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Oren, Michael; Harding, Chris; Bonebright, Terri L. – Journal of Visual Impairment & Blindness, 2008
This article reports on the evaluation of a novel audio platform game that creates a spatial, interactive experience via audio cues. A pilot study with players with visual impairments, and usability testing comparing the visual and audio game versions using both sighted players and players with visual impairments, revealed that all the…
Descriptors: Cues, Visual Impairments, Testing, Evaluation
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Erwin, Elizabeth J.; Morton, Naomi – Early Childhood Education Journal, 2008
There is growing concern regarding the amount and type of violence that young children are exposed to on a daily basis. Through media, popular toys and video games violent images are consistently present in children's lives starting at a very young age. This paper discusses (a) the growing presence of young children's exposure to media violence,…
Descriptors: Violence, Video Games, Disabilities, Young Children
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Lisk, Timothy C.; Kaplancali, Ugur T.; Riggio, Ronald E. – Simulation & Gaming, 2012
With their increased popularity, games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the narrative of the game and through the risks, benefits, costs, outcomes, and rewards of the alternative strategies that result from fast-paced decision making. Such dynamics also…
Descriptors: Global Approach, Transformational Leadership, Computer Games, Leadership Training
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Annetta, Leonard A.; Frazier, Wendy M.; Folta, Elizabeth; Holmes, Shawn; Lamb, Richard; Cheng, Meng-Tzu – Journal of Science Education and Technology, 2013
Designed-based research principles guided the study of 51 secondary-science teachers in the second year of a 3-year professional development project. The project entailed the creation of student-centered, inquiry-based, science, video games. A professional development model appropriate for infusing innovative technologies into standards-based…
Descriptors: Video Games, Educational Games, Computer Uses in Education, Mixed Methods Research
Frederick, Patricia A. – ProQuest LLC, 2010
The number of underprepared students entering post-secondary education continues to be a national problem community colleges struggle with by providing remedial instruction while having to satisfy the demands for effective teaching accountability. Reading is one identified area needing remediation; and, a goal for programs to address this…
Descriptors: Educational Games, Computers, Video Games, Blended Learning
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Fogel, Victoria A.; Miltenberger, Raymond G.; Graves, Rachel; Koehler, Shannon – Journal of Applied Behavior Analysis, 2010
Childhood obesity, which is due in part to lack of physical activity, is a serious concern that requires the attention of the behavioral community. Although excessive video game play has been noted in the literature as a contributor to childhood obesity, newer video gaming technology, called "exergaming", has been designed to capitalize…
Descriptors: Physical Education, Obesity, Physical Activities, Video Games
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Halverson, Richard; Smith, Annette – Journal of Computing in Teacher Education, 2010
Information technologies have reshaped teaching and learning in schools, but often not in ways anticipated by technology proponents. This paper proposes a contrast between technologies for learning and technologies for learners to explain how technologies influence teaching and learning in and out of schools. Schools have made significant use of…
Descriptors: Video Games, Information Technology, Educational Technology, Influence of Technology
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Devlin-Scherer, Roberta; Sardone, Nancy B. – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2010
Data from ten teacher candidates studying teaching methods were analyzed to determine perceptions toward digital simulation games in the area of social studies. This research can be used as a conceptual model of how current teacher candidates react to new methods of instruction and determine how education programs might change existing curricula…
Descriptors: Technology Integration, Educational Technology, Thinking Skills, Social Studies
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Verenikina, Irina; Herrington, Jan; Peterson, Rob; Mantei, Jessica – Journal of Interactive Learning Research, 2010
The widespread proliferation of computer games for children as young as six months of age, merits a reexamination of their manner of use and a review of their facility to provide opportunities for developmental play. This article describes a research study conducted to explore the use of computer games by young children, specifically to…
Descriptors: Play, Educational Games, Young Children, Early Childhood Education
Collins, Allan; Halverson, Richard – Teachers College Press, 2009
The digital revolution has hit education, with more and more classrooms plugged into the whole wired world. But are schools making the most of new technologies? Are they tapping into the learning potential of today's Firefox/Facebook/cell phone generation? Have schools fallen through the crack of the digital divide? In "Rethinking Education in the…
Descriptors: Distance Education, Home Schooling, Educational Change, Social Networks
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Barrett, Ralph V.; Meaghan, Diane E.; Doughty, Howard A. – College Quarterly, 2009
Anyone who already regards college education as a business should have no trouble with corollary notion that marketing is essential to success. In the information and service industries including education, marketing depends more upon image than it does in resource extraction, refining and manufacturing. In this article, the authors focus on Diana…
Descriptors: College Students, Marketing, Student Recruitment, Educational Change
Hall, Leslie D.; Sanderville, James Mountain Chief – Educational Technology, 2009
Video games are explored as a means of reviving dying indigenous languages. The design and production of the place-based United Sugpiaq Alutiiq (USA) video game prototype involved work across generations and across cultures. The video game is one part of a proposed digital environment where Sugcestun speakers in traditional Alaskan villages could…
Descriptors: Video Games, Languages, Traditionalism, Language Maintenance
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Coller, B. D.; Scott, M. J. – Computers & Education, 2009
One of the core courses in the undergraduate mechanical engineering curriculum has been completely redesigned. In the new numerical methods course, all assignments and learning experiences are built around a video/computer game. Students are given the task of writing computer programs to race a simulated car around a track. In doing so, students…
Descriptors: Concept Mapping, Methods Courses, Undergraduate Study, Video Games
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Wohlwend, Karen E. – Journal of Early Childhood Literacy, 2009
In this article, semiotic analysis of children's practices and designs with video game conventions considers how children use play and drawing as spatializing literacies that make room to import imagined technologies and user identities. Microanalysis of video data of classroom interactions collected during a three year ethnographic study of…
Descriptors: Conferences (Gatherings), Play, Video Games, Ethnography
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Wright, Craig; Conlon, Elizabeth – Australian Journal of Educational & Developmental Psychology, 2009
This article presents a critique on K. Amon and A. Campbell's "Can children with AD/HD learn relaxation and breathing techniques through biofeedback video games?". Amon and Campbell reported a successful trial of a commercially available biofeedback program, "The Wild Divine", in reducing symptoms of Attention-Deficit/Hyperactivity Disorder (ADHD)…
Descriptors: Control Groups, Intervention, Video Games, Hyperactivity
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