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American Journal of Play, 2020
Christopher Bensch is vice president for collections and chief curator at The Strong National Museum of Play in Rochester, NY. He oversees the acquisition of and care for the world's most comprehensive collection of playthings. He also serves as the primary spokesperson for the National Toy Hall of Fame. Andrew Borman is digital games curator at…
Descriptors: COVID-19, Pandemics, Play, Museums
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American Journal of Play, 2020
T. L.Taylor is Professor of Comparative Media Studies at Massachusetts Institute of Technology (MIT) and cofounder and Director of Research for AnyKey, an organization dedicated to supporting and developing fair and inclusive esports. She is a qualitative sociologist who has focused on internet and game studies for over two decades, and her…
Descriptors: Educational Sociology, Video Games, Computer Games, Internet
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American Journal of Play, 2017
Jon-Paul C. Dyson is vice president for exhibits and director of the International Center for the History of Electronic Games (ICHEG) at The Strong. Trained as a cultural and intellectual historian, he joined The Strong in 1998 and has worked on and supervised the development of dozens of exhibits on play and video games. He initiated the museum's…
Descriptors: Educational Technology, Technology Uses in Education, Video Games, Play
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Baker-Doyle, Kira J. – Contemporary Issues in Technology and Teacher Education (CITE Journal), 2018
This article is a commentary essay that uses the connected learning framework (Ito et al., 2013) as a lens to explore the relationship between making, coding, and critical literacy in the context of literacy teacher education. Critical literacy theorists have argued that it is important to understand the perspective and positionality of an author…
Descriptors: Coding, Programming, Computer Science Education, Reflection
Heller, Rafael – Phi Delta Kappan, 2018
Since 2003, nonprofit organization Common Sense Media has studied the ways in which kids are growing up in the digital age. In this interview, research director Michael Robb shares recent findings about the media habits of young children, tweens, and teens. While the news coverage of these issues tends to be hyperbolic and alarming, Robb explains,…
Descriptors: Children, Adolescents, Preadolescents, Computer Use
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Middaugh, Ellen – Democracy & Education, 2016
This response considers the role of video games in promoting the social and emotional aspects of civic education and engagement. Specifically, it discusses how design choices in iCivics and video games generally may impact students' emotional responses to issues and other people, sense of internal efficacy, and social connectedness. [For "The…
Descriptors: Video Games, Educational Games, Civics, Citizenship Education
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Ruth Lemon – Teachers and Curriculum, 2017
This opinion piece aims to grow awareness of a range of technological initiatives that are supporting Maori language regeneration. These initiatives have been chosen because they have communities of users. This piece could be useful to educators who want to learn about the options that are available in this area, or students of Maori language for…
Descriptors: Malayo Polynesian Languages, Language Maintenance, Foreign Countries, Video Games
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DeVane, Benjamin – Democracy & Education, 2017
In this review article, I argue that games are complementary, not self-supporting, learning tools for democratic education because they can: (a) offer "simplified, but often not simple, outlines" (later called "models") of complex social systems that generate further inquiry; (b) provide "practice spaces" for…
Descriptors: Play, Educational Games, Democracy, Civics
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Wesselmann, Eric D.; Williams, Kipling D. – International Journal of Developmental Science, 2013
In this commentary, the authors discuss the topic of ostracism--being ignored and excluded--as a painful social phenomenon that most individuals have experienced at least once in their lives, and sometimes daily. The harmful power of ostracism is not short-lived; data suggest that participants asked to relive ostracism by writing an…
Descriptors: Social Isolation, Rejection (Psychology), Video Games, Toys
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VerBruggen, Robert – Academic Questions, 2012
Today's video games aren't even a little bit like the ones that came out a few decades ago. Not only has the underlying technology dramatically improved, but the medium has matured remarkably in the years since "Pong" and "Space Invaders." ruled the arcades. The artistic promise of video games has yet to be fulfilled. The current state of the…
Descriptors: Males, Video Games, Higher Education, Information Technology
Shaughnessy, Michael F.; Fulgham, Susan M. – Educational Technology, 2016
Sigmund Tobias came to the United States in 1948, after his family had fled to China from the Holocaust in Europe. His Memoir ("Strange Haven: A Jewish Childhood in Wartime Shanghai") describes that part of his life. He settled in New York, where he completed his B.A. and M.S. in School Psychology from the City College of New York, and a…
Descriptors: Educational Technology, Interviews, Leaders, Computer Games
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Grube, Victoria J. – Journal of Aesthetic Education, 2012
Two eleven-year-old boys face a bulletin board, arranging silver thumbtacks into shapes of fighter planes. The boys' play revolves around the action video game, its language, strategies, heroes, villains, obstacles, and continual updates. As an after-school art teacher and student-teacher supervisor, the contact the author has with young artists…
Descriptors: Childrens Art, Violence, Video Games, Mass Media Effects
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Frye, Jonathan – Cultural Studies of Science Education, 2012
The stronghold that games have on our society has made it imperative that educators understand the impact that video games can have. Owens (2012) presented two frames for how the press discussed the popular game "Spore," which incorporates elements of science topics. One frame suggested that the game teaches children about intelligent design,…
Descriptors: Video Games, Creationism, Evolution, Student Motivation
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Tay, Lee Yong; Lim, Cher Ping – Cultural Studies of Science Education, 2012
This response to Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg and Nicole Husain's paper, "Challenges and opportunities: Using a science-based video game in secondary school settings," explores the issues encountered while a science-based video game is introduced in secondary school settings. It highlights the importance of the context, the…
Descriptors: Science Instruction, Secondary School Science, Educational Technology, Educational Games
Renaud, Christian; Wagoner, Bridgette – Principal Leadership, 2011
The use of computer-based gaming in education is not a new phenomenon. Many educators nostalgically remember green Apple II monitors displaying the games Lemonade Stand and Oregon Trail in the early 1980s. Technology in schools has evolved considerably since then, and gaming has become pervasive within all demographic subgroups. Gaming within…
Descriptors: Video Games, Educational Games, Educational Technology, Computer Uses in Education
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