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Provenzo, Eugene F., Jr. – 1996
This book provides basic information and answers to help guide educators in developing an effective and meaningful educational computing program. Throughout the book appear boxed definitions pertinent to the text, examples of useful products, and necessary contact information. The guide includes the following sections: (1)…
Descriptors: Annotated Bibliographies, Computer Assisted Instruction, Computer Games, Computer Networks
Fenichel, Emily, Ed. – Zero to Three, 2001
"Zero to Three" is a single-focus bulletin of the National Center for Infants, Toddlers, and Families providing insight from multiple disciplines on the development of infants, toddlers, and their families. Noting that America's babies and toddlers live in a world full of television sets, VCRs, computers, videogames, and interactive…
Descriptors: Assistive Technology, Cognitive Development, Computer Games, Computers
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Dorman, Steve M. – Journal of School Health, 1997
Video and computer games have assumed a prominent role in the culture of U.S. children and adolescents. The paper examines the health effects of these games, suggests criteria upon which parents and teachers may evaluate the games, and notes some implications for health educators. (SM)
Descriptors: Child Health, Computer Games, Elementary School Students, Elementary Secondary Education
Strasburgber, Victor C., Ed.; Comstock, George A., Ed. – Adolescent Medicine: State of the Art Reviews, 1993
In the 1990s, the media represent the single most easily modifiable influence on children and adolescents. This series of articles offers medically oriented practitioners a review of current research on the influence of the media on children and adolescents. The 13 articles are: (1) "Children, Adolescents, and the Media: Five Crucial…
Descriptors: Academic Achievement, Adolescents, Advertising, Child Rearing
Shaffer, David Williamson; Gee, James Paul – Wisconsin Center for Education Research (NJ1), 2005
In his recent bestseller The World Is Flat, Thomas Friedman argues that countries like the United States can no longer compete in the global economy on the basis of making and selling commodities. Their competitive edge increasingly comes from how well they produce products, services, and technologies that are new . . . special . . .…
Descriptors: Global Approach, Standardized Tests, Creative Thinking, Competition
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Rosas, Ricardo; Nussbaum, Miguel; Cumsille, Patricio; Marianov, Vladimir; Correa, Monica; Flores, Patricia; Grau, Valeska; Lagos, Francisca; Lopez, Ximena; Lopez, Veronica; Rodriguez, Patricio; Salinas, Marcela – Computers & Education, 2003
Describes a study of economically disadvantaged first and second graders in Chile that evaluated the effects of the introduction of educational videogames into the classroom on mathematics and reading comprehension. Investigated effects on learning, motivation, and classroom dynamics; teachers' expectations of change; and technological transfer.…
Descriptors: Classroom Environment, Economically Disadvantaged, Educational Games, Elementary Education
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Goldsmith, Tina R.; LeBlanc, Linda A. – Journal of Early and Intensive Behavior Intervention, 2004
A growing number of studies have investigated diverse applications of technology-based interventions with children with autism. The purpose of this paper is to review the growing empirical support for the efficacy of technology-based interventions with children with autism and to recommend future directions for research. This review will focus on…
Descriptors: Feedback (Response), Computer Simulation, Autism, Behavior Modification
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Virvou, Maria; Katsionis, George; Manos, Konstantinos – Educational Technology & Society, 2005
Computer games are very popular among children and adolescents. In this respect, they could be exploited by educational software designers to render educational software more attractive and motivating. However, it remains to be explored what the educational scope of educational software games is. In this paper, we explore several issues concerning…
Descriptors: Educational Games, Computer Simulation, Intelligent Tutoring Systems, Computer Software
Yeloushan, Kathleen – Educational Technology, 1989
Discussion of the dominance of males in technology-oriented fields focuses on sex-related differences in conjunction with the use of computers in education. Topics discussed include the attitudes of parents and teachers; lack of female role models; previous experiences with video games; and cooperative versus competitive learning activities. (11…
Descriptors: Competition, Computer Assisted Instruction, Computer Science Education, Cooperative Learning
Salpeter, Judy, Ed. – Consortium for School Networking, 2006
The 2006 Compendium looks at six issues of vital importance to education technology leaders today: (1) Measuring the Value of One-to-One Computing (Leslie A. Wilson and Eric L. Peterson with contributions from Tammy Fry, Rich Kaestner and Andrew Zucker); (2) Open Technologies in K-12 Schools (a collaborative effort coordinated by Jim Hirsch with…
Descriptors: Elementary Secondary Education, Information Management, Educational Technology, Policy Analysis
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Sorensen, Birgitte Holm – Pedagogy, Culture and Society, 2005
This article focuses on the gap between the use of Information and Computing Technology (ICT) in schools and the use made of ICT in children's everyday life outside school. Particular emphasis is placed on the communities of practice that young people create through their use of digital technology. The article is based on data collected over five…
Descriptors: Communities of Practice, Information Technology, Foreign Countries, Educational Technology
Strasburger, Victor C. – 1995
Aimed at primary care physicians and nurses, educators, and parents, this book reviews media effects on adolescent behavior and psychology. The book notes that television is a powerful medium to which adolescents are uniquely susceptible and how studies have shown television's ability to shape social attitudes. Theories of how television affects…
Descriptors: Adolescent Behavior, Adolescents, Aggression, Children
Healy, Jane M. – 1998
As the federal government provides funding to wire classrooms to the Internet, software companies market educational programs even for preschoolers, and school administrators cut funding in other areas to make room for new computers, it is time to examine the impact of computer use on children. Presented in three parts, this book examines the…
Descriptors: Adolescents, Age Differences, Brain, Child Development
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Funk, Jeanne B.; Bermann, Julie N.; Buchman, Debra D. – Trends in Communication, 1997
Reports video game playing demographics. Reviews the literature on video game health hazards and positive health applications; cutting-edge applications in education and controversies about learning; and effects on personality. Discusses laboratory and survey research on the effects of video games violence. Considers whether some children may be…
Descriptors: Academic Achievement, Aggression, At Risk Persons, Child Health
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Williams, Dmitri – Simulation & Gaming, 2005
The study of video game effects has been marked by two very different approaches. The first approach is represented by social scientists, who, with some exceptions, seek to understand the effects of games on users. The second approach is favored by humanists, who seek to understand the meaning and context of games. To date, these two groups have…
Descriptors: Video Games, Social Scientists, Research Methodology, Research Problems
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