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Mazurek, Micah O.; Shattuck, Paul T.; Wagner, Mary; Cooper, Benjamin P. – Journal of Autism and Developmental Disorders, 2012
Anecdotal reports indicate that individuals with autism spectrum disorders (ASD) are often preoccupied with television, computers, and video games (screen-based media). However, few studies have examined this issue. The current study examined screen-based media use among a large, nationally representative sample of youths participating in the…
Descriptors: Video Games, Autism, Learning Disabilities, Mental Retardation
Sedano, Carolina Islas; Sutinen, Erkki; Vinni, Mikko; Laine, Teemu H. – Educational Technology & Society, 2012
Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model interweaves on-site resources, translated as content, and the digital game. As a local game design process,…
Descriptors: Foreign Countries, Museums, Life Style, History
Weppel, Sheri; Bishop, Mj; Munoz-Avila, Hector – Journal of Interactive Learning Research, 2012
Instructional games fluctuate between "restricted play" and "free play." Highly structured games with lots of corrective feedback can be less engaging, whereas unstructured games with minimal feedback can lead to frustration. This mixed methods, formative evaluation study investigated how designers might find the balance between too much and too…
Descriptors: Educational Games, Video Games, Computer Uses in Education, Scaffolding (Teaching Technique)
Marino, Matthew T.; Beecher, Constance C. – Learning Disability Quarterly, 2010
Secondary schools across the United States are adopting response to intervention (RTI) as a means to identify students with learning disabilities (LD) and provide tiered instructional interventions that benefit all students. The majority of current RTI research focuses on students with reading difficulties in elementary school classrooms.…
Descriptors: Response to Intervention, Secondary School Science, Video Games, Learning Disabilities
Duncan, Sean C. – E-Learning and Digital Media, 2010
This article addresses recent approaches to uncovering and theorizing the design activities that occur in online gaming affinity spaces. Examples are presented of productive d/Discourse present within online forums around three video game series, video games, or game platforms, and key design practices engaged upon by gamers in these spaces. It is…
Descriptors: Video Games, Discourse Analysis, Computer Assisted Design, Media Research
Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2010
The paper outlines the advantages, disadvantages, and other implications of using the Internet to collect data from gaming addicts. Drawing from experience of numerous addiction studies carried out online by the author, and by reviewing the methodological literature examining online data collection among both gambling addicts and video game…
Descriptors: Video Games, Participant Observation, Research Methodology, Data Collection
Curry, Kristal – Social Studies, 2010
Online role-playing games such as World Of Warcraft represent new participatory cultures in which today's students engage every day. They are appealing to players largely because of the social aspects of game play. Some features of massively multiplayer online role-playing games (MMORPGs) can be incorporated into classroom culture to create more…
Descriptors: Citizenship Education, Role Playing, Video Games, Classroom Techniques
Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard – TechTrends: Linking Research and Practice to Improve Learning, 2010
In this three part series, four professors who teach graduate level courses on the design of instructional video games discuss their perspectives on preparing instructional designers to optimize game-based learning. Part I set the context for the series and one of four panelists discussed what he believes instructional designers should know about…
Descriptors: Instructional Design, Video Games, Educational Technology, Educational Games
Carrington, Victoria; Hodgetts, Katherine – British Journal of Sociology of Education, 2010
While the attention of researchers has focused on video games, texting and, more recently, the growth of social networking sites such as "Bebo.com" and "Facebook", virtual worlds have emerged as a site of significant cultural and textual relevance for young people. A total of 6.2 million children aged between six and 12 years of age ventured into…
Descriptors: Age, Video Games, Computer Mediated Communication, Social Networks
Barab, Sasha A.; Dodge, Tyler; Ingram-Goble, Adam; Pettyjohn, Patrick; Peppler, Kylie; Volk, Charlene; Solomou, Maria – Mind, Culture, and Activity, 2010
Although every era is met with the introduction of powerful technologies for entertainment and learning, videogames represent a new contribution binding the two and bearing the potential to create sustained engagement in a curricular drama where the player's knowledgeable actions shape an unfolding fiction within a designed world. Although…
Descriptors: Video Games, Play, Design, Educational Games
Oldaker, Adam – Voices from the Middle, 2010
This article describes the author's experience co-facilitating a project for which seventh-grade students designed and created original video games based on Madeleine L'Engle's "A Wrinkle in Time". The author provides an overview of recent literature on video game implementation in the classroom and explains how the project was designed and…
Descriptors: Video Games, Middle School Students, Language Arts, Teaching Methods
Anderson, Janice L.; Barnett, Mike – Journal of Science Education and Technology, 2013
The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with middle school students. To this end, we explored the impact of using a game called "Supercharged!" on middle school students' understanding of electromagnetic concepts compared to students…
Descriptors: Video Games, Video Technology, Teaching Methods, Science Instruction
Sweetser, Penelope – Journal of Learning Design, 2013
Level design is often characterised as "where the rubber hits the road" in game development. It is a core area of games design, alongside design of game rules and narrative. However, there is a lack of literature dedicated to documenting teaching games design, let alone the more specialised topic of level design. Furthermore, there…
Descriptors: Design, Educational Games, Action Research, Educational Technology
Islas Sedano, Carolina; Leendertz, Verona; Vinni, Mikko; Sutinen, Erkki; Ellis, Suria – Simulation & Gaming, 2013
A Hypercontextualized Game (HCG) is a locally designed game that supports its players in gathering context-specific information and in-depth understanding and knowledge regarding the context of a site. LIEKSAMYST, an exciting mobile application, with which visitors can play various games based on stories, was originally developed for the open-air…
Descriptors: Games, Design, Telecommunications, Handheld Devices
Stephen, Christine; Stevenson, Olivia; Adey, Claire – Journal of Early Childhood Research, 2013
This article is about the ways in which young children engage with technological toys and resources at home and, in particular, the ways in which the family context makes a difference to young children’s engagement with these technologies. The data reviewed come from family interviews and parent-recorded video of four case study children as they…
Descriptors: Family Influence, Family Environment, Access to Computers, Young Children