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Ranker, Jason – Language Arts, 2006
An eight-year-old boy, Adrian, draws subject matter and formats for his writing from a new, digital medium: the video game. (Contains 2 tables and 5 figures.)
Descriptors: Video Games, Writing (Composition), Correlation, Story Telling
Mack, Michael – 1995
This exploratory study was designed to introduce hypertext as a component of classroom instruction in a situation similar to that which might prevail in a public school setting. Linear and non-linear treatments of the same text were employed as an information source for a supplemental learning task prescribed by a teacher as part of classroom…
Descriptors: Computer Assisted Instruction, Electronic Text, Elementary Education, Fixed Sequence
Hong Xu, Shelley; Sawyer Perkins, Rachael; Zunich, Lark O. – International Reading Association (NJ3), 2005
Incorporating popular culture texts in the classroom can motivate students--particularly reluctant or struggling readers. This resource gives the reader everything they need to use television, movies, video games, music, magazines, and other media to enhance students' literacy learning. The reader will find a balance of research, theory, and…
Descriptors: Video Games, Literacy, Popular Culture, Reading Problems

Hall, Evelyn G. – Sex Roles: A Journal of Research, 1990
Studies relationships among sex difference, performance expectation, and actual performance in video game competition between female and male subjects. Finds that self-confidence of females is not lower than that of males after competing against a good opponent, indicating that performance expectancies may be more related to skill level than to…
Descriptors: Analysis of Covariance, College Students, Competition, Expectation
Bracey, Gerald W. – Educational Technology, 1992
Considers the future of integrated learning systems (ILSs) and examines hypermedia as the most promising new interactive technology for education. Topics discussed include changes in technology; the use of computers in schools; the value of video games; the impact of ILSs on schools; and cognitive science and cognitive psychology. (LRW)
Descriptors: Cognitive Psychology, Computer Assisted Instruction, Computer Managed Instruction, Courseware

McBrien, J. Lynn – Educational Leadership, 1999
Adults cannot adequately prevent their children from observing media messages. Students are actually safer if they are educated about analyzing and assessing unsavory messages for themselves. Appropriate media-literacy pedagogy involves five essential elements: background, tools, deconstruction of media techniques, product evaluation, and original…
Descriptors: Advertising, Censorship, Critical Thinking, Critical Viewing

Dixit, Avinash – Journal of Economic Education, 2005
The author suggests methods for teaching game theory at an introductory level, using interactive games to be played in the classroom or in computer clusters, clips from movies to be screened and discussed, and excerpts from novels and historical books to be read and discussed.
Descriptors: Game Theory, Teaching Methods, Video Games, Economics Education
Sanford, Kathy – Journal of Adolescent & Adult Literacy, 2005
The research reported in this article intends to contribute to an understanding of how out-of-school literacies can influence the present and future learning of adolescents. Evidence suggests that students, boys particularly, are becoming literate in many ways through out-of-school activities (e.g., video games, Internet browsing, chatrooms), but…
Descriptors: Gender Differences, Video Games, Literacy, Expectation
Pelletier, Caroline – E-Learning, 2005
Digital or computer games have recently attracted the interest of education researchers and policy-makers for two main reasons: their interactivity, which is said to allow greater agency, and their inherent pleasures, which are linked to increased motivation to learn. However, the relationship between pleasure, agency and motivation in educational…
Descriptors: Play, Educational Games, Learning Motivation, Educational Technology
Campus-Wide Information Systems, 2005
Purpose: To discuss the considerable impact of video gaming on young players' decision-making and teamworking skills, and the belief that video games provide an invaluable "training camp" for business. Design/methodology/approach: An interview with John Beck, the author of the book Got Game: How a New Generation of Gamers Is Reshaping Business…
Descriptors: Baby Boomers, Age Differences, Leadership Styles, Management Development
Riegle, Rodney P. – Journal of College Teaching & Learning, 2007
In the 20th century, student work was dominated by paper-print assignments, particularly essays. This was a reflection of the dominant media technology of that century--books, magazines, newspapers, radio, and television. But those days are gone. In the 21st century, the dominant media technology of today's students is the Internet. In addition to…
Descriptors: Student Projects, Essays, Printed Materials, Assignments
1999
More parents than ever before are making a conscious decision to be more selective about what their children watch and the types of games they play. This guide lists recommended videos and provides parents with informative guidelines to enable them to make informed program choices. The first part of the guide presents brief reports from the field:…
Descriptors: Child Welfare, Children, Elementary Secondary Education, Films
Federal Trade Commission, Washington, DC. – 2001
In a report issued in September 2000, the Federal Trade Commission reported that the motion picture, music recording, and electronic game segments of the entertainment industry intentionally promoted products to children that warranted parent cautions. This report responds to the request of the Senate Commerce Committee by focusing on advertising…
Descriptors: Adolescents, Advertising, Children, Compliance (Legal)
Federal Trade Commission, Washington, DC. – 2002
In a report issued in September 2000, the Federal Trade Commission contended that the motion picture, music recording, and electronic game industries had engaged in widespread marketing of violent movies, music, and games to children inconsistent with their own parental advisories and undermining parents attempts to make informed decisions about…
Descriptors: Adolescents, Advertising, Children, Compliance (Legal)

Insights on Law & Society, 2002
Focuses on the rights of youth in three articles: (1) "Equal Justice? Girls in the Juvenile Justice System"; (2) "Child Labor: An International Challenge"; and (3) "Should Minors Have Access to Violent Video Games?" Includes learning activities at the end of each article. (CMK)
Descriptors: Child Labor, Childrens Rights, Civics, Females