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Schmidt, Janet – Teaching Tolerance, 2003
Children have a right to play. The idea is so simple it seems self-evident. But a stroll through any toy superstore, or any half-hour of so-called "children's" programming on commercial TV, makes it clear that violence, not play, dominates what's being sold. In this article, the author discusses how teachers and parents share the responsibility in…
Descriptors: Play, Video Games, Television, Children
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Brenick, Alaina; Henning, Alexandra; Killen, Melanie; O'Connor, Alexander; Collins, Michael – Youth & Society, 2007
The aim of this study is to assess late adolescents' evaluations of and reasoning about gender stereotypes in video games. Female (n = 46) and male (n = 41) students, predominantly European American, with a mean age 19 years, are interviewed about their knowledge of game usage, awareness and evaluation of stereotypes, beliefs about the influences…
Descriptors: Sex Stereotypes, Gender Differences, Video Games, Whites
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Rice, John – Journal of Technology and Teacher Education, 2007
Computer video games have become highly interesting to educators and researchers since their sophistication has improved considerably over the last decade. Studies indicate simple video games touting educational benefits are common in classrooms. However, a need for identifying truly useful games for educational purposes exists. This article…
Descriptors: Cognitive Processes, Thinking Skills, Video Games, Evaluation Methods
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Amory, A. – South African Journal of Higher Education, 2007
While it is often argued that technology could act as a change agent and transform educational practices, individuals, communities, government and society holding their own ideological beliefs limit such a liberalisation of the educational system. To show that the use of educational technology is part of a dialectical struggle this article…
Descriptors: Management Systems, Video Games, Ideology, Educational Practices
Sanford, Kathy; Madill, Leanna – Canadian Journal of Education, 2007
In this article, we provide the results of our examination of the range of multiliteracy activities that engage boys' time and attention, and the types of literacy skills and understandings they learn through their engagement with alternative texts. We focus particularly on video game play and creation/composition as a learning activity that…
Descriptors: Video Games, Literacy, Males, Adolescents
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Hsi, Sherry – International Journal of Science Education, 2007
This paper illustrates the intensified engagement that youth are having with digital technologies and introduces a framework for examining "digital fluency"--the competencies, new representational practises, design sensibilities, ownership, and strategic expertise that a learner gains or demonstrates by using digital tools to gather, design,…
Descriptors: Research Methodology, Youth, Video Games, Educational Technology
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Amory, Alan – Educational Technology Research and Development, 2007
Complex computer and video games may provide a vehicle, based on appropriate theoretical concepts, to transform the educational landscape. Building on the original game object model (GOM) a new more detailed model is developed to support concepts that educational computer games should: be relevant, explorative, emotive, engaging, and include…
Descriptors: Video Games, Educational Games, Game Theory, Design Requirements
Johnson, Genevieve Marie – Online Submission, 2006
The number of children and adolescents accessing the Internet as well as the amount of time online are steadily increasing. The most common online activities include playing video games, navigating web sites, and communicating via chat rooms, email, and instant messaging. A theoretical framework for understanding the effects of Internet use on…
Descriptors: Sociocultural Patterns, Internet, Video Games, Information Processing
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Motl, Robert W.; McAuley, Edward; Birnbaum, Amanda S.; Lytle, Leslie A. – Journal of Adolescence, 2006
In this longitudinal study, we examined the relationship between changes in time spent watching television and playing video games with frequency of leisure-time physical activity across a 2-year period among adolescent boys and girls (N=4594). Latent growth modelling indicated that a decrease in time spent watching television was associated with…
Descriptors: Early Adolescents, Video Games, Physical Activities, Television Viewing
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Urrutia-Rojas, Ximena; Menchaca, John – Journal of School Health, 2006
According to the Centers for Disease Control and Prevention, 1 in 3 children born in 2000 in the United States will become diabetic. The odds are higher for African American and Hispanic children as nearly 50% of them will develop diabetes. Random screening is not effective in identifying children at risk for type 2 diabetes mellitus (T2DM);…
Descriptors: Grade 5, Prevention, Incidence, Disease Control
Borja, Rhea R. – Education Week, 2006
In an age of rising obesity rates, more students are getting fit in school with the help of the video game series Dance Dance Revolution (DDR) and similar games. Some educators caution that while the trend is positive overall, technology should only supplement--not replace--traditional physical activity, such as running, aerobics, and other…
Descriptors: Video Games, Teaching Methods, Physical Activities, Physical Fitness
Montana Office of Public Instruction, 2011
This report presents the 2011 Montana Youth Risk Behavior Survey high school student frequency distributions for American Indian students on or near a reservation. These frequency distributions are based upon surveys with 720 high school American Indian students on or near a reservation in Montana during February of 2011. Frequency distributions…
Descriptors: American Indian Students, Reservation American Indians, Sexuality, At Risk Students
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Gilbert, Juan E.; Eugene, Wanda; Swanier, Cheryl; Arbuthnot, Keena; Hood, Stafford; Grant, Michael McKenzie; West, Melanie L. – Journal of Educational Technology, 2008
When culture is integrated into the mathematics classroom, it improves students' academic achievement, helps move classrooms towards an equitable learning environment, helps students to have positive beliefs about mathematics, and integrates mathematics with other disciplines. Moreover, if you observe today's kids, the use of video games in their…
Descriptors: Culturally Relevant Education, Instructional Design, Educational Practices, Case Studies
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Waters, John K. – T.H.E. Journal, 2007
This article reports the potential of online role-playing games to be a powerful tool for English as a second language (ESL) learning. When Professor Edd Schneider and game designer Kai Zheng suggested to attendees gathered in San Francisco last spring for the annual Game Developers Conference that massively multiplayer online role-playing games,…
Descriptors: Foreign Countries, Educational Technology, Language Skills, English (Second Language)
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Rice, John W. – Journal of Educational Multimedia and Hypermedia, 2007
Computer video games are an emerging instructional medium offering strong degrees of cognitive efficiencies for experiential learning, team building, and greater understanding of abstract concepts. As with other new media adopted for use by instructional technologists for pedagogical purposes, barriers to classroom implementation have manifested…
Descriptors: Computers, State Standards, Team Training, Experiential Learning
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