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Aarsand, Pal Andre – Childhood: A Global Journal of Child Research, 2007
In this ethnographic study of family life, intergenerational video and computer game activities were videotaped and analysed. Both children and adults invoked the notion of a digital divide, i.e. a generation gap between those who master and do not master digital technology. It is argued that the digital divide was exploited by the children to…
Descriptors: Age Differences, Video Games, Family Life, Ethnography
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Jenson, Jennifer; Taylor, Nicholas; de Castell, Suzanne – E-Learning, 2007
This article documents the design and development of an online tutorial for student and practising teachers at York University, Canada, that familiarizes them with the ethical and legal aspects of teaching. In particular, it focuses on the key design decisions that were made, emphasizing how these were also deeply "pedagogical"…
Descriptors: Foreign Countries, Intelligent Tutoring Systems, Student Teachers, Teaching (Occupation)
Felini, Damiano – Online Submission, 2008
Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…
Descriptors: Video Games, Teaching Methods, Popular Culture, Media Literacy
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Margolis, Jesse L.; Nussbaum, Miguel; Rodriguez, Patricio; Rosas, Ricardo – Computers and Education, 2006
Many school systems, in both the developed and developing world, are implementing educational technology to assist in student learning. However, there is no clear consensus on how to evaluate these new technologies. This paper proposes a comprehensive methodology for estimating the value of a new educational technology in three steps: benefit…
Descriptors: Foreign Countries, Grade 2, Video Games, Educational Technology
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Williams, James D. – RMLE Online: Research in Middle Level Education, 2006
This case study involved 3 middle school students in an assessment of the influence of self-reflection on general academic performance. It was hypothesized that increased self-reflection would have a positive influence on academic performance as measured by grades on tests, writing assignments, and homework. The participants were ages 13.4, 13.5,…
Descriptors: Writing Assignments, Music, Video Games, Academic Achievement
Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen – 2001
Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal…
Descriptors: Children, Computer Games, Games, Mass Media Effects
Federal Trade Commission, Washington, DC. – 2001
In September 2000, the Federal Trade Commission issued a report on marketing violent entertainment to children. The Commission found that all three segments of the entertainment industry intentionally promoted products to children that warranted parental cautions. This report provides a look at the advertising practices to see if the industries…
Descriptors: Adolescents, Advertising, Children, Films
TRUCE: Teachers Resisting Unhealthy Children's Entertainment, West Somerville, MA. – 2000
Play is essential to children's healthy development and learning, and toys are the tools of children's play. Noting that parents are constantly faced with decisions about what toys to buy and what toys to avoid, this guide is intended to help parents promote their children's creative and constructive play by making informed choices about toys, and…
Descriptors: Change Strategies, Children, Childrens Games, Mass Media Effects
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Pope, Alan T.; Bogart, Edward H. – Child Study Journal, 1996
Describes the Extended Attention Span Training (EAST) system for modifying attention deficits, which takes the concept of biofeedback one step further by making a video game more difficult as the player's brain waves indicate that attention is waning. Notes contributions of this technology to neuropsychology and neurology, where the emphasis is on…
Descriptors: Attention Deficit Disorders, Behavior Disorders, Behavior Modification, Biofeedback
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Kubey, Robert; Larson, Reed – Communication Research, 1990
Examines the use and experience of music videos, video games, and videocassettes among children and young adolescents. Finds that boys reacted with greater arousal and more positive affective states to new video media as compared to traditional media, while girls reported lower affect and arousal, expecially during video games and music videos.…
Descriptors: Adolescents, Children, Communication Research, Mass Media Use
Provenzo, Eugene F., Jr. – American School Board Journal, 1992
Video games are neither neutral nor harmless but represent very specific social and symbolic constructs. Research on the social content of today's video games reveals that sex bias and gender stereotyping are widely evident throughout the Nintendo games. Violence and aggression also pervade the great majority of the games. (MLF)
Descriptors: Child Development, Childhood Interests, Cultural Influences, Elementary Education
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Sherry, John L. – Human Communication Research, 2001
Cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Suggests there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. (SG)
Descriptors: Aggression, Behavioral Science Research, Elementary Secondary Education, Mass Media Effects
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Hunter-Doniger, Tracey – School Arts: The Art Education Magazine for Teachers, 2005
Tracey Hunter-Doniger is an elementary visual arts teacher who is fortunate enough to work in a school that realizes the value and influence art has on technology. Twice a year, her first-through fifth-grade classes meet in the computer lab to create computer-generated works of art. the class discusses the importance of art in technology, such as…
Descriptors: Grade 5, Photography, Video Games, Art
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Galantucci, Bruno – Cognitive Science, 2005
The emergence of human communication systems is typically investigated via 2 approaches with complementary strengths and weaknesses: naturalistic studies and computer simulations. This study was conducted with a method that combines these approaches. Pairs of participants played video games requiring communication. Members of a pair were…
Descriptors: Experimental Programs, Investigations, Computer Simulation, Video Games
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Dickey, Michele D. – Educational Technology Research and Development, 2005
Computer and video games are a prevalent form of entertainment in which the purpose of the design is to engage players. Game designers incorporate a number of strategies and tactics for engaging players in "gameplay." These strategies and tactics may provide instructional designers with new methods for engaging learners. This investigation…
Descriptors: Video Games, Instructional Design, Computer Assisted Instruction, Educational Technology
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