culture, Media and Sport [DCMS], 2021; United Nations, 2021). A growing body of research explores aspects of young people's online lives and mental wellbeing (see, e.g., Kandola et al., 2021, Kelly et al., 2018,…
Descriptors: Technological Literacy, Computer Mediated Communication, Well Being, Critical Literacy
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Waddington, Jonathan; Linehan, Conor; Gerling, Kathrin; Williams, Cathy; Robson, Leonie; Ellis, Richard; Hodgson, Timothy – Journal of Visual Impairment & Blindness, 2018
Introduction: Rehabilitation can improve visual outcomes for adults with acquired homonymous visual field loss. It is unclear, however, whether rehabilitation improves visual outcomes for children because previous training schedules have been tiresome, uninteresting, and have failed to keep them engaged. In this study, we assessed whether children…
Descriptors: Visual Impairments, Children, Young Adults, Adolescents
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Scolari, Carlos A.; Contreras-Espinosa, Ruth S. – Journal of Information Literacy, 2019
The main objective of this article is to analyse informal learning processes in the field of video games. As many teenagers are engaged in these kinds of practices, the big question is: How do teens learn to play video games? In most cases they do not learn to play video games at school or with their parents, and therefore it is necessary to map…
Descriptors: Adolescents, Learning Strategies, Informal Education, Experiential Learning
Picton, Irene; Clark, Christina; Judge, Tim – National Literacy Trust, 2020
Video games are a significant cultural and creative force, often involving a number of art forms, including narrative, design and audio composition. They have been the subject of a large-scale exhibition at the Victoria and Albert museums in London and Dundee, while the British Games Institute (BGI) was set up to support video game culture in…
Descriptors: Video Games, Adolescents, Preadolescents, Foreign Countries
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Pelletier, Caroline; Burn, Andrew; Buckingham, David – E-Learning and Digital Media, 2010
This article addresses practices of textual appropriation in computer games made by young people. By focusing on how young people's production work makes reference to popular media texts, it examines the basis on which such work claims to be legible as a game text: how it claims to be literate in the context of an after-school game-making club.…
Descriptors: Creativity, Journalism Education, Popular Culture, Media Literacy
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Griffiths, Mark D. – Journal of Adolescence, 1991
Attempts to put ongoing U.S. and United Kingdom amusement machine debates into empirical perspective. Conducts comparative analysis of video games and fruit machines (slot machines) by examining incidence of play, sex differences and psychological characteristics of machine players, observational findings in arcade settings, alleged negative…
Descriptors: Adolescents, Children, Foreign Countries, Games