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Marshall, Simon J.; Gorely, Trish; Biddle, Stuart J. H. – Journal of Adolescence, 2006
The purpose of this systematic review was to (i) estimate the prevalence and dose of television (TV) viewing, video game playing and computer use, and (ii) assess age-related and (iii) secular trends in TV viewing among youth ([less than or equal] 18 yr). Ninety studies published in English language journals between 1949 and 2004 were included,…
Descriptors: Adolescents, Incidence, Television Viewing, Mass Media Use
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Sardone, Nancy B.; Devlin-Scherer, Roberta – Technology, Pedagogy and Education, 2008
Multi-user virtual environments (MUVEs) are new to formal educational settings as teaching and learning tools but are growing in popularity. MUVEs simulate real-world problems. They have an ability to reach students in ways that are familiar as they resemble videogames where players assume roles, work in teams, and gather data. MUVEs include…
Descriptors: Virtual Classrooms, Computer Simulation, Educational Technology, Science Instruction
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Ceglowski, Deborah Ann; Bacigalupa, Chiara – Journal of Research in Childhood Education, 2007
This two-year descriptive study of purposefully selected Minnesota families included interviews with 94 children who either were currently enrolled in or had attended child care programs. Children from 1 to 18 years old recalled playmates, daily activities, schedules, discipline methods, special events, bullies, and characteristics of well-liked…
Descriptors: Recreational Activities, Video Games, Literacy, Child Care
Meier, Mary Dawn; Hager, Ronald L.; Vincent, Susan D.; Tucker, Larry A.; Vincent, William J. – American Journal of Health Education, 2007
Background: Use of television, computers, and video games competes with physical activity and may be a health risk factor. Purpose: This study assessed the relationship between leisure-based screen time and physical activity in families to determine whether assignment to a limited screen time group results in more physical activity. Methods:…
Descriptors: Health Education, Physical Activities, Video Games, Physical Activity Level
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Willoughby, Teena – Developmental Psychology, 2008
Prevalence, frequency, and psychosocial predictors of Internet and computer game use were assessed with 803 male and 788 female adolescents across 2 time periods, 21 months apart. At Time 1, participants were in the 9th or 10th grade; at Time 2, they were in the 11th or 12th grade. Most girls (93.7%) and boys (94.7%) reported using the Internet at…
Descriptors: Friendship, Grade 12, Grade 10, Internet
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Sanford, Kathy; Madill, Leanna – E-Learning, 2007
The rapidly growing phenomenon of video games, along with learning that takes place through video game play, have raised concerns about the negative impact such games are reputed to have on youth, particularly boys. However, there is a disconnect between the discourse that suggests that boys are failing in learning literacy skills, and the…
Descriptors: Play, Video Games, Literacy, Males
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Green, C. S.; Bavelier, D. – Cognition, 2006
Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop…
Descriptors: Video Games, Computation, Short Term Memory, Performance
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Goodman, David; Bradley, Nori L.; Paras, Bradley, Williamson, Ian J.; Bizzochi, James – Journal of Adolescence, 2006
While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gameing activity remained interesting and relevant. Following a…
Descriptors: Video Games, Educational Games, Team Sports, Athletes
Lenhart, Amanda; Kahne, Joseph; Middaugh, Ellen; Macgill, Alexandra Rankin; Evans, Chris; Vitak, Jessica – Pew Internet & American Life Project, 2008
Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as…
Descriptors: Video Games, Parent Role, Interpersonal Relationship, Measures (Individuals)
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deHaan, Jonathan William – Foreign Language Annals, 2005
Video games have become increasingly more popular and more technologically advanced. This one-month study used interview, observation, self-report, and reading and listening test data to demonstrate and investigate how one intermediate Japanese-as-a-foreign-language (JFL) student improved his listening comprehension and kanji character recognition…
Descriptors: Video Games, Second Language Learning, Listening Comprehension, Student Improvement
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Uhlmann, Eric; Swanson, Jane – Journal of Adolescence, 2004
The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games…
Descriptors: Association Measures, Video Games, Violence, Aggression
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Brenick, Alaina; Henning, Alexandra; Killen, Melanie; O'Connor, Alexander; Collins, Michael – Youth & Society, 2007
The aim of this study is to assess late adolescents' evaluations of and reasoning about gender stereotypes in video games. Female (n = 46) and male (n = 41) students, predominantly European American, with a mean age 19 years, are interviewed about their knowledge of game usage, awareness and evaluation of stereotypes, beliefs about the influences…
Descriptors: Sex Stereotypes, Gender Differences, Video Games, Whites
Sanford, Kathy; Madill, Leanna – Canadian Journal of Education, 2007
In this article, we provide the results of our examination of the range of multiliteracy activities that engage boys' time and attention, and the types of literacy skills and understandings they learn through their engagement with alternative texts. We focus particularly on video game play and creation/composition as a learning activity that…
Descriptors: Video Games, Literacy, Males, Adolescents
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Hsi, Sherry – International Journal of Science Education, 2007
This paper illustrates the intensified engagement that youth are having with digital technologies and introduces a framework for examining "digital fluency"--the competencies, new representational practises, design sensibilities, ownership, and strategic expertise that a learner gains or demonstrates by using digital tools to gather, design,…
Descriptors: Research Methodology, Youth, Video Games, Educational Technology
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Motl, Robert W.; McAuley, Edward; Birnbaum, Amanda S.; Lytle, Leslie A. – Journal of Adolescence, 2006
In this longitudinal study, we examined the relationship between changes in time spent watching television and playing video games with frequency of leisure-time physical activity across a 2-year period among adolescent boys and girls (N=4594). Latent growth modelling indicated that a decrease in time spent watching television was associated with…
Descriptors: Early Adolescents, Video Games, Physical Activities, Television Viewing
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