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
Educational Technology | 2 |
Video Games | 2 |
African Americans | 1 |
Age Differences | 1 |
Asian Americans | 1 |
Attitude Change | 1 |
Brain | 1 |
Computer Simulation | 1 |
Distance Education | 1 |
Drug Abuse | 1 |
Educational Games | 1 |
More ▼ |
Author
Annetta, Leonard | 2 |
Bohr, Stephanie | 1 |
Cheng, Meng-Tzu | 1 |
Folta, Elizabeth | 1 |
Gull Laird, Shelby | 1 |
Holmes, Shawn Y. | 1 |
Murray, Marshall | 1 |
Park, John | 1 |
Publication Type
Journal Articles | 2 |
Reports - Research | 2 |
Education Level
Higher Education | 1 |
Audience
Location
North Carolina | 2 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Cheng, Meng-Tzu; Annetta, Leonard; Folta, Elizabeth; Holmes, Shawn Y. – International Journal of Science Education, 2011
"Drugs and the Brain: A Serious Game," a prototype museum exhibit, was designed to employ virtual models of the brain into a video game format. It was done to create a fun and engaging way of conveying knowledge and concepts about neuroscience, as well as the impact of methamphetamine abuse on the brain. The purpose of this study is to…
Descriptors: Video Games, Narcotics, Prevention, Drug Abuse
Annetta, Leonard; Murray, Marshall; Gull Laird, Shelby; Bohr, Stephanie; Park, John – Journal of Technology and Teacher Education, 2008
This article describes a graduate distance education course at North Carolina State University, which combined science content and pedagogy with video game design. The course was conducted entirely in a synchronous, online, Virtual Learning Environment (VLE) through the ActiveWorlds[TM] platform. Inservice teachers enrolled as graduate students in…
Descriptors: Graduate Students, Student Attitudes, Video Games, Distance Education