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von Gillern, Sam; Stufft, Carolyn – Literacy, 2023
This study examines how 31 middle-school children conducted multimodal analyses of video games. Over four consecutive days, students played video games for 30 minutes and then wrote written reflections about the multimodal symbols within the game and how these symbols influenced their interpretation and decision-making processes during gameplay.…
Descriptors: Children, Middle School Students, Metacognition, Play
Monteiro, Marta; Ricard, Richard J.; Ratanavivan, Wannigar – Journal of Research in Childhood Education, 2022
This pilot study explored the impact of an eight-session attentional skills training (AST) program for elementary-age school children. Twenty-four students, 3rd through 6th grade, participated in guidance sessions involving exposure to mindfulness exercises and video gaming activities designed to challenge visual attention, memory, and…
Descriptors: Metacognition, Video Games, Elementary School Students, Pilot Projects
Fumarco, Luca; Schultze, Gabriel – Education Economics, 2020
A large literature shows that relatively young students perform worse in class. Using data from the 'Health Behaviour in School Aged Children' international survey, we additionally find robust evidence that they are aware of performing poorly, they spend more time watching TV and less time doing sports than older peers, while tending to spend as…
Descriptors: Age Differences, Student Characteristics, Leisure Time, Time Management
Fogel, Victoria A.; Miltenberger, Raymond G.; Graves, Rachel; Koehler, Shannon – Journal of Applied Behavior Analysis, 2010
Childhood obesity, which is due in part to lack of physical activity, is a serious concern that requires the attention of the behavioral community. Although excessive video game play has been noted in the literature as a contributor to childhood obesity, newer video gaming technology, called "exergaming", has been designed to capitalize…
Descriptors: Physical Education, Obesity, Physical Activities, Video Games
Stocchetti, Matteo, Ed. – Peter Lang Publishing Group, 2014
This book is an invitation to informed and critical participation in the current debate on the role of digital technology in education and a comprehensive introduction to the most relevant issues in this debate. After an early wave of enthusiasm about the emancipative opportunities of the digital "revolution" in education, recent…
Descriptors: Educational Technology, Technology Uses in Education, Politics of Education, Educational Change
Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
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
Fontana, Leonard; Beckerman, Adela – Information Technology in Childhood Education Annual, 2004
This article describes a project that incorporated interactive technology to teach violence prevention knowledge and skills to second grade students. The educational video games presented lessons consisting of animated characters in a story, accompanied by a number of exercises. The research issue was whether students would develop an appreciation…
Descriptors: Prevention, Video Games, Grade 2, Children