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Marshall, Simon J.; Gorely, Trish; Biddle, Stuart J. H. – Journal of Adolescence, 2006
The purpose of this systematic review was to (i) estimate the prevalence and dose of television (TV) viewing, video game playing and computer use, and (ii) assess age-related and (iii) secular trends in TV viewing among youth ([less than or equal] 18 yr). Ninety studies published in English language journals between 1949 and 2004 were included,…
Descriptors: Adolescents, Incidence, Television Viewing, Mass Media Use
Reutter, Vicki – School Library Journal, 2006
In a perfect world, students would apply the ethics taught to them in guiding their school-related use of technology to their activities beyond campus. However in reality, they often do not make the connection. Educators should be aware of how students are using entertainment technologies and help them make good decisions--both on and off their…
Descriptors: Ethics, Media Specialists, Moral Values, Library Services
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Hallenberg, Harvey – Montessori Life: A Publication of the American Montessori Society, 2006
In this article, the author discusses and shares his opinion about violence in the media. He states that many of the students in class have honestly responded to his inquiries about violence in culture, that they are "fascinated" with violence in movies, in television shows, in video games, and in the music they listen to away from school.…
Descriptors: Mass Media Effects, Children, Violence, Parent Role
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Malliet, Steven – Learning, Media & Technology, 2006
An attempt is made to translate the concept of perceived realism from the domain of general media studies to the domain of videogame studies. In order to make such a translation, a thorough knowledge and integration is required of the simulation aspects that distinguish videogames from older media such as film or television. The different meanings…
Descriptors: Realism, Adolescents, Attitude Measures, Research
Craig Rushing, Stephanie Nicole – ProQuest LLC, 2010
American Indian and Alaska Native (AI/AN) youth are disproportionally burdened by high rates of sexually transmitted infections and teen pregnancy, heightening their need for sexual health interventions that are aligned to their unique culture and social context. Media technologies, including the Internet, cell phones, and video games, offer new…
Descriptors: Participatory Research, Video Games, American Indians, Alaska Natives
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Wilhelm, Jeffrey D. – English in Australia, 2007
This article explores the conditions of "flow" experience from two studies into the literate lives of young men (Smith and Wilhelm 2002; 2006) that were explanatory, when present, of motivation and engagement in various activities including literacy, and when absent, of a lack of motivation and engagement in various activities including literacy.…
Descriptors: Reading Habits, School Activities, Video Games, Motivation
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Moreno-Ger, Pablo; Thomas, Pilar Sancho; Martinez-Ortiz, Ivan; Sierra, Jose Luis; Fernandez-Manjon, Baltasar – Journal of Interactive Media in Education, 2007
In this paper, we propose three different ways of using IMS Learning Design to support online adaptive learning modules that include educational videogames. The first approach relies on IMS LD to support adaptation procedures where the educational games are considered as Learning Objects. These games can be included instead of traditional content…
Descriptors: Video Games, Educational Games, Learning Modules, Computer Software
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Sardone, Nancy B.; Devlin-Scherer, Roberta – Technology, Pedagogy and Education, 2008
Multi-user virtual environments (MUVEs) are new to formal educational settings as teaching and learning tools but are growing in popularity. MUVEs simulate real-world problems. They have an ability to reach students in ways that are familiar as they resemble videogames where players assume roles, work in teams, and gather data. MUVEs include…
Descriptors: Virtual Classrooms, Computer Simulation, Educational Technology, Science Instruction
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Dietz, Tracy L. – Sex Roles: A Journal of Research, 1998
Examines the portrayal of women and the use of violent themes in 33 popular video games. The analysis reveals that traditional gender roles and violence are central to many games. There were no female characters in 41% of games with characters, and women were portrayed as sex objects in 28% of these games. (SLD)
Descriptors: Aggression, Females, Sex Role, Socialization
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Hayes, Elisabeth – TechTrends: Linking Research & Practice to Improve Learning, 2005
While video gaming has grown immensely as an industry over the last decade, with growing numbers of gamers around the globe, including women, gaming continues to be a very gendered practice. The apparent gender divide in video gaming has caught the attention of both the gaming industry and educators, generating considerable discussion and…
Descriptors: Video Games, Industry, Females, Fantasy
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Norton-Meier, Lori – Journal of Adolescent and Adult Literacy, 2005
The author discusses the influence of video games and other technologies on modern family life, drawing on her own experiences. The implications of digital and other "new" and multiple literacies are described, with reference particularly to the work of Patrick Shannon and James Paul Gee.
Descriptors: Video Games, Family Life, Family Literacy, Information Technology
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Evanson, Nick – Physics Education, 2004
Basic electronic devices have been used to great effect with console computer games. This paper looks at a range of devices from the very simple, such as microswitches and potentiometers, up to the more complex Hall effect probe. There is a great deal of relatively straightforward use of simple devices in computer games systems, and having read…
Descriptors: Computers, Games, Video Games, Electronic Equipment
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Ip, Barry; Capey, Martin; Baker, Andrew; Carroll, John – Australasian Journal of Educational Technology, 2009
This paper explores a relatively new area in the design and development of assessment procedures for the evaluation of coursework and student performance on computer and video games degrees. Emphasis is placed on an assessment which involves the development of and interaction in a virtual world, where lecturers and students are represented as…
Descriptors: Student Evaluation, Video Games, Virtual Classrooms, Computers
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Michael Young; P. G. Schrader; Dongping Zheng – Innovate: Journal of Online Education, 2006
Michael Young, P. G. Schrader, and Dongping Zheng use the concepts of ecological psychology to examine how massively multiplayer online games (MMOGs) promote specific learning processes in their players. In their analysis they identify and define nine principles of learning that allow such games to have valuable potential as tools for educators:…
Descriptors: Video Games, Learning Processes, Computer Simulation, Electronic Learning
Sanford, Kathy; Madill, Leanna – Canadian Journal of Education, 2006
The male youth in our study used video games to resist institutional authority, hegemonic masculinity, and femininity. Videogame play offered them a safe place to resist authority, which was often limited to small acts of adolescent defiance that could limit their future ability to engage thoughtfully and critically in the world. This resistance…
Descriptors: Sexual Identity, Play, Masculinity, Video Games
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