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Kubey, Robert; Larson, Reed – Communication Research, 1990
Examines the use and experience of music videos, video games, and videocassettes among children and young adolescents. Finds that boys reacted with greater arousal and more positive affective states to new video media as compared to traditional media, while girls reported lower affect and arousal, expecially during video games and music videos.…
Descriptors: Adolescents, Children, Communication Research, Mass Media Use
Provenzo, Eugene F., Jr. – American School Board Journal, 1992
Video games are neither neutral nor harmless but represent very specific social and symbolic constructs. Research on the social content of today's video games reveals that sex bias and gender stereotyping are widely evident throughout the Nintendo games. Violence and aggression also pervade the great majority of the games. (MLF)
Descriptors: Child Development, Childhood Interests, Cultural Influences, Elementary Education

Sherry, John L. – Human Communication Research, 2001
Cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Suggests there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. (SG)
Descriptors: Aggression, Behavioral Science Research, Elementary Secondary Education, Mass Media Effects

Hunter-Doniger, Tracey – School Arts: The Art Education Magazine for Teachers, 2005
Tracey Hunter-Doniger is an elementary visual arts teacher who is fortunate enough to work in a school that realizes the value and influence art has on technology. Twice a year, her first-through fifth-grade classes meet in the computer lab to create computer-generated works of art. the class discusses the importance of art in technology, such as…
Descriptors: Grade 5, Photography, Video Games, Art
Galantucci, Bruno – Cognitive Science, 2005
The emergence of human communication systems is typically investigated via 2 approaches with complementary strengths and weaknesses: naturalistic studies and computer simulations. This study was conducted with a method that combines these approaches. Pairs of participants played video games requiring communication. Members of a pair were…
Descriptors: Experimental Programs, Investigations, Computer Simulation, Video Games
Dickey, Michele D. – Educational Technology Research and Development, 2005
Computer and video games are a prevalent form of entertainment in which the purpose of the design is to engage players. Game designers incorporate a number of strategies and tactics for engaging players in "gameplay." These strategies and tactics may provide instructional designers with new methods for engaging learners. This investigation…
Descriptors: Video Games, Instructional Design, Computer Assisted Instruction, Educational Technology
Fontana, Leonard; Beckerman, Adela – Information Technology in Childhood Education Annual, 2004
This article describes a project that incorporated interactive technology to teach violence prevention knowledge and skills to second grade students. The educational video games presented lessons consisting of animated characters in a story, accompanied by a number of exercises. The research issue was whether students would develop an appreciation…
Descriptors: Prevention, Video Games, Grade 2, Children
Glover, Sandy – Library Journal, 2005
What do poker and bridge have in common? Both are card games that originated in Europe (although poker's modern form developed in the frontier towns of the American West, while bridge still reflects its British heritage). Both use a regular 52-card playing deck, both involve bidding, and both have experienced renewed popularity in recent years.…
Descriptors: United States History, Play, Video Games, Alzheimers Disease
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2012
For the thirty-fifth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the national AECT Convention in Louisville, Kentucky. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Handheld Devices, Workplace Learning, Electronic Learning
Thomas, Siobhan – Simulation & Gaming, 2006
Pervasive gaming has tremendous potential as a learning tool and represents an interesting development in the field of video games and education. The literature surrounding video games and education is vast: For more than 20 years, educationalists have been discussing the potential that exists for the application of video games to learning.…
Descriptors: Foreign Countries, Video Games, Educational Games, Multimedia Materials
Stewart, Barbara L.; Ezell, Shirley; DeMartino, Darrell; Rifai, Rana; Gatterson, Beverly – Quarterly Review of Distance Education, 2006
This case explored the use of a collaborative team to develop a virtual course component to increase educational experience. As students continue to engage in recreational video game activities, incorporation of such applications into their learning environments becomes important to allow them to connect and interact with course content in a…
Descriptors: Video Games, Educational Experience, Pilot Projects, Video Technology
Jones, Greg; Kalinowski, Kevin – Innovate: Journal of Online Education, 2006
The integration of video games in the classroom continues to be a topic for educators and researchers alike. Yet despite the dialogue, widespread integration of this technology has yet to occur. To help remedy this situation, Greg Jones and Kevin Kalinowski propose the establishment of an online, open community designated to explore and develop…
Descriptors: Video Games, Educational Technology, Technology Integration, Technology Uses in Education
Ito, Mizuko – Discourse: Studies in the Cultural Politics of Education, 2006
The late 1980s saw the emergence of a new genre of instructional media, "edutainment", which utilized the capabilities of multimedia personal computers to animate software designed to both educate and entertain young children. This paper describes the production of, marketing of and play with edutainment software as a contemporary example of…
Descriptors: Play, After School Programs, Marketing, Educational Media
Giles, Rebecca McMahon – Childhood Education, 2006
Exposure to cell phones, DVD players, video games, computers, digital cameras, and iPods has made today's young people more technologically advanced than those of any previous generation. As a result, parents are now concerned that their children are spending too much time in front of the computer. In this article, the author focuses her…
Descriptors: Computer Mediated Communication, Video Games, Educational Technology, Access to Computers
McGinnis, Theresa – Voices from the Middle, 2007
McGinnis draws on the idea of engaged learning as critical and illustrates how school literacy practices do not provide urban Khmer youth (and by extension, other groups whose backgrounds are linguistically or socioculturally distinct) with deep levels of engagement in literacy activities. By looking at the types of writing experiences these youth…
Descriptors: Middle Schools, Literacy, Urban Schools, Middle School Students