Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 2 |
Descriptor
High School Students | 2 |
Video Games | 2 |
Athletics | 1 |
Computer Software | 1 |
Computer Uses in Education | 1 |
Females | 1 |
Fiction | 1 |
Foreign Countries | 1 |
Gender Differences | 1 |
Grade 10 | 1 |
Interdisciplinary Approach | 1 |
More ▼ |
Source
E-Learning | 2 |
Author
Andrews, Gillian | 1 |
Carbonaro, Mike | 1 |
Mackey, Margaret | 1 |
McClay, Jill Kedersha | 1 |
Schaeffer, Jonathan | 1 |
Szafron, Duane | 1 |
Publication Type
Journal Articles | 2 |
Reports - Descriptive | 1 |
Reports - Research | 1 |
Education Level
High Schools | 2 |
Grade 10 | 1 |
Audience
Location
Canada | 1 |
Connecticut | 1 |
New York | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Andrews, Gillian – E-Learning, 2008
In a study of 195 high school students, differences by gender and socioeconomic status (SES) were found in their gaming habits and game literacy practices. Low-SES students generally preferred console video games, particularly those in the sports genre. They expressed frustration with the controls involved in long-form computer games such as those…
Descriptors: Socioeconomic Status, Video Games, Females, Gender Differences
McClay, Jill Kedersha; Mackey, Margaret; Carbonaro, Mike; Szafron, Duane; Schaeffer, Jonathan – E-Learning, 2007
This article reports on a study of 23 tenth-grade students who created fiction in digital game and written formats. The researchers observed them at work, analysed their stories in both formats, and interviewed selected students to learn what affordances and constraints they demonstrate and/or articulate in such authoring. The students used…
Descriptors: Literacy Education, Metacognition, Computer Uses in Education, Fiction