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Trotter, Andrew – Education Week, 2005
Efforts to merge popular digital games with education seem to rev up with every new generation of technology. The latest came last October, when game developers, researchers, and educators came together in a meeting to explore whether digital games' powerful attraction for young people could be used to pull them deeper into academic learning.…
Descriptors: Educational Technology, Video Games, Educational Games, School Business Relationship
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deHaan, Jonathan William – Foreign Language Annals, 2005
Video games have become increasingly more popular and more technologically advanced. This one-month study used interview, observation, self-report, and reading and listening test data to demonstrate and investigate how one intermediate Japanese-as-a-foreign-language (JFL) student improved his listening comprehension and kanji character recognition…
Descriptors: Video Games, Second Language Learning, Listening Comprehension, Student Improvement
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Simpson, Elizabeth S. – TechTrends: Linking Research & Practice to Improve Learning, 2005
Research driving the mandates of the current education reform law, No Child Left Behind, indicates a 300% increase during the last 10 years in students being labeled with specific learning disabilities. In addition there has been a dramatic increase in the number of minority students labeled as having learning and emotional disabilities (U.S.…
Descriptors: Federal Legislation, Minority Groups, Video Games, Learning Disabilities
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Squire, Kurt; Giovanetto, Levi; Devane, Ben; Durga, Shree – TechTrends: Linking Research & Practice to Improve Learning, 2005
The simultaneous publication of Steven Johnson's Everything Bad is Good for You and appearance of media reports of X-rated content in the popular game Grand Theft Auto has renewed controversies surrounding the social effects of computer and video games. On the one hand, videogames scholars argue that videogames are complex, cognitively challenging…
Descriptors: Social Values, Video Games, Play, Art
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Gee, James Paul – E-Learning, 2005
This article addresses three questions. First, what is the deep pleasure that humans take from video games? Second, what is the relationship between video games and real life? Third, what do the answers to these questions have to do with learning? Good commercial video games are deep technologies for recruiting learning as a form of profound…
Descriptors: Video Games, Information Technology, Evaluation, Simulation
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Uhlmann, Eric; Swanson, Jane – Journal of Adolescence, 2004
The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games…
Descriptors: Association Measures, Video Games, Violence, Aggression
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Bacigalupa, Chiara – Early Childhood Education Journal, 2005
In this interpretive study of children's social interactions in a family child care setting, children were seen to spend a significant portion of their time playing, watching others play, and distracted by video games. When children were focused on video games, their interactions with one another were disjointed, rushed, and ineffective. Because…
Descriptors: Video Games, Child Care, Kindergarten, Young Children
Schmidt, Janet – Teaching Tolerance, 2003
Children have a right to play. The idea is so simple it seems self-evident. But a stroll through any toy superstore, or any half-hour of so-called "children's" programming on commercial TV, makes it clear that violence, not play, dominates what's being sold. In this article, the author discusses how teachers and parents share the responsibility in…
Descriptors: Play, Video Games, Television, Children
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Green, C. S.; Bavelier, D. – Cognition, 2006
Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop…
Descriptors: Video Games, Computation, Short Term Memory, Performance
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Goodman, David; Bradley, Nori L.; Paras, Bradley, Williamson, Ian J.; Bizzochi, James – Journal of Adolescence, 2006
While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gameing activity remained interesting and relevant. Following a…
Descriptors: Video Games, Educational Games, Team Sports, Athletes
Nikirk, Martin – Techniques: Connecting Education and Careers, 2006
This article discusses a computer game design and animation pilot at Washington County Technical High School as part of the advanced computer applications completer program. The focus of the instructional program is to teach students the 16 components of computer game design through a team-centered, problem-solving instructional format. Among…
Descriptors: Vocational High Schools, Computers, Video Games, Animation
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Brenick, Alaina; Henning, Alexandra; Killen, Melanie; O'Connor, Alexander; Collins, Michael – Youth & Society, 2007
The aim of this study is to assess late adolescents' evaluations of and reasoning about gender stereotypes in video games. Female (n = 46) and male (n = 41) students, predominantly European American, with a mean age 19 years, are interviewed about their knowledge of game usage, awareness and evaluation of stereotypes, beliefs about the influences…
Descriptors: Sex Stereotypes, Gender Differences, Video Games, Whites
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Rice, John – Journal of Technology and Teacher Education, 2007
Computer video games have become highly interesting to educators and researchers since their sophistication has improved considerably over the last decade. Studies indicate simple video games touting educational benefits are common in classrooms. However, a need for identifying truly useful games for educational purposes exists. This article…
Descriptors: Cognitive Processes, Thinking Skills, Video Games, Evaluation Methods
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Amory, A. – South African Journal of Higher Education, 2007
While it is often argued that technology could act as a change agent and transform educational practices, individuals, communities, government and society holding their own ideological beliefs limit such a liberalisation of the educational system. To show that the use of educational technology is part of a dialectical struggle this article…
Descriptors: Management Systems, Video Games, Ideology, Educational Practices
Sanford, Kathy; Madill, Leanna – Canadian Journal of Education, 2007
In this article, we provide the results of our examination of the range of multiliteracy activities that engage boys' time and attention, and the types of literacy skills and understandings they learn through their engagement with alternative texts. We focus particularly on video game play and creation/composition as a learning activity that…
Descriptors: Video Games, Literacy, Males, Adolescents
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