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Manero, Borja; Torrente, Javier; Fernandez-Vara, Clara; Fernandez-Manjon, Baltasar – IEEE Transactions on Learning Technologies, 2017
This study examines the influence of players' age, gender, and gaming preferences and habits (from now on, "gaming preferences") on the effectiveness of a specific videogame that has been designed to increase the interest towards classical theater among teenagers. Using a validated instrument, participants were divided into four groups…
Descriptors: Computer Uses in Education, Gender Differences, Age Differences, Instructional Effectiveness
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Carrington, Victoria; Hodgetts, Katherine – British Journal of Sociology of Education, 2010
While the attention of researchers has focused on video games, texting and, more recently, the growth of social networking sites such as "Bebo.com" and "Facebook", virtual worlds have emerged as a site of significant cultural and textual relevance for young people. A total of 6.2 million children aged between six and 12 years of age ventured into…
Descriptors: Age, Video Games, Computer Mediated Communication, Social Networks
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Gentile, Douglas A.; Nathanson, Amy I.; Rasmussen, Eric E.; Reimer, Rachel A.; Walsh, David A. – Family Relations, 2012
Research on parental monitoring of children's media use suggests parents can reduce the negative effects of media exposure on children, although this research is rarely conducted with elementary school children and leaves open questions about whether parents or children are better reporters. Participants were 1,323 children, their parents, and…
Descriptors: Elementary School Students, Media Research, Marital Status, Violence