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Ruth Lemon – Teachers and Curriculum, 2017
This opinion piece aims to grow awareness of a range of technological initiatives that are supporting Maori language regeneration. These initiatives have been chosen because they have communities of users. This piece could be useful to educators who want to learn about the options that are available in this area, or students of Maori language for…
Descriptors: Malayo Polynesian Languages, Language Maintenance, Foreign Countries, Video Games
DeVane, Benjamin – Democracy & Education, 2017
In this review article, I argue that games are complementary, not self-supporting, learning tools for democratic education because they can: (a) offer "simplified, but often not simple, outlines" (later called "models") of complex social systems that generate further inquiry; (b) provide "practice spaces" for…
Descriptors: Play, Educational Games, Democracy, Civics
Renaud, Christian; Wagoner, Bridgette – Principal Leadership, 2011
The use of computer-based gaming in education is not a new phenomenon. Many educators nostalgically remember green Apple II monitors displaying the games Lemonade Stand and Oregon Trail in the early 1980s. Technology in schools has evolved considerably since then, and gaming has become pervasive within all demographic subgroups. Gaming within…
Descriptors: Video Games, Educational Games, Educational Technology, Computer Uses in Education
Biles, Melissa – Cultural Studies of Science Education, 2012
This response to Leah A. Bricker and Phillip Bell's paper, "GodMode is his video game name", examines their assertion that the social nexus of gaming practices is an important factor to consider for those looking to design STEM video games. I propose that we need to go beyond the investigation into which aspects of games play a role in learning,…
Descriptors: Video Games, Social Environment, Learning Processes, STEM Education
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
Martinez, Ron; Schmitt, Norbert – Language Learning & Technology, 2010
While formal research into the effect various technologies have on vocabulary acquisition is still in its infancy, it is clear that--intentionally or incidentally--students have used various electronic media to learn new words for some time now. Moreover, although it is still far from clear exactly how one acquires vocabulary in a second language…
Descriptors: Vocabulary Development, Linguistic Input, Teaching Methods, Second Language Learning
Chmiel, Marjee – Cultural Studies of Science Education, 2012
This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the…
Descriptors: Educational Games, Play, Video Games, Educational Research
Hayes, Elisabeth – TechTrends: Linking Research & Practice to Improve Learning, 2005
While video gaming has grown immensely as an industry over the last decade, with growing numbers of gamers around the globe, including women, gaming continues to be a very gendered practice. The apparent gender divide in video gaming has caught the attention of both the gaming industry and educators, generating considerable discussion and…
Descriptors: Video Games, Industry, Females, Fantasy
Squire, Kurt D. – Performance Improvement Quarterly, 2008
Interactive digital media, or video games, are a powerful new medium. They offer immersive experiences in which players solve problems. Players learn more than just facts--ways of seeing and understanding problems so that they "become" different kinds of people. "Serious games" coming from business strategy, advergaming, and entertainment gaming…
Descriptors: Video Games, Models, Educational Change, Interactive Video
Pelletier, Caroline; Oliver, Martin – Learning, Media & Technology, 2006
There is growing interest in the use of games for educational purposes, particularly with regard to teaching curriculum subjects. Much of the research, however, has focused either on the content of games or the learning theory they illustrate. This paper presents a methodology that allows for an examination of how players learn to play. The focus…
Descriptors: Teaching Methods, Research Methodology, Learning Theories, Play

Dixit, Avinash – Journal of Economic Education, 2005
The author suggests methods for teaching game theory at an introductory level, using interactive games to be played in the classroom or in computer clusters, clips from movies to be screened and discussed, and excerpts from novels and historical books to be read and discussed.
Descriptors: Game Theory, Teaching Methods, Video Games, Economics Education
Shaffer, David Williamson; Halverson, Richard; Squire, Kurt R.; Gee, James P. – Wisconsin Center for Education Research (NJ1), 2005
Will video games change the way we learn? We argue here for a particular view of games--and of learning--as activities that are most powerful when they are personally meaningful, experiential, social, and epistemological all at the same time. From this perspective, we describe an approach to the design of learning environments that builds on the…
Descriptors: Learning Theories, Educational Games, Video Games, Teaching Methods