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Rafferty, Anna N., Ed.; Whitehill, Jacob, Ed.; Romero, Cristobal, Ed.; Cavalli-Sforza, Violetta, Ed. – International Educational Data Mining Society, 2020
The 13th iteration of the International Conference on Educational Data Mining (EDM 2020) was originally arranged to take place in Ifrane, Morocco. Due to the SARS-CoV-2 (coronavirus) epidemic, EDM 2020, as well as most other academic conferences in 2020, had to be changed to a purely online format. To facilitate efficient transmission of…
Descriptors: Educational Improvement, Teaching Methods, Information Retrieval, Data Processing
Molnar, Alex; Boninger, Faith; Wilkinson, Gary; Fogarty, Joseph – Commercialism in Education Research Unit, 2009
As part of their efforts to create a total advertising environment, companies continue to aggressively market in school to children and youth. Advertisers now routinely blur the boundaries between editorial content and advertising in an effort to thoroughly infuse childhood with marketing messages. The goal of creating a total advertising…
Descriptors: Role of Education, Purchasing, Consumer Economics, Business
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Torrente, Javier; Moreno-Ger, Pablo; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – Educational Technology & Society, 2009
Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the educational potential of games has been thoroughly discussed in the literature, the integration of the games into educational processes and how to efficiently deliver the games to the students are still open questions. This paper…
Descriptors: Electronic Learning, Educational Games, Models, Barriers
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Seals, Cheryl; Hundley, Jacqueline; Montgomery, Lacey Strange – Journal of Educational Technology, 2008
This paper describes a game design and development course. The rationale for forming this class was to use student excitement with video games as an intrinsic motivation over traditional courses. Today's students have grown up exposed to gaming, interactive environments, and vivid 3D. Computer gaming has the capacity to attract many new students…
Descriptors: Educational Games, Computer Games, Technology Uses in Education, Educational Technology
Baki, Roselan; Yee Leng, Eow; Wan Ali, Wan Zah; Mahmud, Rosnaini; Hamzah, Mohd. Sahandri Gani – Online Submission, 2008
This study provides a glimpse into understanding the potential benefits as well as harm of playing video games from the perspective of six Malaysian secondary school students, aged 16-17 years old. The rationale of the study is to enable parents, educators, administrators and policy makers to develop a sound understanding on the impact of playing…
Descriptors: Video Games, Emotional Development, Secondary School Students, Late Adolescents
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Edwards, Peter – Kappa Delta Pi Record, 2008
Assistive technology (AT)--the use of technology to assist individuals with disabilities--encompasses a wide range of applications including problems with reading, writing, and language arts; speech-language disorders; students with mild disabilities; and older students. An exciting and motivational use of AT to assist readers that has not been…
Descriptors: Educational Technology, Creative Thinking, Assistive Technology, Thinking Skills
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Gonzalez, Carina S.; Blanco, Francisco – Simulation & Gaming, 2008
Different approaches have demonstrated that learning improves when implemented in a constructivist and social way. In addition, electronic games and simulations are perceived to have high educational value because of their motivational and emotional factors. This potential value can be developed by defining appropriate scenarios in which players…
Descriptors: Constructivism (Learning), Video Games, Educational Games, Integrated Curriculum
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Islam-Zwart, Kayleen; Cawston, Alvina – American Indian and Alaska Native Mental Health Research: The Journal of the National Center, 2008
This study investigated the relationship between family history, sedentary behaviors, and childhood risk for type 2 diabetes. Participants were 480 students attending schools on or near an American Indian reservation. Data were collected through survey and BMI measurement. Children who frequently watched television or played video games did not…
Descriptors: Risk, Video Games, American Indians, Diabetes
Wilson, Lee – Technology & Learning, 2007
Do video games and simulations really belong in the classroom? A growing body of evidence--from education conference sessions to ramped-up gaming research and university pilot programs--all point to the affirmative. However, sensationalized press accounts, a personal lack of familiarity with games, and other factors still contribute to a broad…
Descriptors: Video Games, Teaching Methods, Familiarity, Misconceptions
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Blackmore, Tim – Bulletin of Science, Technology & Society, 2007
In the late 20th and early 21st centuries, increased computing power has made possible extraordinary leaps in film special effects. This article argues that special effects developed since the beginning of digital animation, when coupled with standard editing room techniques (jump cuts, cutaways), have brought us to an era where the eye cannot…
Descriptors: Human Body, Films, Multimedia Materials, Visual Stimuli
Rish, Ryan M. – ProQuest LLC, 2011
This study investigates an elective English class, in which students in grades 10-12 collectively read and collaboratively wrote fantasy fiction in four groups. The purpose of the class was to have students consider the choices fantasy and science fictions writers, directors, and video game designers make when creating a fictional world. The…
Descriptors: Interpersonal Relationship, Literacy, Elective Courses, Cartography
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Eastin, Matthew S. – Human Communication Research, 2006
Adding depth and breadth to the general aggression model, this paper presents three experiments that test the relationships among user and opponent gender representation, opponent type, presence, and aggressive thoughts from violent video game play. Studies 1 and 2 suggest that females experience greater presence and more aggressive thoughts from…
Descriptors: Gender Differences, Video Games, Aggression, Females
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Lugo, William – Reclaiming Children and Youth: The Journal of Strength-based Interventions, 2006
An expert on the sociology of video games highlights the power of this medium to popularize violence among children. But few are aware that some of the most technologically potent products are violent war games now being produced at taxpayer expense. These are provided free as a recruiting tool by the United States military. The author contends…
Descriptors: Video Games, Violence, Youth, Recruitment
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Vie, Stephanie – E-Learning, 2008
This article examines the common genre of the usability study in technical communication courses and proposes the incorporation of computer and video games to ensure a rhetorical focus to this genre. As games are both entertaining and educational, their use in the technical communication classroom provides a new perspective on multimodal…
Descriptors: Technical Writing, Video Games, Communication Skills, College Students
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Parks, Nancy S. – Studies in Art Education: A Journal of Issues and Research in Art Education, 2008
Art education has been in the midst of a transformation shaped by several factors, including changes in contemporary art theories, political and economic factors, and technological developments. Film, music videos, advertisements, video games and other forms of popular culture are shaping how students learn today. Discussions about video gaming…
Descriptors: Popular Culture, Video Games, Social Action, Art Education
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