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Rigby, C. Scott; Przybylski, Andrew K. – Theory and Research in Education, 2009
Participation in expansive video games called "virtual worlds" has become a mainstream leisure activity for tens of millions of people around the world. The growth of this industry and the strong motivational appeal of these digital worlds invite a closer examination as to how educators can learn from today's virtual worlds in the development of…
Descriptors: Video Games, Computer Simulation, Self Determination, Social Theories
Mastel, Kristen; Huston, Dave – Computers in Libraries, 2009
Game-design programs are relatively new in the world of academia, as the author of this article discovered when she worked as Brown College's librarian and learning resource center coordinator. With that newness comes the challenge of determining a "core" collection of materials to support the discipline. This kind of core collection is…
Descriptors: Video Games, Learning Resources Centers, Educational Resources, Computer Software
Perkins-Gough, Deborah – Educational Leadership, 2009
According to a national telephone survey by the Pew Internet Project, 99 percent of boys and 94 percent of girls ages 12-17 play computer, Web, portable, or console games; and 50 percent play such games daily. The survey report, Teens, Video Games, and Civics, examines the extent and nature of teens' game playing and sheds some light on the…
Descriptors: Play, Video Games, Telephone Surveys, Young Adults
Criswell, Chad – Teaching Music, 2009
One of the biggest debates among music educators today is about whether or not video games are a valid educational tool. As far back as the early 1990s, teachers were using games such as Sid Meier's Civilization to reinforce history and social studies concepts, but until recently games that dealt with areas of music education have been few and far…
Descriptors: Music Education, Video Games, Educational Technology, Music Teachers
Wilson, Lee – Technology & Learning, 2007
There are a very vibrant community of academics, educators, students, and business personalities who agree that video games have a powerful potential for learning and training. There is also a growing number of practice, products, and research to support the notion that video games are a valuable addition to the set of tools teachers are using in…
Descriptors: Video Games, Negative Attitudes, Misconceptions
Annetta, Leonard; Vallett, David; Fusarelli, Bonnie; Lamb, Richard; Cheng, Meng-Tzu; Holmes, Shawn; Folta, Elizabeth; Thurmond, Brandi – Journal of Computers in Mathematics and Science Teaching, 2014
The purpose of this study was to examine the effect Serious Educational Games (SEGs) had on student interest in science in a federally funded game-based learning project. It can be argued that today's students are more likely to engage in video games than they are to interact in live, face-to-face learning environments. With a keen eye on…
Descriptors: Educational Games, Science Instruction, Student Interests, Learning Activities
Charlier, Nathalie; De Fraine, Biecke – International Journal of Game-Based Learning, 2012
As educational technology is rapidly changing, greater emphasis has been placed on preparing the next generation of teachers for effective technology integration into the classrooms. In this article, the authors describe the design, implementation, and evaluation of a course on digital game-based learning (DGBL) developed for the preservice…
Descriptors: Educational Technology, Technology Uses in Education, Foreign Countries, Program Development
Nadolski, Rob J.; Hummel, Hans G. K.; Slootmaker, Aad; van der Vegt, Wim – Simulation & Gaming, 2012
Multiuser immersive learning scenarios hold strong potential for lifelong learning as they can support the acquisition of higher order skills in an effective, efficient, and attractive way. Existing virtual worlds, game development platforms, and game engines only partly cater for the proliferation of such learning scenarios as they are often…
Descriptors: Foreign Countries, Educational Games, Simulation, Video Games
Bedwell, Wendy L.; Pavlas, Davin; Heyne, Kyle; Lazzara, Elizabeth H.; Salas, Eduardo – Simulation & Gaming, 2012
The serious games community is moving toward research focusing on direct comparisons between learning outcomes of serious games and those of more traditional training methods. Such comparisons are difficult, however, due to the lack of a consistent taxonomy of game attributes for serious games. Without a clear understanding of what truly…
Descriptors: Taxonomy, Comparative Analysis, Video Games, Computer Games
Perlman, Dana; Forrest, Greg; Pearson, Phil – Australian Journal of Teacher Education, 2012
Movement-based gaming technologies, such as the Nintendo Wii, are becoming more visible within the physical education. As research on movement-based technologies develops, an aspect that has gained interest is the potential educational value for the physical education student. The purpose of this study was to examine movement-based sport games and…
Descriptors: Physical Education, Physical Education Teachers, Expertise, Educational Opportunities
Walser, Nancy, Ed. – Harvard Education Press, 2010
"Harvard Education Letter" is published bimonthly at the Harvard Graduate School of Education. This issue of "Harvard Education Letter" contains the following articles: (1) Video Games Take Testing to the Next Level: Researchers See Promise in Game-Like Assessments That Measure Complex Skills (Robert Rothman); (2) An Academic…
Descriptors: Video Games, Educational Change, Theory Practice Relationship, Student Evaluation
Biamonte, Nicole, Ed. – Scarecrow Press, 2010
Teachers the world over are discovering the importance and benefits of incorporating popular culture into the music classroom. The cultural prevalence and the students' familiarity with recorded music, videos, games, and other increasingly accessible multimedia materials help enliven course content and foster interactive learning and…
Descriptors: Music, Popular Culture, Video Games, Familiarity
Chuang, Tsung-Yen; Lee, I-Ching; Chen, Wen-Chih – Online Submission, 2010
ADHD or ADD (Attention Deficit/Hyperactivity Disorder) is one of the most frequently diagnosed mental and behavioral disorders of children. Children with ADHD are characterized by poor attention and distractibility and/or hyperactive and impulsive behaviors. Although there is no "cure" for ADHD, there are accepted treatments that…
Descriptors: Behavior Disorders, Attention Deficit Hyperactivity Disorder, Child Behavior, Attention Span
Kim, Sunha; Chang, Mido – Educational Technology & Society, 2010
Although computer games as a way to improve students' learning have received attention by many educational researchers, no consensus has been reached on the effects of computer games on student achievement. Moreover, there is lack of empirical research on differential effects of computer games on diverse learners. In response, this study…
Descriptors: Language Minorities, Elementary School Students, Computer Uses in Education, Grade 4
Nardo, Rachel – General Music Today, 2010
According to a 2009 report by the Entertainment Software Association (ESA), at least 68% of American households now play video games, and half the parents in America now play video games with their children. Grandparents are in on the action, as well. In addition, nursing homes and senior centers are now incorporating video games into their…
Descriptors: Interactive Video, Video Games, Music, Family Environment