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Hall, Evelyn G. – Sex Roles: A Journal of Research, 1990
Studies relationships among sex difference, performance expectation, and actual performance in video game competition between female and male subjects. Finds that self-confidence of females is not lower than that of males after competing against a good opponent, indicating that performance expectancies may be more related to skill level than to…
Descriptors: Analysis of Covariance, College Students, Competition, Expectation
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Upitis, Rena – Journal of Curriculum Studies, 1998
Explores a range of responses, attitudes, and behaviors of seventh- and eighth-grade students to computer and video technology through observations and other research techniques over the course of a school year. Characterizes the students as having "computer personalities" and explains different cases. Offers suggestions for including…
Descriptors: Computer Uses in Education, Foreign Countries, Grade 7, Grade 8
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Kirsh, Steven J. – Childhood: A Global Journal of Child Research, 1998
Investigated the effects of playing violent versus non-violent video games on the interpretation of ambiguous provocation situation. Found that children playing a violent video game responded more negatively to three of six ambiguous provocation story questions than children playing the non-violent video game. Data suggest that playing violent…
Descriptors: Age Differences, Aggression, Attribution Theory, Bias
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Sefton-Green, Julian – Review of Research in Education, 2006
This chapter begins with a scenario contrasting two seemingly different images of child and media from before and after the "digital revolution." The author argues that there is much greater continuity in how this relationship has been conceptualized over the period than is commonly imagined. While not offering a comprehensive study of recent…
Descriptors: Educational Change, Youth, Authors, Mass Media Effects
Gilbert, Juan E. – 2002
The acceptance of animation technologies is increasing. Video games, such as Sony PlayStation (SONY, 2002), have become part of the culture for young people from kindergarten through undergraduate school. Animation technologies have been implemented into educational systems in the form of animated pedagogical agents (Johnson, 2000). The research…
Descriptors: Animation, Computer Assisted Instruction, Computer Simulation, Computer System Design
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Fisher, Sue – Journal of Adolescence, 1995
Gathered data on arcade use in adolescents (n=460). "Regular" arcade visitors varied sufficiently from the more "casual" visitors in their orientation to, and experience in, arcades. Regular visitors were more likely to score positively on indices screening for addiction. Raises questions about children's access to potentially…
Descriptors: Adolescents, Behavior Patterns, Behavior Problems, Peer Groups
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Blomqvist, Minna T.; Luhtanen, Pekka; Laakso, Lauri; Keskinen, Esko – Journal of Teaching in Physical Education, 2000
Reports the development and validation of video-based game-understanding tests in badminton for elementary and secondary students. The tests included different sequences that simulated actual game situations. Players had to solve tactical problems by selecting appropriate solutions and arguments for their decisions. Results suggest that the test…
Descriptors: Badminton, Comprehension, Elementary Secondary Education, Foreign Countries
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Can, Gulfidan; Cagiltay, Kursat – Educational Technology & Society, 2006
Teachers' perceptions are critical to the success or failure of integrating computer games with educational features into classrooms. Consequently, it is essential to gather information about concerns they might have in regard to using these games in the classroom. This study was conducted to investigate the perceptions and future plans of a group…
Descriptors: Foreign Countries, Educational Technology, Educational Games, Video Games
Lieberman, Debra A. – 1998
This study examined whether video games could be effective health education and therapeutic interventions for children and adolescents with diabetes. KIDZ Health Software developed a game about diabetes self-management, and tested its effectiveness for children with diabetes. The Packy and Marlon Super Nintendo video game promotes fun,…
Descriptors: Adolescents, Children, Diabetes, Educational Games
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Ricci, Katrina E. – Journal of Interactive Instruction Development, 1994
Research conducted at the Naval Training Systems Center in Orlando, Florida, investigated the acquisition and retention of basic knowledge with subject matter presented in the forms of text, test, and game. Results are discussed in terms of the effectiveness of computer-based games for military training. (Author/AEF)
Descriptors: Ability Identification, Computer Assisted Instruction, Educational Games, Instructional Effectiveness
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Blumberg, Fran C.; Hollander, Brocha; Genovese, Julia I. – Gifted Child Quarterly, 2001
Before playing a video game, 47 gifted second graders and 47 gifted fifth graders were instructed to adopt an evaluative, process, outcome, or no specific goal focus while playing. Older children showed better performance overall and their best performance when instructed to adopt an evaluative goal. Younger children showed their worst performance…
Descriptors: Achievement Need, Age Differences, Attention Span, Elementary Education
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Keller, Suzanne M. – 1992
The four reports contained in this document examine the effects of the Nintendo Entertainment System (NES), which entered the lives of many children in the United States in 1986. The first report discusses a study of children's interaction with the game hardware. The study of fourth- and fifth-grade students indicated that children's interaction…
Descriptors: Age Differences, Critical Thinking, Elementary Secondary Education, Eye Hand Coordination
Gentile, Douglas A.; Walsh, David A. – 1999
This study examined family media habits, including the use of television, movies, videos, computer and video games, the Internet, music, and print media. The study was conducted by mail with telephone follow-ups, surveying a national random sample of 527 parents of 2- to 17-year-olds who completed MediaQuotient questionnaires. Findings were…
Descriptors: Adolescents, Children, Family Attitudes, Family Environment
Lynch, Paul J.; Gentile, Douglas A.; Olson, Abbie A.; van Brederode, Tara M. – 2001
Video games have become one of the favorite activities of children in America. A growing body of research links violent video game play to aggressive cognitions, attitudes, and behaviors. This study tested the predictions that exposure to violent video game content is: (1) positively correlated with hostile attribution bias; (2) positively…
Descriptors: Academic Achievement, Adolescent Attitudes, Adolescent Behavior, Adolescents
Horn, Eva; And Others – Journal of the Association for Persons with Severe Handicaps (JASH), 1991
Three nonvocal students (ages 5-8) with severe physical handicaps were trained in scan and selection responses (similar to responses needed for operating augmentative communication systems) using a microcomputer-operated video-game format. Results indicated that all three children showed substantial increases in the number of correct responses and…
Descriptors: Communication Aids (for Disabled), Communication Skills, Electronic Equipment, Generalization
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