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Ranker, Jason – Language Arts, 2006
An eight-year-old boy, Adrian, draws subject matter and formats for his writing from a new, digital medium: the video game. (Contains 2 tables and 5 figures.)
Descriptors: Video Games, Writing (Composition), Correlation, Story Telling

Kennedy, Craig H.; Souza, Geri – Journal of Applied Behavior Analysis, 1995
Four studies analyzed eye poking behavior of a youth with profound disabilities. Results demonstrated substantive reductions in the frequency of eye poking when goggles were worn and when a video game was provided as a competing source of visual stimulation and as a reinforcer. Music was less effective in reducing eye poking. (Author/DB)
Descriptors: Adolescents, Behavior Modification, Behavior Problems, Case Studies
Morrisett, Lloyd N. – Educom Review, 1994
Describes the evolution of television technology and the changes in its use brought about by cable television and the videocassette recorder. The increasing use of multimedia, made possible by the marriage of television and computer, are discussed. A reemergence of the importance of written language in this new medium is forecast. (KRN)
Descriptors: Cable Television, Computers, Electronic Publishing, Electronic Text

Ornstein, Allan C. – Contemporary Education, 1991
Teachers must help integrate video technology into the curriculum so students can become critical video consumers. Teachers need assistance in determining how to enhance students' critical viewing and aesthetic and thinking skills related to a technology-dominated culture. They must encourage students to develop self-confidence in the modern video…
Descriptors: Curriculum Enrichment, Elementary Secondary Education, Student Improvement, Teacher Responsibility

Calvert, Sandra L.; Tan, Siu-Lan – Journal of Applied Developmental Psychology, 1994
Compared to college students who only watched a violent virtual reality game, those who played the game exhibited a higher heart rate after the game, reported more dizziness and nausea during the game, and exhibited more aggressive thoughts on a posttest questionnaire. Results suggest support for arousal and cognitive, but not psychoanalytic,…
Descriptors: Aggression, Arousal Patterns, College Students, Comparative Analysis
Colwell, John; Kato, Makiko – Simulation & Gaming, 2005
Results from research into negative correlates of computer/video game play in the United Kingdom and in Japan are presented, with new analyses across cultures. Patterns of play are similar, although Japanese adolescents have been playing for longer, they play fewer aggressive games, and there is greater perceived concern by Japanese parents.…
Descriptors: Play, Video Games, Early Adolescents, Foreign Countries
Mack, Michael – 1995
This exploratory study was designed to introduce hypertext as a component of classroom instruction in a situation similar to that which might prevail in a public school setting. Linear and non-linear treatments of the same text were employed as an information source for a supplemental learning task prescribed by a teacher as part of classroom…
Descriptors: Computer Assisted Instruction, Electronic Text, Elementary Education, Fixed Sequence
Hong Xu, Shelley; Sawyer Perkins, Rachael; Zunich, Lark O. – International Reading Association (NJ3), 2005
Incorporating popular culture texts in the classroom can motivate students--particularly reluctant or struggling readers. This resource gives the reader everything they need to use television, movies, video games, music, magazines, and other media to enhance students' literacy learning. The reader will find a balance of research, theory, and…
Descriptors: Video Games, Literacy, Popular Culture, Reading Problems

Hall, Evelyn G. – Sex Roles: A Journal of Research, 1990
Studies relationships among sex difference, performance expectation, and actual performance in video game competition between female and male subjects. Finds that self-confidence of females is not lower than that of males after competing against a good opponent, indicating that performance expectancies may be more related to skill level than to…
Descriptors: Analysis of Covariance, College Students, Competition, Expectation
Bracey, Gerald W. – Educational Technology, 1992
Considers the future of integrated learning systems (ILSs) and examines hypermedia as the most promising new interactive technology for education. Topics discussed include changes in technology; the use of computers in schools; the value of video games; the impact of ILSs on schools; and cognitive science and cognitive psychology. (LRW)
Descriptors: Cognitive Psychology, Computer Assisted Instruction, Computer Managed Instruction, Courseware

McBrien, J. Lynn – Educational Leadership, 1999
Adults cannot adequately prevent their children from observing media messages. Students are actually safer if they are educated about analyzing and assessing unsavory messages for themselves. Appropriate media-literacy pedagogy involves five essential elements: background, tools, deconstruction of media techniques, product evaluation, and original…
Descriptors: Advertising, Censorship, Critical Thinking, Critical Viewing

Dixit, Avinash – Journal of Economic Education, 2005
The author suggests methods for teaching game theory at an introductory level, using interactive games to be played in the classroom or in computer clusters, clips from movies to be screened and discussed, and excerpts from novels and historical books to be read and discussed.
Descriptors: Game Theory, Teaching Methods, Video Games, Economics Education
Sanford, Kathy – Journal of Adolescent & Adult Literacy, 2005
The research reported in this article intends to contribute to an understanding of how out-of-school literacies can influence the present and future learning of adolescents. Evidence suggests that students, boys particularly, are becoming literate in many ways through out-of-school activities (e.g., video games, Internet browsing, chatrooms), but…
Descriptors: Gender Differences, Video Games, Literacy, Expectation
Pelletier, Caroline – E-Learning, 2005
Digital or computer games have recently attracted the interest of education researchers and policy-makers for two main reasons: their interactivity, which is said to allow greater agency, and their inherent pleasures, which are linked to increased motivation to learn. However, the relationship between pleasure, agency and motivation in educational…
Descriptors: Play, Educational Games, Learning Motivation, Educational Technology
Campus-Wide Information Systems, 2005
Purpose: To discuss the considerable impact of video gaming on young players' decision-making and teamworking skills, and the belief that video games provide an invaluable "training camp" for business. Design/methodology/approach: An interview with John Beck, the author of the book Got Game: How a New Generation of Gamers Is Reshaping Business…
Descriptors: Baby Boomers, Age Differences, Leadership Styles, Management Development