Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 5 |
Descriptor
Data Analysis | 5 |
Video Games | 5 |
Adolescents | 2 |
Computer Games | 2 |
Foreign Countries | 2 |
Internet | 2 |
Telecommunications | 2 |
Academic Achievement | 1 |
Adolescent Attitudes | 1 |
Barriers | 1 |
Classification | 1 |
More ▼ |
Author
Abs, Daniel | 1 |
Adams Becker, S. | 1 |
Anderson, Michelle | 1 |
Bedin, Livia Maria | 1 |
Bjorner, Thomas | 1 |
Casas, Ferran | 1 |
Clements, Kaylin R. | 1 |
Cummins, M. | 1 |
Estrada, V. | 1 |
Freeman, A. | 1 |
Johnson, L. | 1 |
More ▼ |
Publication Type
Reports - Evaluative | 5 |
Journal Articles | 4 |
Education Level
Higher Education | 2 |
Postsecondary Education | 2 |
Elementary Secondary Education | 1 |
Secondary Education | 1 |
Two Year Colleges | 1 |
Audience
Administrators | 1 |
Policymakers | 1 |
Researchers | 1 |
Teachers | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Snodgrass, Jeffrey G.; Clements, Kaylin R.; Nixon, William Cody; Ortega, Cynthia; Lauth, Samantha; Anderson, Michelle – Field Methods, 2020
We present a qualitative data analysis framework that integrates perspectives from theme analysis, cultural models analysis, grounded theory, and content analysis. We demonstrate how these research traditions are united in their aim to, first, uncover meaningful themes and, subsequently, to understand those themes' relationships to each other. To…
Descriptors: Qualitative Research, Data Analysis, Content Analysis, Grounded Theory
Schonau-Fog, Henrik; Bjorner, Thomas – Bulletin of Science, Technology & Society, 2012
In order to explore one aspect of the engaging nature of computer games, this study will propose a method that aims at classifying the experience of engagement in video games. Inspired by a literature review, we will focus on the fundamental causes of engagement that motivate a player so much that he or she wants to continue playing. By organizing…
Descriptors: Foreign Countries, Computer Games, Video Games, College Students
Martin, Crystle – Bulletin of Science, Technology & Society, 2012
This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game "World of Warcraft" as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game,…
Descriptors: Information Sources, Self Concept, Males, Novices
Sarriera, Jorge Castella; Abs, Daniel; Casas, Ferran; Bedin, Livia Maria – Social Indicators Research, 2012
This paper's main objective is to show relations between interest in media, perceived social support and adolescents' personal well-being. For this purpose, 1,589 Brazilian adolescents answered a questionnaire containing Cummins' Personal Well-Being, Vaux's Social Support Appraisals and Casas' interest in media scales. The media in study are: The…
Descriptors: Video Games, Structural Equation Models, Adolescents, Data Analysis
Johnson, L.; Adams Becker, S.; Cummins, M.; Estrada, V.; Freeman, A.; Ludgate, H. – New Media Consortium, 2013
The New Media Consortium (NMC) and the National Institute for Staff and Organizational Development (NISOD), with the generous support of Dell and Intel, have jointly released the "Technology Outlook for Community, Technical, and Junior Colleges 2013-2018: An NMC Horizon Project Sector Analysis." This report applies the process developed…
Descriptors: Community Colleges, Vocational Schools, Two Year Colleges, Educational Technology