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Cesarone, Bernard – 2000
This Spanish-language digest reviews research on the demographics and effects of video game playing, discusses game rating systems, and offers recommendations for parents. The digest begins by discussing research on the time children spend playing electronic games, which shows that younger children's game playing at home (90% of fourth-graders…
Descriptors: Adolescents, Aggression, Children, Computer Games

Klemm, Bonita; And Others – Young Children, 1995
Presents four articles addressing various aspects of violence in the context of children's everyday life: video game violence, gun play, violent children's television programming, and war play. Proposes possible developmentally appropriate solutions. Urges teachers, parents, and the community in general to actively work to provide a safer, saner…
Descriptors: Aggression, Childhood Attitudes, Emotional Response, Parent Responsibility
Winograd, Kathryn – Converge, 2001
Under the direction of the Pennsylvania Department of Migrant Education, an educational software company has adapted educational curricula to a video game format for use in video game consoles that hook into television sets. Migrant children using these at home have made significant gains in math, reading, English fluency, and critical thinking…
Descriptors: Academic Achievement, Educational Games, Educational Technology, Elementary Secondary Education
Chronicle of Higher Education, 2004
"Chronicle of Higher Education" presents an abundant source of news and information for college and university faculty members and administrators. This October 29, 2004 issue of "Chronicle of Higher Education" includes the following articles: (1) "A Job-Hunting Guru Comes up Short" (Zimbleman, Dana A.); (2) "Distinctive Words That are Seldom Heard…
Descriptors: Higher Education, Community Colleges, College Presidents, Conferences
Fedorov, Alexander – Grantee Submission, 2003
The comparison of the Russian and American experience regarding media violence, standards for rating Russian media programs, and a course of study on media violence for students will have a significant impact upon Russian society, will raise Russian societal and governmental attention to the infringement of the Rights of the Child on the Russian…
Descriptors: Violence, Childrens Rights, Television, Programming (Broadcast)
Annichiarico, Mark; And Others – Library Journal, 1994
Provides an overview of the 1994 American Library Association Convention. Highlights include problems with the location; teen violence; federal legislation; awards; speakers; gender issues and technology, including video games and the Internet; intellectual freedom; multiculturalism and librarian recruitment; CD-ROM; and exhibits. (LRW)
Descriptors: Adolescents, Awards, Computer Networks, Conferences
Halverson, Richard – Innovate: Journal of Online Education, 2005
Schools have much to learn from video games and the gaming community. By providing compelling activities for motivating otherwise indifferent learners, video games can potentially help teachers improve the design of learning environments. However, there are considerable rhetorical and practical barriers between the schooling and gaming communities…
Descriptors: Video Games, Elementary Secondary Education, Learning Strategies, Educational Games
Squire, Kurt – Innovate: Journal of Online Education, 2005
Over the past few years, games have gone from social pariahs to the darlings of the media, technology, and now educational industries. E-learning educators in particular stand to learn a lot about building next-generation learning environments from games. While online courses are usually little more than "online course notes," games offer entire…
Descriptors: Electronic Learning, World History, Activity Units, Video Games
Chalup, Stephan K.; Mellor, Drew; Rosamond, Fran – Computer Science Education, 2005
Hex is a challenging strategy board game for two players. To enhance students' progress in acquiring understanding and practical experience with complex machine intelligence and programming concepts we developed the Machine Intelligence Hex (MIHex) project. The associated undergraduate student assignment is about designing and implementing Hex…
Descriptors: Undergraduate Students, Student Attitudes, Programming, Questionnaires
Jones, Mark J. – Journal of Instructional Psychology, 2004
The current research investigates the effect of participation in the Neighborhood Academic Initiative Scholars Program (NAI) on the students' sense of self as viewed through autophotography. The NAI is designed to prepare inner-city middle school students, composed mainly of African-Americans and Hispanics, for entry into a four year university.…
Descriptors: Video Games, Neighborhoods, Middle Schools, Middle School Students
Clark, Elaine – 1995
A study investigated the impact of popular culture on young children's conception of gender, as revealed through the stories they write and tell. The research was conducted at Grosse Ile High School on the remote Magdalen Islands in the Gulf of Saint Lawrence, Quebec, Canada, from 1991-1994 with 46 students ages 6-7 years old. The concept of the…
Descriptors: Child Behavior, Childrens Literature, Childrens Writing, Creative Writing
Welch, Alicia J. – 1995
A study assessed the role of various mass media in the day-to-day lives of school-aged children. Research questions dealt with the nature of children's media experiences at home, how use of media impacts school activities, the social context of media use, interior responses to different media, and whether gender or socioeconomic differences among…
Descriptors: Childhood Attitudes, Childhood Interests, Computers, Elementary Education
Chauncey, Caroline, Ed. – Harvard Education Press, 2005
"Harvard Education Letter" is published bimonthly at the Harvard Graduate School of Education. This issue of "Harvard Education Letter" contains the following articles: (1) Is History... History?: Standards, Accountability, and the Future of Our Nation's Past (Robert Rothman); (2) Curriculum Access for All: How Teachers Can Use Universal Design…
Descriptors: Popular Culture, Video Games, Newsletters, Academic Standards
Kadakia, Maya – TechTrends: Linking Research & Practice to Improve Learning, 2005
During the 2004-2005 school year, Maya Kadakia conducted a pilot study of her master's project which focuses on how student engagement is affected by a curriculum that incorporates popular culture. She created a Language Arts unit which incorporates the video game Morrowhid. Maya teaches seventh grade Language Arts and Social Studies at a diverse…
Descriptors: Grade 7, Educational Needs, Video Games, Popular Culture
Zapata-Rivera, Diego; VanWinkle, Waverely; Doyle, Bryan; Buteux, Alyssa; Bauer, Malcolm – Interactive Technology and Smart Education, 2009
Purpose: The purpose of this paper is to propose and demonstrate an evidence-based scenario design framework for assessment-based computer games. Design/methodology/approach: The evidence-based scenario design framework is presented and demonstrated by using BELLA, a new assessment-based gaming environment aimed at supporting student learning of…
Descriptors: Feedback (Response), Urban Schools, Measurement, Psychometrics