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Curriculum Review, 2004
Each month, "Curriculum Review" offers teachers mutual support, the sharing of ideas, and words of encouragement to help them face challenges in the classroom. The September 2004 issue of "Curriculum Review" contains the following articles: (1) "We Hear from Readers"; (2) "What They're Saying"; (3) "Surf These Web Sites"; (4) "Technology Update";…
Descriptors: Program Effectiveness, Research Papers (Students), Information Retrieval, Internet
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Shrimpton, Bradley; Hurworth, Rosalind – Journal of Educational Multimedia and Hypermedia, 2005
Recently the Centre for Program Evaluation (CPE) at the University of Melbourne was approached by a mental health agency to undertake the unique and challenging task of evaluating a prototype CD-ROM based adventure game designed for young people recovering from psychosis. This unusual and inventive game, titled Pogo's Pledge, used…
Descriptors: Evaluation, Young Adults, Late Adolescents, Young Adults
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Shaffer, David Williamson – Innovate: Journal of Online Education, 2005
In an article in this issue of "Innovate", Jim Gee asks the question "What would a state of the art instructional video game look like?" Based on the game "Full Spectrum Warrior", he concludes that one model is "to pick [a] domain of authentic professionalism well, intelligently select the skills and knowledge to…
Descriptors: Educational Games, Video Games, Learning Theories, Epistemology
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Krahe, Barbara; Moller, Ingrid – Journal of Adolescence, 2004
The relationship was examined between exposure to and preference for violent electronic games and aggressive norms as well as hostile attributional style. Following a pilot study to sample widely used electronic games varying in violent content, 231 eighth-grade adolescents in Germany reported their use of and attraction to violent electronic…
Descriptors: Foreign Countries, Adolescents, Norms, Gender Differences
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Trout, Josh; Zamora, Karra – Teaching Elementary Physical Education, 2005
Sedentary lifestyles are often to blame for overweight and obesity, which is the second leading cause of preventable deaths in the U.S. (USDHHS, 2001). While video games have historically been identified as the culprit of inactivity, new interactive video games make participants break a sweat. Some physical educators have begun integrating this…
Descriptors: Video Games, Interactive Video, Physical Education, Dance
Rideout, Victoria – Henry J. Kaiser Family Foundation, 2007
Over the past few years, media use among children and teens has become more prevalent than ever. With the launch of the iPod, the explosion in instant messaging, the birth of mobile video and YouTube, and the advent of social networking sites like MySpace, young people are rarely out of contact, or out of reach of the media. Meanwhile,…
Descriptors: Sexuality, Violence, Mass Media Effects, Television
Boehm, Steven S., Ed. – Child Welfare League of America (NJ3), 2006
The Child Welfare League of America is the nation's oldest and largest membership-based child welfare organization committed to engaging people everywhere in promoting the well-being of children, youth, and their families and protecting every child from harm. By publishing a diverse range of views on a wide array of topics, "Children's Voice"…
Descriptors: Access to Health Care, Problem Solving, Disabilities, Immigrants
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Bergin, Susan; Reilly, Ronan – Computer Science Education, 2006
A model for predicting student performance on introductory programming modules is presented. The model uses attributes identified in a study carried out at four third-level institutions in the Republic of Ireland. Four instruments were used to collect the data and over 25 attributes were examined. A data reduction technique was applied and a…
Descriptors: Programming, Foreign Countries, Multivariate Analysis, Introductory Courses
Beale, Ivan L.; Marin-Bowling, Veronica M.; Guthrie, Nicole: Kato, Pamela M. – International Electronic Journal of Health Education, 2006
A video game called "Re-Mission" has recently been investigated with adolescent and young adult cancer patients enrolled in a multi-site randomized controlled evaluation of the game as a psycho-educational intervention. The main focus of the trial was to determine effects of the game on self-care and other health-related outcomes. It was…
Descriptors: Intervention, Video Games, Cancer, Rating Scales
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Kennedy, Craig H.; Souza, Geri – Journal of Applied Behavior Analysis, 1995
Four studies analyzed eye poking behavior of a youth with profound disabilities. Results demonstrated substantive reductions in the frequency of eye poking when goggles were worn and when a video game was provided as a competing source of visual stimulation and as a reinforcer. Music was less effective in reducing eye poking. (Author/DB)
Descriptors: Adolescents, Behavior Modification, Behavior Problems, Case Studies
Morrisett, Lloyd N. – Educom Review, 1994
Describes the evolution of television technology and the changes in its use brought about by cable television and the videocassette recorder. The increasing use of multimedia, made possible by the marriage of television and computer, are discussed. A reemergence of the importance of written language in this new medium is forecast. (KRN)
Descriptors: Cable Television, Computers, Electronic Publishing, Electronic Text
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Ornstein, Allan C. – Contemporary Education, 1991
Teachers must help integrate video technology into the curriculum so students can become critical video consumers. Teachers need assistance in determining how to enhance students' critical viewing and aesthetic and thinking skills related to a technology-dominated culture. They must encourage students to develop self-confidence in the modern video…
Descriptors: Curriculum Enrichment, Elementary Secondary Education, Student Improvement, Teacher Responsibility
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Calvert, Sandra L.; Tan, Siu-Lan – Journal of Applied Developmental Psychology, 1994
Compared to college students who only watched a violent virtual reality game, those who played the game exhibited a higher heart rate after the game, reported more dizziness and nausea during the game, and exhibited more aggressive thoughts on a posttest questionnaire. Results suggest support for arousal and cognitive, but not psychoanalytic,…
Descriptors: Aggression, Arousal Patterns, College Students, Comparative Analysis
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Colwell, John; Kato, Makiko – Simulation & Gaming, 2005
Results from research into negative correlates of computer/video game play in the United Kingdom and in Japan are presented, with new analyses across cultures. Patterns of play are similar, although Japanese adolescents have been playing for longer, they play fewer aggressive games, and there is greater perceived concern by Japanese parents.…
Descriptors: Play, Video Games, Early Adolescents, Foreign Countries
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Leander, Kevin; Frank, Amy – E-Learning, 2006
In this article the authors consider how youth engage in social practices of identity through their online practices with images. Although they build on social practice perspectives, informed by the new literacy studies, they question the extent to which such perspectives have created new autonomies and separations, including the separation of…
Descriptors: Ethnography, Literacy, Identification (Psychology), Computer Mediated Communication
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