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Olson, Cheryl K. – Academic Psychiatry, 2004
Objective: Contrary to media headlines and public perceptions, there is little evidence of a substantial link between exposure to violent interactive games and serious real-life violence or crime. Conclusion: Further research is needed on whether violent games may affect less dramatic but real concerns such as bullying, fighting, or attitudes and…
Descriptors: Violence, Mass Media Effects, Youth, Social Science Research
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: Grandparents Raising Grandchildren, Video Games, Drug Abuse, Juvenile Courts
Sefton-Green, Julian – Review of Research in Education, 2006
This chapter begins with a scenario contrasting two seemingly different images of child and media from before and after the "digital revolution." The author argues that there is much greater continuity in how this relationship has been conceptualized over the period than is commonly imagined. While not offering a comprehensive study of recent…
Descriptors: Educational Change, Youth, Authors, Mass Media Effects
Lieberman, Debra A. – 1998
This study examined whether video games could be effective health education and therapeutic interventions for children and adolescents with diabetes. KIDZ Health Software developed a game about diabetes self-management, and tested its effectiveness for children with diabetes. The Packy and Marlon Super Nintendo video game promotes fun,…
Descriptors: Adolescents, Children, Diabetes, Educational Games
von Feilitzen, Cecilia, Ed.; Carlsson, Ulla, Ed. – 2000
This document consists of three sources which compile research on the influence of media sex and violence on children's development. The first is a collection of articles on children and the media; the remaining two are bibliographies of research--one on pornography and sex in the media, the other on video and computer games. The articles in the…
Descriptors: Aggression, Annotated Bibliographies, Childhood Attitudes, Children

Ricci, Katrina E. – Journal of Interactive Instruction Development, 1994
Research conducted at the Naval Training Systems Center in Orlando, Florida, investigated the acquisition and retention of basic knowledge with subject matter presented in the forms of text, test, and game. Results are discussed in terms of the effectiveness of computer-based games for military training. (Author/AEF)
Descriptors: Ability Identification, Computer Assisted Instruction, Educational Games, Instructional Effectiveness

Funk, Jeanne B.; Buchman, Debra D. – Pediatric Annals, 1995
Reviews the literature on: (1) health-related effects of video games (VGs), including seizures, physiologic responses, and musculoskeletal injuries; (2) eye-hand coordination in VGs; (3) psychological adjustment related to VGs, including possible psychopathologies and violence-related effects; and (4) the educational impact of VGs. Also examines…
Descriptors: Adolescent Behavior, Adolescents, Aggression, Child Behavior

Blumberg, Fran C.; Hollander, Brocha; Genovese, Julia I. – Gifted Child Quarterly, 2001
Before playing a video game, 47 gifted second graders and 47 gifted fifth graders were instructed to adopt an evaluative, process, outcome, or no specific goal focus while playing. Older children showed better performance overall and their best performance when instructed to adopt an evaluative goal. Younger children showed their worst performance…
Descriptors: Achievement Need, Age Differences, Attention Span, Elementary Education
Habraken, Clarisse L. – Journal of Science Education and Technology, 2004
Today's "out-of-school learning" is dominated by PC games, videos, and TV. These media provide children with optimal conditions for nurturing their visuospatial intelligence. In "chemistry" and biochemistry, over the past 125 years, thinking has shifted from the "logical-mathematical" to the "logical-visuospatial." In chemistry visuospatial…
Descriptors: Chemistry, Science Instruction, Spatial Ability, Computers
Shih, Timothy K.; Chang, Ya-Fung; Hsu, Hun-Hui; Wang, Ying-Hong; Chen, Yung-Hui – Interactive Technology and Smart Education, 2004
Distance education has been an important research issue of multimedia computing and communication. Since the instructional activities are implemented on cyberspace, how to control behaviors of students and to increase the degree of communication awareness have been a challenging issue. We propose a system based on the scaffolding theory. Behaviors…
Descriptors: Video Games, Distance Education, Computer Simulation, Educational Technology
Vandewater, Elizabeth A.; Shim, Mi-suk; Caplovitz, Allison G. – Journal of Adolescence, 2004
This study examined the links between childhood obesity, activity participation and television and video game use in a nationally representative sample of children (N=2831) ages 1-12 using age-normed body mass index (BMI) ratings. Results indicated that while television use was not related to children's weight status, video game use was. Children…
Descriptors: Obesity, Video Games, Childrens Television, Participation
Jason, Leonard A.; Danielewicz, Jennifer; Mesina, Anna – Journal of Early and Intensive Behavior Intervention, 2005
American children spend an average of 6 hours and 32 minutes each day using various forms of media. Research has suggested that this high level of exposure has a negative impact on children's attitudes and behaviors. For example, media violence increases aggression in children, especially video games which allows children to be the aggressor and…
Descriptors: Obesity, Violence, Video Games, Rewards
Squire, Kurt – Educational Researcher, 2006
Interactive immersive entertainment, or videogame playing, has emerged as a major entertainment and educational medium. As research and development initiatives proliferate, educational researchers might benefit by developing more grounded theories about them. This article argues for framing game play as a "designed experience." Players'…
Descriptors: Play, Educational Researchers, Video Games, Interactive Video
Annetta, Leonard A.; Murray, Marshall R.; Laird, Shelby Gull; Bohr, Stephanie C.; Park, John C. – EDUCAUSE Quarterly, 2006
Technological advances in the new millennium may evoke disquiet among administrators and teachers taxed with understanding how to harness new capabilities and merge them with sound pedagogy. To understand how gaming might bridge the gap between student interest and how lessons are taught, graduate students in science education at North Carolina…
Descriptors: Graduate Students, Video Games, Distance Education, Student Interests
Can, Gulfidan; Cagiltay, Kursat – Educational Technology & Society, 2006
Teachers' perceptions are critical to the success or failure of integrating computer games with educational features into classrooms. Consequently, it is essential to gather information about concerns they might have in regard to using these games in the classroom. This study was conducted to investigate the perceptions and future plans of a group…
Descriptors: Foreign Countries, Educational Technology, Educational Games, Video Games