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Engerman, Jason A.; Carr-Chellman, Alison – Educational Technology, 2017
This special issue expands our understanding of teaching and learning through video game play, with specific attention to culture. The issue gives insight into the ways educators, researchers, and developers should be discussing and designing for impactful learner-centered game-based learning experiences. The issue features forward-thinking…
Descriptors: Video Games, Cultural Context, Educational Games, Educational Technology
Richard, Gabriela T. – Educational Technology, 2017
Games, play, and learning have a long and embedded history that outdates digital games by many years. However, video games, computing, and technology have significant and historically documented diversity issues, which privilege whites and males as content producers, computing and gaming experts, and STEM learners and employees. Many aspects of…
Descriptors: Video Games, Cultural Context, Design Preferences, Equal Education
Read, Marilyn A.; Owens, Nancy J. – Journal of Family and Consumer Sciences, 2011
This experiential teaching method demonstrates students' enhanced understanding of the influences that cross-cultural perspectives have on the interior design of the home and is achieved through research and application of elements of assimilation and acculturation in the United States. Knowledge of human factors, family dynamics, geographic…
Descriptors: Interior Design, Multicultural Education, Experiential Learning, Cultural Context
Peer reviewedUduehi, Joseph – Visual Arts Research, 1995
Reiterates the criticism that the Maitland Graves Design Judgment Test is inadequate in measuring aesthetic judgment as defined by Graves, especially in a cross-cultural setting. United States students consistently scored highest. Nonetheless, all students responded favorably to three factors: symmetry, three-dimensionality, and complex design.…
Descriptors: Aesthetic Values, Art Appreciation, Art Education, Art Materials

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