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Gainer, Jesse S.; Lapp, Diane – English Journal, 2010
Although not a new concept, remix has recently gained popularity in mainstream sources ranging from video games to newspaper columns and television commercials for airline tickets, fried chicken, and soft drinks. All these examples draw on a concept that originates from hip-hop culture and refers to the creative blending of materials from…
Descriptors: Creativity, Television Commercials, Popular Culture, Video Games
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Voulgari, Iro; Komis, Vassilis – Learning, Media and Technology, 2010
Although there is strong evidence that massively multiplayer online games (MMOGs) constitute environments of social interactions and effective learning, we currently lack the tools for investigating the effectiveness of the social networks emerging as well as the cognitive aspects and knowledge acquisition such environments involve. Within this…
Descriptors: Problem Solving, Social Networks, Computers, Games
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Hofferth, Sandra L. – Child Development, 2010
This study provides a national picture of the time American 6- to 12-year-olds spent playing video games, using the computer, and watching TV at home in 1997 and 2003, and the association of early use with their achievement and behavior as adolescents. Girls benefited from computer use more than boys, and Black children benefited more than White…
Descriptors: African American Children, Behavior Problems, Play, Video Games
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Peterson, Mark – Computer Assisted Language Learning, 2010
This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of…
Descriptors: Games, Second Language Learning, Computer Mediated Communication, Vocabulary Development
Kim, Beaumie; Kim, Mi Song – Educational Technology, 2010
Learning is a social activity, which requires interactions with the environment, tools, people, and also ourselves (e.g., our previous experiences). Each interaction provides different meanings to learners, and the associated emotion affects their learning and performance. With the premise that emotion and cognition are distributed, the authors…
Descriptors: Instructional Design, Paleontology, Ecology, Games
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Saxe, Geoffrey B.; Earnest, Darrell; Sitabkhan, Yasmin; Haldar, Lina C.; Lewis, Katherine E.; Zheng, Ying – Cognition and Instruction, 2010
This report provides evidence of the influence of a tutorial "communication game" on fifth graders' generative understanding of the integer number line. Students matched for classroom and pretest score were randomly assigned to a tutorial (n = 19) and control group (n = 19). The tutorial group students played a 13-problem game in which…
Descriptors: Numbers, Tutors, Number Concepts, Grade 5
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Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard – TechTrends: Linking Research and Practice to Improve Learning, 2010
Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…
Descriptors: Educational Technology, Instructional Design, Video Games, Computer Science Education
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Fry, Joan Marian; Tan, Clara Wee Keat; McNeill, Michael; Wright, Steven – Physical Education and Sport Pedagogy, 2010
Background: Revisions of the Singaporean physical education (PE) syllabus in 1999 and 2006 included a conceptual approach to teaching games. The games concept approach (GCA), a form of constructivist pedagogy, was a distinct departure from the direct teaching methods traditionally used in the country. Following the GCA's introduction into a PE…
Descriptors: Constructivism (Learning), Student Teachers, Physical Education, Educational Change
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Wang, Feng; Kinzie, Mable B.; McGuire, Patrick; Pan, Edward – Early Childhood Education Journal, 2010
Children naturally explore and learn about their environments through inquiry, and computer technologies offer an accessible vehicle for extending the domain and range of this inquiry. Over the past decade, a growing number of interactive games and educational software packages have been implemented in early childhood education and addressed a…
Descriptors: Early Childhood Education, Inquiry, Young Children, Computer Software
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Bushman, Brad J.; Rothstein, Hannah R.; Anderson, Craig A. – Psychological Bulletin, 2010
In this article we reply to C. J. Ferguson and J. Kilburn's (2010) critique of our meta-analysis on violent video game effects (C. A. Anderson et al., 2010). We rely on well-established methodological and statistical theory and on empirical data to show that claims of bias and misinterpretation on our part are simply wrong. One should not…
Descriptors: Violence, Video Games, Aggression, Meta Analysis
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Kooiman, Brian J.; Sheehan, Dwayne P. – American Journal of Distance Education, 2014
Exergames (active video games that require kinesthetic movement) played in proximity to other players or against a gaming machine have been linked to positive increases in cognitive functioning. This study tested to see if remote exergame play over the Internet had an impact similar to exergames that are played in proximity. The study shows that…
Descriptors: Video Technology, Educational Technology, Physical Education, Motion
Education Scotland, 2014
This report evaluates college programmes which deliver education and training in computer and digital media technology, rather than in computer usage. The report evaluates current practice and identifies important areas for further development amongst practitioners. It provides case studies of effective practice and sets out recommendations for…
Descriptors: Educational Practices, Case Studies, Educational Improvement, Educational Quality
Edwards, Virginia B., Ed. – Education Week, 2014
Educators and experts alike have come to a growing realization that academic factors alone do not tell the whole story of what it means to successfully navigate the educational system through high school and into higher education or the workplace. This national report from "Education Week" investigates the role that student engagement…
Descriptors: Learner Engagement, Student Motivation, Student Participation, Success
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Khosrow-Pour, Mehdi, Ed. – IGI Global, 2014
The rise of technology within educational settings has allowed for a substantial shift in the way in which educators teach learners of all ages. In order to implement these new learning tools, school administrators and teachers alike must seek new research outlining the latest innovations in the field. "Educational Technology Use and Design…
Descriptors: Educational Technology, Technology Uses in Education, Adult Learning, Blended Learning
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Reese, Curt – Journal of Educational Technology, 2008
Educational computer games provide an environment in which interactions among students, teachers, and texts differ non-trivially from those of the traditional classroom. In order to build and research computer games effectively, it is important to provide a theoretical background that adequately describes and explains learning and interactions in…
Descriptors: Communities of Practice, Educational Games, Computer Games, Learning Processes
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