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Luke Arthur Meeken; Oscar Keyes – Art Education, 2024
With youth spending increasing labor and leisure time in designed environments crafted from digital materials, and with historically predatory entities like Meta/Facebook proposing to circumscribe learning and leisure within sensorially rich "metaverses" of their own design, the authors feel it is important for students to be able to…
Descriptors: Leisure Time, Recreational Activities, Video Games, Social Media
Herrig, Brian; Taranto, Greg – Technology and Engineering Teacher, 2012
One of the key features that draws many people to play video games is the fact that they are interactive. Video games allow the user to be actively engaged and in control of the action (Prensky, 2006). Seventh grade students at Canonsburg Middle School are actively engaging in the creation of video games. The students are engaged at a much deeper…
Descriptors: Learner Engagement, Activity Units, Problem Based Learning, Teaching Methods
Carlson, Scott – Chronicle of Higher Education, 2003
Discusses opposing views of the role video games might play in higher education, with some college faculty advocating their use as teaching tools and others asserting that the games have little to say about real life. Also describes some research into video games as learning tools. (SLD)
Descriptors: College Faculty, College Students, Higher Education, Instructional Materials