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John L. McKenna; Yu-Chi Wang; Coleen R. Williams; Kerry McGregor; Elizabeth R. Boskey – Journal of LGBT Youth, 2024
Transgender and gender diverse (TGD) adolescents experience mental health challenges at higher rates than cisgender peers due to a combination of minority stress and gender dysphoria. Many TGD youth use video games to cope with stress and access informal networks of support. However, very little is known about the potential positive influence…
Descriptors: LGBTQ People, Sexual Identity, Adolescents, Video Games
Turco, Rosa G.; Lesaux, Nonie K.; Jones, Stephanie M. – British Journal of Educational Technology, 2023
Studies suggest that mobile screen media can play a positive role in young children's language and literacy development. However, the role of mobile screen media in the home literacy environment of pre-school aged children has not been widely explored. Currently, it is unclear whether the amount of time on mobile devices has any association with…
Descriptors: Handheld Devices, Mass Media Use, Video Games, Computer Games
Nicholson, Scott – Library Quarterly, 2013
Games and other forms of play are used in today's libraries to attract underserved patrons, to introduce patrons to other library resources and services, and to facilitate engagement between library patrons. While many perceive gaming as a new library service, gaming services have been part of librarianship since the nineteenth century through…
Descriptors: Games, Toys, Puzzles, Library Services
Parry, Marc – Chronicle of Higher Education, 2012
Since MIT and Harvard started edX, their joint experiment with free online courses, the venture has attracted enormous attention for opening the ivory tower to the world. But in the process, the world will become part of an expensive and ambitious experiment testing some of the most interesting--and difficult--questions in digital education. Can…
Descriptors: Community Colleges, Online Courses, Blended Learning, Video Games
Nelson-Walker, Nancy J.; Doabler, Christian T.; Fien, Hank; Gause, Marshall; Baker, Scott K.; Clarke, Ben – Society for Research on Educational Effectiveness, 2013
Widespread concern has been expressed about the persistent low mathematics achievement of students in the US, particularly for students from low-income and minority backgrounds and students with disabilities. Instructional gaming technology, when designed and fictionalized well, has the potential to improve the motivation and mathematics…
Descriptors: Mathematics Achievement, Low Achievement, At Risk Students, Educational Games
Shaw, Frederic E., Ed. – Centers for Disease Control and Prevention, 2008
The "Morbidity and Mortality Weekly Report" ("MMWR") Series is prepared by the Centers for Disease Control and Prevention (CDC). Data in the weekly "MMWR" are provisional, based on weekly reports to CDC by state health departments. This issue of "MMWR" contains the following studies: (1) Youth Risk Behavior…
Descriptors: Death, Heart Disorders, Acquired Immunodeficiency Syndrome (AIDS), Sexually Transmitted Diseases