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Thevenin, Benjamin – Journal of Media Literacy Education, 2020
This article describes "Dark Ride: Disneyland" - a mobile game that encourages Disneyland guests to critically consider Disney's representations of history, culture, and technology. The game was the creation of a group of faculty, students and professionals associated with Brigham Young University. The article contextualizes the game and…
Descriptors: Corporations, Educational Games, Media Literacy, Handheld Devices
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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
Bickford, Rebekah S. – Communique, 2010
This fall, the U.S. Supreme Court will hear arguments in a case that promises to affect the lives of many children. Up for debate is whether a law aimed at curbing children's access to violent video games violates their constitutional right to free speech. Signed 5 years ago by Governor Schwarzenegger, the California statute, which has yet to take…
Descriptors: Racquet Sports, Sexual Abuse, Video Games, Computer Simulation
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Gordon, Sheri – T.H.E. Journal, 2010
For the Garland Independent School District, a tournament was the tipping point. With too many of its students failing the math portion of state-mandated exams and in danger of being held back, the suburban Dallas district was determined to raise scores. The students lacked motivation, and Garland was seeking a better method of engaging them.…
Descriptors: Video Games, Mathematics Achievement, Computers, Technology Uses in Education
Walsh, Mark – Education Week, 2010
Arizona's variation on government vouchers for religious schools and California's prohibition on the sale of violent video games to minors present the top two cases with implications for education in the U.S. Supreme Court term that formally begins Oct. 4. New Justice Elena Kagan brings to the court extensive education policy experience as a…
Descriptors: Educational Vouchers, Video Games, Court Litigation, Federal Courts
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Ryoo, Jean J.; Margolis, Jane; Lee, Clifford H.; Sandoval, Cueponcaxochitl D. M.; Goode, Joanna – Learning, Media and Technology, 2013
Despite the fact that computer science (CS) is the driver of technological innovations across all disciplines and aspects of our lives, including participatory media, high school CS too commonly fails to incorporate the perspectives and concerns of low-income students of color. This article describes a partnership program -- Exploring Computer…
Descriptors: Computer Science, High Schools, At Risk Students, Low Income Groups
Starkman, Neal – Campus Technology, 2007
Colleges and universities head into virtual worlds, and student learning and psychology are changed forever. For the past few years, Creighton University, a Jesuit institution of about 6,700 students has hosted GameFest (www2.creighton.edu/doit/gamefest), a 12-hour marathon of high-tech, interactive gaming sessions among Creighton students, using…
Descriptors: Educational Technology, Faculty, Academic Achievement, Student Attitudes
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Foreman, Joel – EDUCAUSE Review, 2004
Not long after he completed his Ph.D. at the University of Michigan, Mike Van Lent used his interest in videogames and artificial intelligence to land a research professorship at the University of Southern California (USC). There he edits the Journal of Game Development and conducts studies for the Institute for Creative Technologies, a $45…
Descriptors: Computer Simulation, Video Games, Conventional Instruction, Artificial Intelligence
Borja, Rhea R. – Education Week, 2006
In an age of rising obesity rates, more students are getting fit in school with the help of the video game series Dance Dance Revolution (DDR) and similar games. Some educators caution that while the trend is positive overall, technology should only supplement--not replace--traditional physical activity, such as running, aerobics, and other…
Descriptors: Video Games, Teaching Methods, Physical Activities, Physical Fitness
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Peppler, Kylie A.; Kafai, Yasmin B. – Learning, Media and Technology, 2007
Based on work in media studies, new literacy studies, applied linguistics, the arts and empirical research on the experiences of urban youths' informal media arts practices, we articulate a new vision for media education in the digital age that encompasses new genres, convergence, media mixes and participation. We first outline the history of how…
Descriptors: Urban Youth, Informal Education, Ethnography, Production Techniques