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Offenholley, Kathleen – Journal of Mathematics Education at Teachers College, 2011
Video games have tremendous potential in mathematics education, yet there is a push to simply add mathematics to a video game without regard to whether the game structure suits the mathematics, and without regard to the level of mathematical thought being learned in the game. Are students practicing facts, or are they problem-solving? This paper…
Descriptors: Mathematics Instruction, Teaching Methods, Video Games, Educational Technology
Fichten, Catherine S.; Asuncion, Jennison; Scapin, Rafael – Journal of Postsecondary Education and Disability, 2014
This article briefly reviews the history of assistive technologies in American and Canadian postsecondary education starting in the 1990s, discusses the accessibility of e-learning and information and communication technologies (ICTs) currently popular in postsecondary education, and highlights emerging trends. Increasing use of universal design…
Descriptors: Educational Technology, Postsecondary Education, College Students, Disabilities
Barab, Sasha A.; Gresalfi, Melissa; Ingram-Goble, Adam – Educational Researcher, 2010
Videogames are a powerful medium that curriculum designers can use to create narratively rich worlds for achieving educational goals. In these worlds, youth can become scientists, doctors, writers, and mathematicians who critically engage complex disciplinary content to transform a virtual world. Toward illuminating this potential, the authors…
Descriptors: Play, Research Methodology, Video Games, Educational Objectives
Black, Rebecca W.; Reich, Stephanie M. – International Journal of Game-Based Learning, 2011
In recent years there has been a marked increase in the number of virtual worlds aimed at populations between the ages of 6 to14 years. This article examines the content and design of one such site, Webkinz World, as a sociocultural context for informal learning. Focusing on the design and activities of this site sheds light on the ways in which…
Descriptors: Affordances, Barriers, Scaffolding (Teaching Technique), Educational Games
Blum-Dimaya, Alyssa; Reeve, Sharon A.; Reeve, Kenneth F.; Hoch, Hannah – Education and Treatment of Children, 2010
Children with autism have severe and pervasive impairments in social interactions and communication that impact most areas of daily living and often limit independent engagement in leisure activities. We taught four children with autism to engage in an age-appropriate leisure skill, playing the video game Guitar Hero II[TM], through the use of (a)…
Descriptors: Play, Video Games, Autism, Scheduling
Sweeny, Robert W. – Studies in Art Education: A Journal of Issues and Research in Art Education, 2010
Videogames represent one of the fastest growing and most influential forms of contemporary visual culture. In this article, the author looks to five aspects of current videogames: perspective, interactivity, interface, narrative, and time and movement. Each of these videogame modalities is analyzed as related to a wide range of popular media,…
Descriptors: Video Games, Art Education, Art Products, Spatial Ability
Martinez-Garza, Mario; Clark, Douglas B.; Nelson, Brian C. – Studies in Science Education, 2013
This review synthesises research on digital games and science learning as it supports the goals for science proficiency outlined in the report by the US National Research Council on science education reform. The review is organised in terms of these research-based goals for science proficiency in light of their alignment with current science…
Descriptors: Computer Games, Video Games, Science Education, Science Achievement
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
Echeverria, Alejandro; Garcia-Campo, Cristian; Nussbaum, Miguel; Gil, Francisca; Villalta, Marco; Amestica, Matias; Echeverria, Sebastian – Computers & Education, 2011
The progress registered in the use of video games as educational tools has not yet been successfully transferred to the classroom. In an attempt to close this gap, a framework was developed that assists in the design and classroom integration of educational games. The framework addresses both the educational dimension and the ludic dimension. The…
Descriptors: Educational Games, Pretests Posttests, Cooperative Learning, Science Instruction
Smith, Kersha – Pedagogy, Culture and Society, 2010
The aim of the present paper is to investigate the inner workings of a North American summer enrichment programme named Freedom School. More specifically this research explores how participants of the Children's Defense Fund (CDF) Freedom School programme experience "the Freedom School way", an amalgam of ideologies, discourses, and behaviours…
Descriptors: Enrichment Activities, Summer Programs, Schools, Ethics
Ching, Dixie – Cultural Studies of Science Education, 2012
Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may…
Descriptors: Instructional Design, Constructivism (Learning), Expertise, Video Games
Quiroga, M. A.; Herranz, M.; Gomez-Abad, M.; Kebir, M.; Ruiz, J.; Colom, Roberto – Computers & Education, 2009
Here we test if playing video-games require intelligence. Twenty-seven university undergraduate students were trained on three games from Big Brain Academy (Wii): Calculus, Backward Memory and Train. Participants did not have any previous experience with these games. General intelligence was measured by five ability tests before the training…
Descriptors: Undergraduate Students, Intelligence, Individual Differences, Memory
Toscano, Aaron Antonio – Current Issues in Education, 2011
Video games are growing as a subject for scholarly analysis (Gee, 2003; Selfe & Hawisher 2004; Selfe & Hawisher 2004, 2007): This discussion argues that video games are another simulacra for postmodern cultural critique. Video games do cultural work by allowing gamers to play out socially constructed hopes and fears. As cultural products mediated…
Descriptors: Video Games, Young Adults, Case Studies, Computer Literacy
Grimley, Michael; Green, Richard; Nilsen, Trond; Thompson, David; Tomes, Russell – Active Learning in Higher Education, 2011
Computer games are fun, exciting and motivational when used as leisure pursuits. But do they have similar attributes when utilized for educational purposes? This article investigates whether learning by computer game can improve student experiences compared with a more formal lecture approach and whether computer games have potential for improving…
Descriptors: College Students, Student Experience, Teaching Methods, Video Games
Harrington, M. C. R. – IEEE Transactions on Learning Technologies, 2011
Over the past 20 years, there has been a debate on the effectiveness of virtual reality used for learning with young children, producing many ideas but little empirical proof. This empirical study compared learning activity in situ of a real environment (Real) and a desktop virtual reality (Virtual) environment, built with video game technology,…
Descriptors: Computer Uses in Education, Environmental Education, Elementary School Students, Computer Simulation