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Waters, John K. – T.H.E. Journal, 2007
This article reports the potential of online role-playing games to be a powerful tool for English as a second language (ESL) learning. When Professor Edd Schneider and game designer Kai Zheng suggested to attendees gathered in San Francisco last spring for the annual Game Developers Conference that massively multiplayer online role-playing games,…
Descriptors: Foreign Countries, Educational Technology, Language Skills, English (Second Language)
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Rice, John W. – Journal of Educational Multimedia and Hypermedia, 2007
Computer video games are an emerging instructional medium offering strong degrees of cognitive efficiencies for experiential learning, team building, and greater understanding of abstract concepts. As with other new media adopted for use by instructional technologists for pedagogical purposes, barriers to classroom implementation have manifested…
Descriptors: Computers, State Standards, Team Training, Experiential Learning
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VanDeventer, Stephanie S.; White, James A. – Simulation & Gaming, 2002
Investigates the display of expert behavior by seven outstanding video game-playing children ages 10 and 11. Analyzes observation and debriefing transcripts for evidence of self-monitoring, pattern recognition, principled decision making, qualitative thinking, and superior memory, and discusses implications for educators regarding the development…
Descriptors: Child Development, Decision Making, Memory, Pattern Recognition
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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
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Cameron, David – AsiaPacific MediaEducator, 2001
Explores how training simulations may need to become more sophisticated and media rich in order to stimulate and engage students. Considers that one possible interface between journalism simulations and technology is the area of video games. Defines four basic characteristics of a computer game. Presents two scenarios for implementing these ideas.…
Descriptors: Higher Education, Instructional Improvement, Journalism Education, Program Implementation
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Selman, Ruth; Selman, Jerry; Selman, Victor – Montessori Life, 2001
Describes toys presented at the Tokyo Toy Fair in 1999 that use technology to allow users to take more creative control. Discusses video games, computerized toys, toy robots, and high tech learning aids and simulation techniques, and considers them in light of the Montessori philosophy of learning how to learn. (JPB)
Descriptors: Educational Technology, Instructional Materials, Learning Processes, Montessori Method
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Anderson, Craig, A. – Journal of Adolescence, 2004
This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping…
Descriptors: Violence, Video Games, Influences, Meta Analysis
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Green, Gregory; Reese, Shirley A. – Education, 2006
The greatest health risk facing children today is obesity. The prevalence of childhood obesity in the United States has risen dramatically in the past several decades. Because children on the average spend up to five or six hours a day involved in sedentary activities, including excessive time watching television, using the computer and playing…
Descriptors: Video Games, Physical Education, Group Counseling, Children
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O'Connor, Peter; O'Connor, Briar; Welsh-Morris, Marlane – Research in Drama Education, 2006
This article examines a national applied theatre programme coordinated through the Department of Child, Youth and Family in New Zealand. The programme uses dramatic processes to create opportunities for communities to discuss and find their own answers to the issues of child abuse and family violence. The programme utilises a sophisticated in-role…
Descriptors: Drama, Child Abuse, Child Neglect, Family Violence
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Gouglas, Sean; Sinclair, Stefan; Ellefson, Olaf; Sharplin, Scott – Innovate: Journal of Online Education, 2006
Most humanities courses rarely require students to create the kinds of work they are studying. Sean Gouglas, Stefan Sinclair, Olaf Ellefson, and Scott Sharplin outline the value of this rare experience by describing an assignment in their graduate humanities computing course in which students examined hypermedia narratives by authoring a…
Descriptors: Games, Fantasy, Foreign Countries, Role Playing
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Hoyles, Celia; Noss, Richard; Adamson, Ross – Journal of Educational Computing Research, 2002
Reflects on the meaning and evaluation of the microworld idea. Distinguishes between user manipulation and modification at three levels: the interface, superstructural, and platform levels; presents a case study of two eight-year-old girls playing a video game based on Logo; and discusses mathematical learning. (Author/LRW)
Descriptors: Case Studies, Elementary Education, Elementary School Mathematics, Learning Strategies
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
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Deubel, Patricia – T.H.E. Journal, 2006
This article describes digital game-based learning (DGBL), the uniting of educational content with computer or online games, that holds the potential for a wealth of educational applications, if managed properly. DGBL motivates by virtue of being fun. It is versatile, can be used to teach almost any subject or skill, and, when used correctly, is…
Descriptors: Transfer of Training, Long Term Memory, Experiential Learning, Constructivism (Learning)
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Johnson, Genevieve – E-Learning, 2006
The number of children and adolescents accessing the Internet as well as the amount of time online are steadily increasing. The most common online activities include playing video games, accessing web sites, and communicating via chat rooms, email, and instant messaging. A theoretical framework for understanding the effects of Internet use on…
Descriptors: Sociocultural Patterns, Video Games, Cognitive Processes, Internet
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Shirinian, Ara; Dickelman, Erik – Performance Improvement, 2002
Discusses software design for enterprise systems and for video games, and describes difficulties with enterprise tools, including interface complexity, training costs, and user frustration. Examines the world of tools and games from the human perspective and suggests ways in which game design can be successfully transferred to the enterprise tool…
Descriptors: Computer Interfaces, Computer Software Development, Corporations, Costs
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