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Barron, Nancy Guera; Gruber, Sibylle; Pfannenstiel, Amber Nicole – Across the Disciplines, 2016
In this article, we show how discussions of creating high-impact learning experiences led to the Undergraduate Videogame Symposium, a public venue where students from all disciplines presented their disciplinary learning to a non-disciplinary audience. After providing an introduction to the learning principles emphasized by the Interdisciplinary…
Descriptors: Academic Achievement, Student Motivation, Participant Observation, Undergraduate Students
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Gray, Kishonna L. – Bulletin of Science, Technology & Society, 2012
This article examines the response of minority gamers as they adopt new innovations in Xbox Live. Using diffusion of innovation theory, specific attention is given to gamers' rate of adoption of the new Xbox Live environment, which was a recent update to the Xbox Live interface. By employing virtual ethnography, observations, and interviews reveal…
Descriptors: Ethnography, Decision Making, Educational Innovation, Innovation
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Wasterfors, David – Disability & Society, 2011
Intervention studies show that if children with disabilities play motion-controlled TV and computer games for training purposes their motivation increases and their training becomes more intensive, but why this happens has not been explained. This article addresses this question with the help of ethnographic material from a public project in…
Descriptors: Play, Video Games, Disabilities, Foreign Countries
Levin, Diane E. – Exchange: The Early Childhood Leaders' Magazine Since 1978, 2012
The author's students interviewed people over 50 years old about play when they were young. Their answers capture the many themes that come up in response to the following two questions: (1) Do you think the play of children today is different from when you were growing up?; and (2) If so, how do you think it has changed? In the past, when both…
Descriptors: Play, Video Games, Welfare Services, Urban Youth
Parry, Marc – Chronicle of Higher Education, 2012
Since MIT and Harvard started edX, their joint experiment with free online courses, the venture has attracted enormous attention for opening the ivory tower to the world. But in the process, the world will become part of an expensive and ambitious experiment testing some of the most interesting--and difficult--questions in digital education. Can…
Descriptors: Community Colleges, Online Courses, Blended Learning, Video Games
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Khalili, Neda; Sheridan, Kimberly; Williams, Asia; Clark, Kevin; Stegman, Melanie – Computers in the Schools, 2011
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a…
Descriptors: Mentors, Summer Programs, Video Games, STEM Education
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Watcharasukarn, Montira; Krumdieck, Susan; Green, Richard; Dantas, Andre – Simulation & Gaming, 2011
This article describes a virtual reality role-playing game that was developed as a survey tool to collect travel behavior data and explore and monitor travel behavior adaptation. The Advanced Energy and Material Systems Laboratory has designed, developed a prototype, and tested such a game platform survey tool, called Travel Activity Constraint…
Descriptors: Feedback (Response), Travel, Computer Simulation, Role Playing
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American Journal of Play, 2009
Stuart L. Brown is founder of the National Institute for Play, a California-based, not-for-profit organization dedicated to the notion that play can help transform the lives of individuals, families, schools, and organizations. Trained in general and internal medicine, psychiatry, and clinical research, Brown was a physician in the United States…
Descriptors: Play, Brain, Child Development, Interviews
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Satwicz, Tom; Stevens, Reed – International Journal of Computers for Mathematical Learning, 2008
This paper describes the use of quantities in video games by young people as part of a broader effort to understand thinking and learning across naturally occurring contexts of activity. Our approach to investigating the use of quantities in game play is ethnographic; we have followed eight children over a six-month period as they play their own…
Descriptors: Play, Video Games, Children, Interviews
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Carstens, Adam; Beck, John – TechTrends: Linking Research & Practice to Improve Learning, 2005
There is a new generation of workers taking over key positions in organizations and in classrooms. This generation is younger, yes, but they are also different in ways that will definitely change how business is done and how learning is accomplished. Research shows that the way they spent their formative years has given them an entirely different…
Descriptors: Video Games, Interviews, Case Studies, Technological Literacy
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Chalup, Stephan K.; Mellor, Drew; Rosamond, Fran – Computer Science Education, 2005
Hex is a challenging strategy board game for two players. To enhance students' progress in acquiring understanding and practical experience with complex machine intelligence and programming concepts we developed the Machine Intelligence Hex (MIHex) project. The associated undergraduate student assignment is about designing and implementing Hex…
Descriptors: Undergraduate Students, Student Attitudes, Programming, Questionnaires