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Gee, James Paul – Palgrave Macmillan, 2007
The author begins his classic book with "I want to talk about video games--yes, even violent video games--and say some positive things about them." With this simple but explosive statement, one of America's most well-respected educators looks seriously at the good that can come from playing video games. In this revised edition, new games like…
Descriptors: Role Models, Video Games, Cognitive Development, Educational Technology
Ceglowski, Deborah Ann; Bacigalupa, Chiara – Journal of Research in Childhood Education, 2007
This two-year descriptive study of purposefully selected Minnesota families included interviews with 94 children who either were currently enrolled in or had attended child care programs. Children from 1 to 18 years old recalled playmates, daily activities, schedules, discipline methods, special events, bullies, and characteristics of well-liked…
Descriptors: Recreational Activities, Video Games, Literacy, Child Care
Meier, Mary Dawn; Hager, Ronald L.; Vincent, Susan D.; Tucker, Larry A.; Vincent, William J. – American Journal of Health Education, 2007
Background: Use of television, computers, and video games competes with physical activity and may be a health risk factor. Purpose: This study assessed the relationship between leisure-based screen time and physical activity in families to determine whether assignment to a limited screen time group results in more physical activity. Methods:…
Descriptors: Health Education, Physical Activities, Video Games, Physical Activity Level
Montana Office of Public Instruction, 2011
This report presents the 2011 Montana Youth Risk Behavior Survey high school student frequency distributions for nonpublic accredited schools. These frequency distributions are based upon surveys with 349 high school students in Nonpublic Region during February of 2011. Frequency distributions may not total 349 due to nonresponse and percents may…
Descriptors: Sexuality, At Risk Students, Physical Activities, High School Students
O'Connor, Debra L.; Menaker, Ellen S. – Performance Improvement Quarterly, 2008
Instructional games are created when training is deliberately added to a gaming environment or when gaming aspects are deliberately incorporated into training. One type of game that is currently attracting the attention of the education and training field is the massively multiplayer online game (MMOG). Because evidence about learning outcomes…
Descriptors: Learning Theories, Educational Games, Team Training, Educational Technology
Willoughby, Teena – Developmental Psychology, 2008
Prevalence, frequency, and psychosocial predictors of Internet and computer game use were assessed with 803 male and 788 female adolescents across 2 time periods, 21 months apart. At Time 1, participants were in the 9th or 10th grade; at Time 2, they were in the 11th or 12th grade. Most girls (93.7%) and boys (94.7%) reported using the Internet at…
Descriptors: Friendship, Grade 12, Grade 10, Internet
Laine, Teemu H.; Vinni, Mikko; Sedano, Carolina Islas; Joy, Mike – ALT-J: Research in Learning Technology, 2010
This article presents the features, design and architecture of the Myst pervasive game platform that has been applied in creating pervasive mobile learning games in various contexts such as science festivals and museums in Finland. Based on our experiences with the development, we draw a set of design principles for creating successfully a…
Descriptors: Electronic Learning, Educational Games, Young Adults, Museums
Fishman, Eli – Online Submission, 2007
K-12 education in the U.S. is costing one-half trillion dollars annually. In constant dollars, the amount spent per student has increased 600% in the last sixty years. Test scores, however, have remained flat. Political leaders are constantly clamoring for more education dollars, yet there is no clear direction on how the funds will be used…
Descriptors: Elementary Secondary Education, Video Games, Social Capital, Discipline
McClay, Jill Kedersha; Mackey, Margaret; Carbonaro, Mike; Szafron, Duane; Schaeffer, Jonathan – E-Learning, 2007
This article reports on a study of 23 tenth-grade students who created fiction in digital game and written formats. The researchers observed them at work, analysed their stories in both formats, and interviewed selected students to learn what affordances and constraints they demonstrate and/or articulate in such authoring. The students used…
Descriptors: Literacy Education, Metacognition, Computer Uses in Education, Fiction
Sanford, Kathy; Madill, Leanna – E-Learning, 2007
The rapidly growing phenomenon of video games, along with learning that takes place through video game play, have raised concerns about the negative impact such games are reputed to have on youth, particularly boys. However, there is a disconnect between the discourse that suggests that boys are failing in learning literacy skills, and the…
Descriptors: Play, Video Games, Literacy, Males
Gros, Begona – Journal of Research on Technology in Education, 2007
In recent years, electronic games have assumed an important place in the lives of children and adolescents. Children acquire digital literacy informally, through play, and neither schools nor other educational institutions take sufficient account of this important aspect. We consider that multimedia design for training and education should combine…
Descriptors: Educational Technology, Educational Games, Educational Environment, Computer Software Evaluation
Sax, Leonard – School Library Journal, 2007
The gender issue is relevant to classroom learning in more ways than one. Increasingly in the United States, young boys are saying that school is stupid and they do not like to read. This phenomenon cuts across all demographic groups: it affects affluent white boys in the suburbs no less than it affects black boys in low-income neighborhoods. In…
Descriptors: Video Games, Predictor Variables, Literature Appreciation, Gender Issues
Lenhart, Amanda; Kahne, Joseph; Middaugh, Ellen; Macgill, Alexandra Rankin; Evans, Chris; Vitak, Jessica – Pew Internet & American Life Project, 2008
Video games provide a diverse set of experiences and related activities and are part of the lives of almost all teens in America. To date, most video game research has focused on how games impact academic and social outcomes (particularly aggression). There has also been some exploration of the relationship between games and civic outcomes, but as…
Descriptors: Video Games, Parent Role, Interpersonal Relationship, Measures (Individuals)
Zirkel, Perry A. – Phi Delta Kappan, 2003
Analyzes federal district court case involving legal action against certain companies that produced violent video games, a violent motion picture, or maintained pornographic websites. Parents of three Kentucky high school students shot and killed by another student who regularly viewed the aforementioned material brought suit. The court dismissed…
Descriptors: Court Litigation, High Schools, Homicide, Legal Responsibility
Foreman, Joel – EDUCAUSE Review, 2004
Not long after he completed his Ph.D. at the University of Michigan, Mike Van Lent used his interest in videogames and artificial intelligence to land a research professorship at the University of Southern California (USC). There he edits the Journal of Game Development and conducts studies for the Institute for Creative Technologies, a $45…
Descriptors: Computer Simulation, Video Games, Conventional Instruction, Artificial Intelligence