NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Laws, Policies, & Programs
No Child Left Behind Act 20011
What Works Clearinghouse Rating
Showing 136 to 150 of 172 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Geisner, Irene Markman; Grossbard, Joel; Tollison, Sean; Larimer, Mary E. – Journal of Child & Adolescent Substance Abuse, 2012
Background: High school students involved in athletics may face additional stressors and engage in more problematic behaviors, such as drinking, dieting, and gambling, than non-athletes, especially as they near the end of their high school experience. Studies have, in general, found mixed results as to whether sports serve a protective factor or…
Descriptors: High School Seniors, Video Games, Incidence, Health Behavior
Peer reviewed Peer reviewed
Direct linkDirect link
Florin, Todd A.; Shults, Justine; Stettler, Nicolas – Journal of School Health, 2011
Background: To improve understanding of the mechanisms affecting the relationship between adolescent obesity and poor academic performance, we examined the association of overweight or perceived weight status with academic achievement. Methods: We performed a cross-sectional study of 14-17-year-olds (N = 11,012) from the nationally representative…
Descriptors: Obesity, Body Composition, Physical Activities, Video Games
Liu, Jiang – ProQuest LLC, 2013
Recent psycholinguistic findings showed that (a) a multi-modal phonetic training paradigm that encodes visual, interactive information is more effective in training L2 learners' perception of novel categories, (b) decreasing the acoustic variance of a phonetic dimension allows the learners to more effectively shift the perceptual weight towards…
Descriptors: Linguistic Input, Second Language Learning, Intonation, Mandarin Chinese
Peer reviewed Peer reviewed
Direct linkDirect link
Bushman, Brad J.; Rothstein, Hannah R.; Anderson, Craig A. – Psychological Bulletin, 2010
In this article we reply to C. J. Ferguson and J. Kilburn's (2010) critique of our meta-analysis on violent video game effects (C. A. Anderson et al., 2010). We rely on well-established methodological and statistical theory and on empirical data to show that claims of bias and misinterpretation on our part are simply wrong. One should not…
Descriptors: Violence, Video Games, Aggression, Meta Analysis
Peer reviewed Peer reviewed
Direct linkDirect link
Ferguson, Christopher J. – American Psychologist, 2013
In June 2011 the U.S. Supreme Court ruled that video games enjoy full free speech protections and that the regulation of violent game sales to minors is unconstitutional. The Supreme Court also referred to psychological research on violent video games as "unpersuasive" and noted that such research contains many methodological flaws.…
Descriptors: Video Games, Violence, Court Litigation, Federal Courts
Buschang, Rebecca E.; Chung, Gregory K. W. K.; Kim, Jinok – National Center for Research on Evaluation, Standards, and Student Testing (CRESST), 2011
This study is an exploratory study of the relationship between collaboration and mathematics and game outcomes in a video game aimed at teaching concepts related to rational numbers. The sample included 243 middle school students who played the video game either with one partner or individually for 40 minutes. Results suggest that participants…
Descriptors: Classroom Research, Video Games, Academic Achievement, Numbers
Peer reviewed Peer reviewed
Direct linkDirect link
Biagi, Federico; Loi, Massimo – European Journal of Education, 2013
Based on PISA 2009 data, this article studies the relationship between students' computer use and their achievement in reading, mathematics and science in 23 countries. After having categorised computer use into a set of different activities according to the skills they involve, we correlate students' PISA test-scores with an index capturing the…
Descriptors: Science Achievement, Achievement Rating, Reading Achievement, Mathematics Achievement
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
PDF on ERIC Download full text
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
Peer reviewed Peer reviewed
Direct linkDirect link
Commeyras, Michelle – E-Learning, 2009
This is an account of what a teacher educator learned from using the video game Neverwinter Nights with Drax, a high school student whose reading is like that of an elementary school student. Neverwinter Nights is a role-playing adventure game that requires reading print along with other meaningful signs such as sounds, artefacts, color, maps,…
Descriptors: Play, Video Games, Word Recognition, Research Opportunities
Peer reviewed Peer reviewed
Direct linkDirect link
Hussain, Zaheer; Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2009
Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. This pilot study set out to examine the psychological and social effects of online gaming using an online questionnaire with particular reference to excessive and "dependent" online gaming. A self-selecting…
Descriptors: Youth Programs, Substance Abuse, Games, Measures (Individuals)
Peer reviewed Peer reviewed
Direct linkDirect link
Hoffman, Bobby; Nadelson, Louis – Educational Technology Research and Development, 2010
A mixed methods design was used to identify factors associated with motivational engagement in video gaming. Self-report instruments were administered to 189 video game players to assess goal orientations, affect, need for cognition, and perceptions of engagement and flow. Simultaneously, a sub-set of 25 participants were interviewed and results…
Descriptors: Video Games, Motivation, Goal Orientation, Use Studies
Peer reviewed Peer reviewed
Direct linkDirect link
Garcia, Lucy; Nussbaum, Miguel; Preiss, David D. – Computers & Education, 2011
The main purpose of this study was to assess whether seventh-grade students use of information and communication technology (ICT) was related to performance on working memory tasks. In addition, the study tested whether the relationship between ICT use and performance on working memory tasks interacted with seventh-grade students' socioeconomic…
Descriptors: Foreign Countries, Socioeconomic Status, Educational Games, Interaction
Rivera, Miquela – Education Digest: Essential Readings Condensed for Quick Review, 2009
Play is a great equalizer. It is a universal, natural human pursuit. It need not--and should not--be based on or require expensive toys. Instead, children need an atmosphere in which exploration and play are valued and encouraged, a print-rich environment in which books--these can be borrowed from a library--encourage verbal skills; materials…
Descriptors: Creativity, Play, Correlation, Video Games
Peer reviewed Peer reviewed
Direct linkDirect link
Eow, Yee Leng; Wan Ali, Wan Zah bte; Mahmud, Rosnaini bt.; Baki, Roselan – Computers & Education, 2009
The main purpose of the study was to address the association between computer games and students' academic achievement. The exceptional growth in numbers of children playing computer games, the uneasiness and incomplete understanding foundation when starting the discussion on computer games have stimulated this study to be conducted. From a survey…
Descriptors: Academic Achievement, Secondary School Students, Video Games, Foreign Countries
Pages: 1  |  2  |  3  |  4  |  5  |  6  |  7  |  8  |  9  |  10  |  11  |  12