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Siyahhan, Sinem; Barab, Sasha A.; Downton, Michael P. – International Journal of Computer-Supported Collaborative Learning, 2010
We implemented a five-week family program called "Family Quest" where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local after-school club for 90-minute sessions. We used activity theory as a conceptual and an analytical framework to study the nature of intergenerational play, the…
Descriptors: Play, Intergenerational Programs, Family Programs, Parent Child Relationship
Anderson, Craig A.; Shibuya, Akiko; Ihori, Nobuko; Swing, Edward L.; Bushman, Brad J.; Sakamoto, Akira; Rothstein, Hannah R.; Saleem, Muniba – Psychological Bulletin, 2010
Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past…
Descriptors: Research Design, Antisocial Behavior, Video Games, Aggression
Jagodzinski, Jan – Alberta Journal of Educational Research, 2007
In this article I explore the question of videogame cybersubjects and the myths of violence and identification made available by the new interactive media so as to vivify what is at stake when it comes to educational technologies. I introduce the concept of interpassivity to provide an aspect of technological interactivity that is missing in the…
Descriptors: Identification, Educational Technology, Fantasy, Computer Uses in Education
Glenn, David – Chronicle of Higher Education, 2007
According to a paper released by the National Bureau of Economic Research, first-year college students who are assigned roommates with video-game consoles study 40 minutes less per day, on average, than first-year students whose roommates did not bring consoles. And that reduction in study time has a sizable effect on grades: First-year students…
Descriptors: College Freshmen, Video Games, Grades (Scholastic), Study Habits
Hutchison, David – Social Studies, 2007
In this article the author explores the construction of place within virtual worlds and, in particular, in video games that appeal widely to children and youths. With the notable exception of "edutainment" titles, gaming and education have traditionally been viewed as separate pursuits. Yet, after school, millions of children and teens spend…
Descriptors: Educational Environment, Instructional Design, Video Games, Computer Simulation
Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2015
For the thirty-eighth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Indianapolis, Indiana. The Proceedings of AECT's Convention are published in two…
Descriptors: Information Technology, Educational Technology, Student Attitudes, Online Courses
Hernandez, Don – Principal Leadership, 2009
Preparing students from low-income, minority families to graduate is a challenge that begins as early as elementary school but becomes a particular concern at the secondary level. Low-income students are twice as likely as higher-income students to be poorly prepared for grade-level work and 1.3 times more likely to have learning disabilities,…
Descriptors: Video Games, Income, Negative Attitudes, Learning Disabilities
Lieberman, Debra A.; Fisk, Maria Chesley; Biely, Erica – Computers in the Schools, 2009
Young children ages 3 to 6 play a wide range of digital games, which are now available on large screens, handheld screens, electronic learning systems, and electronic toys, and their time spent with games is growing. This article examines effects of digital games and how they could be designed to best serve children's needs. A small body of…
Descriptors: Play, Young Children, Educational Games, Video Games
Adams, Megan Glover – English Journal, 2009
Cross-age tutoring, in which older and younger students work together to improve their ELA skills, is not a new concept; Linda D. Labbo and William H. Teale explored it as a tool for poor readers as early as 1990. The author has found that using tutoring with video games also works well. Students have the opportunity to read aloud collaboratively…
Descriptors: Popular Culture, Video Games, Adolescents, Cross Age Teaching
Curriculum Review, 2009
Gaming equipment (such as Nintendo's Wii[TM]) is making its way to schools and classrooms. However, most of the discussion regarding how to use this technology and integrate it into lesson plans is happening in blogs on the Internet. An advocate of interactive media in the classroom, Dr. Dawn Hawkins, a faculty member for the Art Institute of…
Descriptors: Web Sites, Video Games, Internet, Technology Integration
Gee, James Paul – American Journal of Play, 2008
The author builds on arguments he has made elsewhere that good commercial video games foster deep learning and problem solving and that such games in fact promote mastery as a form of play. Here he maintains that some good video games engage players with an important type of play, namely of play as discovery, of play as surmising new possibilities…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Problem Solving
Leng, Eow Yee; Baki, Roselan – International Journal of Environmental and Science Education, 2008
The purpose of this study was to explore the reasons why six Malaysian students from upper secondary school are playing video games, types of games and the features preferred. A qualitative method was being used in the study. Purposive sampling was conducted in selecting the students. The findings indicated that students played video games for a…
Descriptors: Research Needs, Video Games, Secondary School Students, Qualitative Research
Amory, Alan – Australasian Journal of Educational Technology, 2010
The aim of this study was to investigate the use of an educational computer video game in teaching and learning. Cultural-historical activity theory is used heuristically to explore the social and cultural interactions during game play. It is argued that knowledge construction occurs when video games function as a tool to mediate learning rather…
Descriptors: Foreign Countries, Health Education, Video Games, Case Studies
Frossard, Frederique; Barajas, Mario; Trifonova, Anna – Digital Education Review, 2012
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…
Descriptors: Foreign Countries, Creativity, Secondary School Teachers, Creative Teaching
Miller, David; Robertson, Derek; Hudson, Alison; Shimi, Jill – Computers in the Schools, 2012
In this article we look at the links between early years pedagogy and the use of digital game-based learning. Early years education is a distinctive phase of the education system in many countries, generally covering the age range from 3-6 or 7 years. In the United Kingdom, it tends to bridge preschool and the first two years in primary school.…
Descriptors: Foreign Countries, Educational Technology, Educational Games, Video Games