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DiPietro, Meredith; Ferdig, Richard E.; Boyer, Jeff; Black, Erik W. – Journal of Educational Multimedia and Hypermedia, 2007
Games and gaming have always been an influential part of society and culture. Within the last 35 years, due to numerous technology innovations, electronic games in many formats have become ubiquitous in everyday life. This ubiquity has meant that games and gaming have permeated into many fields and disciplines for multiple purposes including…
Descriptors: Educational Games, Educational Research, Games, Video Games
Ranker, Jason – Research in the Teaching of English, 2007
This case study closely examines how John (a former student of mine, age eight, second grade) composed during an informal writing group at school. Using qualitative research methods, I found that John selectively took up conventions, characters, story grammars, themes, and motifs from video games, television, Web pages, and comics. Likening his…
Descriptors: Grade 2, Cartoons, Writing Processes, Video Games
Blaisdell, Mikael – T.H.E. Journal, 2006
It is the universal cry of parents the world over, driven mad by the persistent sight of their children investing hours and hours in mastering the many layers of a video game. To the parent, video games are the enemy, the nemesis of homework and learning. But the child sees something of value, something engaging enough to fill a weekend, to the…
Descriptors: Educational Benefits, Computer Simulation, Classrooms, Computer Graphics
Kirsh, Steven J.; Mounts, Jeffrey R. W.; Olczak, Paul V. – Journal of Interpersonal Violence, 2006
This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent media consumption. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph.…
Descriptors: Psychological Patterns, Aggression, Nonverbal Communication, Mass Media Effects
Vered, Karen Orr – Palgrave Macmillan, 2008
Karen Orr Vered demonstrates how children's media play contributes to their acquisition of media literacy. Theorizing after-school care as intermediary space, a large-scale ethnographic study informs this theory-rich and practical discussion of children's media use beyond home and classroom.
Descriptors: Foreign Countries, Ethnography, Media Literacy, Mass Media Use
Ahn, Jung-Hoon – E-Learning, 2008
The purpose of this study was to investigate the effects of engaging students in Kolb's experiential learning cycle on facilitating students' simulation game performance and knowledge application skills in learning with a business simulation game. A sample was drawn from a population of business-major undergraduate students at the School of…
Descriptors: Undergraduate Students, Observation, Experiential Learning, Learning Processes
Gentile, Douglas A.; Gentile, J. Ronald – Journal of Youth and Adolescence, 2008
This article presents conceptual and empirical analyses of several of the "best practices" of learning and instruction, and demonstrates how violent video games use them effectively to motivate learners to persevere in acquiring and mastering a number of skills, to navigate through complex problems and changing environments, and to experiment with…
Descriptors: Elementary School Students, Curriculum Design, Play, Video Games
Carstens, Adam; Beck, John – TechTrends: Linking Research & Practice to Improve Learning, 2005
There is a new generation of workers taking over key positions in organizations and in classrooms. This generation is younger, yes, but they are also different in ways that will definitely change how business is done and how learning is accomplished. Research shows that the way they spent their formative years has given them an entirely different…
Descriptors: Video Games, Interviews, Case Studies, Technological Literacy
Ziegler, Susan G. – Learning, Media and Technology, 2007
The focus of this paper is on the potential problems and challenges presented by the content, quantity and quality of contemporary media influences (electronic, print and digital). Whereas most articles in this arena focus on one form of media influences (e.g., video games), this article looks at the cumulative scope of influence presented by…
Descriptors: Mass Media Effects, Video Games, Ethics, Socialization
Wallenius, Marjut; Punamaki, Raija-Leena; Rimpela, Arja – Journal of Youth and Adolescence, 2007
The roles of age, social intelligence and parent-child communication in moderating the association between digital game playing and direct and indirect aggression were examined in 478 Finnish 10- and 13-year-old schoolchildren based on self-reports. The results confirmed that digital game violence was directly associated with direct aggression,…
Descriptors: Early Adolescents, Males, Intelligence, Aggression
Cassity, Hope Daniels; Henley, Tracy B.; Markley, Robert P. – Journal of Instructional Psychology, 2007
The "Mozart effect" is the reported phenomenon of increased spatial abilities after listening to that composer's music. However, subsequent research suggests that the Mozart effect may be an artifactual consequence of heightened arousal and mood rather than the music of Mozart per se (e.g., Thompson, Schellenberg, & Husain, 2001). The present…
Descriptors: Program Effectiveness, Psychological Patterns, Music, Spatial Ability
Compton-Lilly, Catherine – Reading Teacher, 2007
James Gee has suggested that video games can teach us important lessons about learning and that we can learn about teaching from these games. Reading research and the words of the author's daughter are the basis of an exploration of the learning principles Gee identifies. He explains that video games are successful in engaging children and…
Descriptors: Reading Research, Reading Instruction, Reading, Video Games
Kearney, Paul; Pivec, Maja – British Journal of Educational Technology, 2007
Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…
Descriptors: Social Problems, Video Games, Violence, Sexuality
Starkman, Neal – Campus Technology, 2007
Colleges and universities head into virtual worlds, and student learning and psychology are changed forever. For the past few years, Creighton University, a Jesuit institution of about 6,700 students has hosted GameFest (www2.creighton.edu/doit/gamefest), a 12-hour marathon of high-tech, interactive gaming sessions among Creighton students, using…
Descriptors: Educational Technology, Faculty, Academic Achievement, Student Attitudes
Reese, Debbie Denise – Journal of Educational Multimedia and Hypermedia, 2007
Electronic game technologies can prepare novice learners for future learning of complex concepts. This paper describes the underlying instructional design, learning science, cognitive science, and game theory. A structural, or syntactic mapping (structure mapping), approach to game design can produce a game world relationally isomorphic to a…
Descriptors: Game Theory, Cognitive Psychology, Instructional Design, Cognitive Processes