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Arredondo-Trapero, Florina Guadalupe; Vázquez-Parra, José Carlos; González-Martínez, Martín De Jesús – On the Horizon, 2021
Purpose: The aim of this study is to analyse teachers' perceptions of information and communication technologies (ICT) and the effect they have on their students, comparing male and female teachers in rural and urban areas of Mexico. Design/methodology/approach: This is a quantitative study with a validated questionnaire that records the…
Descriptors: Foreign Countries, Teacher Attitudes, Educational Technology, Technology Uses in Education
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Whitton, Nicola; Maclure, Maggie – Discourse: Studies in the Cultural Politics of Education, 2017
Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…
Descriptors: Video Games, Teaching Methods, Educational Games, Technology Uses in Education
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Kwah, Helen – Cultural Studies of Science Education, 2012
In their paper, Munoz and El-Hani propose to bring video games into science classrooms to promote culturally sensitive ethics and citizenship education. Instead of bringing "educational" games, Munoz and El-Hani take a more creative route and include games such as Fallout 3[R] precisely because they are popular and they reproduce ideological and…
Descriptors: Science Education, Ethics, Citizenship Education, Science Teachers
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Rushing, Stephanie Craig; Stephens, David – Journal of Primary Prevention, 2011
American Indian and Alaska Native (AI/AN) youth are disproportionally burdened by many common adolescent health issues, including drug and alcohol use, injury and violence, sexually transmitted infections, and teen pregnancy. Media technologies, including the Internet, cell phones, and video games, offer new avenues for reaching adolescents on a…
Descriptors: Video Games, American Indians, Alaska Natives, Drinking
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Jagodzinski, Jan – Alberta Journal of Educational Research, 2007
In this article I explore the question of videogame cybersubjects and the myths of violence and identification made available by the new interactive media so as to vivify what is at stake when it comes to educational technologies. I introduce the concept of interpassivity to provide an aspect of technological interactivity that is missing in the…
Descriptors: Identification, Educational Technology, Fantasy, Computer Uses in Education
Boehm, Steven S., Ed. – Child Welfare League of America (NJ3), 2006
The Child Welfare League of America is the nation's oldest and largest membership-based child welfare organization committed to engaging people everywhere in promoting the well-being of children, youth, and their families and protecting every child from harm. By publishing a diverse range of views on a wide array of topics, "Children's Voice"…
Descriptors: Grandparents Raising Grandchildren, Video Games, Drug Abuse, Juvenile Courts