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Tamatea, Laurence – Review of Education, Pedagogy & Cultural Studies, 2011
At the University of New England in the rural town of Armidale, Australia, preservice teachers undertake courses in contextual studies in education, introducing the idea that context frames the curriculum. Some students, however, struggle to appreciate the relationship between curriculum and context, principally because socioeconomic dynamics and…
Descriptors: Preservice Teachers, Video Games, Churches, Global Approach
Nusir, Sawsan; Alsmadi, Izzat; Al-Kabi, Mohammed; Sharadgah, Fatima – Acta Didactica Napocensia, 2012
The continuous inventions and evolutions in all information technology fields open new channels and opportunities to enhance teaching and educational methods. In one side, those may improve the abilities of educators to present information in an interactive and media enhanced formats relative to traditional methods. This may help students or…
Descriptors: Multimedia Instruction, Educational Technology, Technology Uses in Education, Teaching Methods
Hamlen, Karla R. – Computers & Education, 2012
In this study, an online survey was utilized to investigate relationships among participants' willingness to cheat in academic or business settings and the strategies they tend to utilize in video game play. 113 participants completed the survey, and 86 students (23 middle school, 44 high school, 8 college undergraduate, and 11 graduate) yielded…
Descriptors: Influence of Technology, Video Games, Factor Analysis, Cheating
Vernadakis, Nikolaos; Gioftsidou, Asimenia; Antoniou, Panagiotis; Ioannidis, Dionysis; Giannousi, Maria – Computers & Education, 2012
The purpose of this study was to determine whether there is a difference between an exergame-based and a traditional balance training program, in undergraduate Physical Education students. Thirty two third-year undergraduate students at the Democritus University of Thrace were randomly divided into two training program groups of 16 students each,…
Descriptors: Foreign Countries, Undergraduate Students, Physical Education, Exercise
Rowsell, Jennifer; Burke, Anne – Journal of Adolescent & Adult Literacy, 2009
The digital reading practices of two middle school students in US and Canadian contexts are examined. Using a multimodal discourse framework, the authors contemplate what digital reading practice is and distinctive practices of reading texts online compared with printed, school-based literacy practices. By focusing on two different genres of…
Descriptors: Reading Comprehension, Ideology, Semiotics, Case Studies
Shandley, Kerrie; Austin, David; Klein, Britt; Kyrios, Michael – Health Education Research, 2010
The objective of this study was to conduct an evaluation of Reach Out Central (ROC), an online gaming program designed to support the mental health of people aged 16-25. The evaluation sought to determine the benefit of playing ROC on alcohol use, use of coping strategies, psychological distress, resilience and satisfaction with life. Changes in…
Descriptors: Early Intervention, Life Satisfaction, Females, Mental Health
Peppler, Kylie; Warschauer, Mark; Diazgranados, Alicia – E-Learning and Digital Media, 2010
Digital games have become a major part of the twenty-first-century learning environment, but little attention has been paid to understanding what young learners already know about games and how this understanding can be used as a bridge to academic literacy. In this study, the authors analyze second-grade students' efforts at critiquing digital…
Descriptors: English (Second Language), Language Proficiency, Video Games, Design
Fanning, Elizabeth; Bunch, John; Brighton, Catherine – International Journal on E-Learning, 2011
The purpose of this study was to compare the production processes and approaches for user engagement of virtual environments created for learning or commercial and entertainment purposes, specifically through online games and 3-D online spaces. This study used a qualitative, multiple case study approach based on interviews with developers of…
Descriptors: Advertising, Observation, Virtual Classrooms, Innovation
Kaufman, David; Sauve, Louise; Renaud, Lise – Journal of Educational Computing Research, 2011
This article consists of four sections: (1) the problems associated with asthma in the province of Quebec and across Canada; (2) the theoretical framework for the learning enhanced by our online educational game entitled "Asthme: 1,2,3 ... Respirez! (Asthma: 1,2,3 ... Breath!)", created by adapting the popular board game…
Descriptors: Health Education, Educational Games, Diseases, Foreign Countries
Charsky, Dennis; Ressler, William – Computers & Education, 2011
Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…
Descriptors: Control Groups, Concept Mapping, Play, Student Motivation
Mislevy, Robert J.; Behrens, John T.; Dicerbo, Kristen E.; Levy, Roy – Journal of Educational Data Mining, 2012
"Evidence-centered design" (ECD) is a comprehensive framework for describing the conceptual, computational and inferential elements of educational assessment. It emphasizes the importance of articulating inferences one wants to make and the evidence needed to support those inferences. At first blush, ECD and "educational data…
Descriptors: Educational Assessment, Psychometrics, Evidence, Computer Games
Wiemeyer, Josef; Schneider, Philipp – International Journal of Game-Based Learning, 2012
Considering the wide use of Serious Games in application fields like cognitive learning, health education and rehabilitation and the recent developments of sensor and interface technology it is surprising that applications to motor learning in sport are rare. The aim of this study is to examine whether a specific learning effect can be elicited by…
Descriptors: Psychomotor Skills, Motor Development, Educational Games, Teaching Methods
Yagci, Emete; Caglar, Mehmet – Turkish Online Journal of Educational Technology - TOJET, 2010
This study was conducted to research the relationship between use of computer types and frequency and anger and aggression in adolescents. The study was conducted among years 9, 10 and 11 students (secondary level) in 2008-2009 academic year. The general research tool for this study used was "Relationship research" model. The focal…
Descriptors: Adolescents, Measures (Individuals), Foreign Countries, Psychological Patterns
Whitton, Melissa; Weatherly, Jeffrey N. – American Indian and Alaska Native Mental Health Research: The Journal of the National Center, 2009
Twelve American Indian (AI) and 12 non-AI participants gambled on a slot-machine simulation and on video poker. Prior to the gambling sessions, half of the participants consumed alcohol while the other half consumed a placebo beverage. They then played the slot-machine simulation three times, with the percentage of programmed "near misses" varying…
Descriptors: American Indians, Drinking, Comparative Analysis, Simulation
Rushing, Stephanie Craig; Stephens, David – American Indian and Alaska Native Mental Health Research: The Journal of the National Center, 2012
Media technologies, including the Internet, cell phones, and video games, offer new avenues to reach Native youth on sensitive health topics. Project Red Talon, a sexually transmitted disease (STD)/HIV prevention project that serves the 43 federally recognized tribes in Oregon, Washington, and Idaho, used community-based participatory research…
Descriptors: Participatory Research, Video Games, Research Methodology, American Indians