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Parker, Susan – Robert Wood Johnson Foundation, 2011
Youth rarely receive opportunities to craft their own strategies around health and wellness within contexts relevant to them. From 2009 to 2010, the Institute of Play, based in New York, developed Being Me, a social networking site, to enable sixth-graders at the Quest to Learn public school to explore, discover and document a range of ideas…
Descriptors: Video Technology, Play, Electronic Publishing, Social Networks
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LeCompte, Karon; Moore, Brandon; Blevins, Brooke – Research in the Schools, 2011
iCivics, a free online, civics education program created by Supreme Court Justice Sandra Day O'Connor, is aligned to state and national standards to teach core civics content. The research question for this study is: Does spending at least 30 minutes on the iCivics interactive web site 2 times per week improve student scores on a civics test? A…
Descriptors: National Standards, Citizenship, Civics, Pretests Posttests
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Glassman, Tavis; Braun, Robert; Reindl, Diana M.; Whewell, Aubrey – Journal of Alcohol and Drug Education, 2011
The purpose of this study was to determine the Blood (breath) Alcohol Concentration (BrAC) rates of college football fans on game day. Researchers employed a time-series study design, collecting data at home football games at a large university in the Midwest. Participants included 536 individuals (64.4% male) ages 18-83 (M = 28.44, SD = 12.32).…
Descriptors: Team Sports, Drinking, Alcohol Abuse, College Athletics
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Johnson, Amy Carpenter; Halas, Joannie – Reclaiming Children and Youth, 2011
For the past six years in Winnipeg, Canada, young people from diverse Aboriginal backgrounds have been volunteering their time, energy, and talents to develop and deliver after-school physical activity, nutrition, and education programs for children in their school's neighbourhood. Known as "Rec and Read," the after-school activities are…
Descriptors: Mentors, Physical Activities, After School Programs, Young Adults
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Thavikulwat, Precha – Simulation & Gaming, 2011
The author discusses the theoretical lens, origins, and environment of his work on computerized business simulations. Key ideas that inform his work include the two dimensions (control and interaction) of computerized simulation, the two ways of representing a natural process (phenotypical and genotypical) in a simulation, which he defines as a…
Descriptors: Business Administration Education, Journal Articles, Business Education, Computer Simulation
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Takahashi, Satoru; Saito, Eisuke – Teaching in Higher Education, 2011
Even in recent times, students in Japanese universities have few opportunities to work in groups and interact with their peers. The purpose of this study was to examine interpersonal games and to investigate the significance of introducing a participatory style of teaching in the context of higher education in Japan. In particular, the study aimed…
Descriptors: Global Approach, Foreign Countries, Teaching Methods, Teaching Styles
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Chiang, Yu-Tzu; Lin, Sunny S. J.; Cheng, Chao-Yang; Liu, Eric Zhi-Feng – Turkish Online Journal of Educational Technology - TOJET, 2011
The authors conducted two studies to explore online game players' flow experiences and positive affect. Our findings indicated that online game are capable of evoking flow experiences and positive affect, and games of violent or nonviolent type may not arouse players' aggression. The players could be placed into four flow conditions: flow,…
Descriptors: Foreign Countries, Comparative Analysis, Path Analysis, Affective Behavior
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van der Spek, Erik D.; Wouters, Pieter; van Oostendorp, Herre – British Journal of Educational Technology, 2011
Serious games have a great potential for training and educating people in novel and engaging ways. However, little empirical research has been done on the effectiveness of serious games, and although early findings do point to a moderately positive direction, even less is known about why some games succeed in effectively educating while others do…
Descriptors: Design Requirements, Instructional Design, Crisis Management, Guidelines
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Kenny, Robert F.; McDaniel, Rudy – British Journal of Educational Technology, 2011
Video games have become an essential part of the way people play and learn. While an increasing number of people are using games to learn in informal environments, their acceptance in the classroom as an instructional activity has been mixed. Successes in informal learning have caused supporters to falsely believe that implementing them into the…
Descriptors: Preservice Teachers, Informal Education, Technology Integration, Educational Technology
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Nash, Padraig; Shaffer, David Williamson – Journal of Computer Assisted Learning, 2011
Players of epistemic games--computer games that simulate professional practica--have been shown to develop epistemic frames: a profession's particular way of seeing and solving problems. This study examined the interactions between players and mentors in one epistemic game, Urban Science. Using a new method called epistemic network analysis, we…
Descriptors: Mentors, Network Analysis, Practicums, Problem Solving
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Card, Josefina J.; Kuhn, Tamara; Solomon, Julie; Benner, Tabitha A.; Wingood, Gina M.; DiClemente, Ralph J. – AIDS Education and Prevention, 2011
We describe development of SAHARA (SiSTAS Accessing HIV/AIDS Resources At-a-click), an innovative HIV prevention program that uses a computer to deliver an updated version of SiSTA, a widely used, effective group-level HIV prevention intervention for African American women ages 18-29. Fidelity to SiSTA's core components was achieved using: (1)…
Descriptors: Video Technology, Acquired Immunodeficiency Syndrome (AIDS), Intervention, Prevention
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Gross, Michael K.; Buchanan, Alice M. – Strategies: A Journal for Physical and Sport Educators, 2011
Global education units are great motivators for activity in elementary physical education because they can bring freshness and excitement to a physical education program. Additionally, children are provided with the opportunity to learn just how much physical education interacts with the other academic subjects that they study. This article…
Descriptors: Physical Education, Global Education, National Standards, Learning Experience
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Carr, David; Bossomaier, Terry – Australasian Journal of Educational Technology, 2011
The "Theory of Special Relativity" is widely regarded as a difficult topic for learners in physics to grasp, as it reformulates fundamental conceptions of space, time and motion, and predominantly deals with situations outside of everyday experience. In this paper, we describe embedding the physics of relativity into a computer game, and…
Descriptors: Mechanics (Physics), Science Instruction, Computer Uses in Education, Video Games
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Whitton, Nicola – Simulation & Gaming, 2011
One of the benefits of computer game-based learning is the ability of certain types of game to engage and motivate learners. However, theories of learning and engagement, particularly in the sphere of higher education, typically fail to consider gaming engagement theory. In this article, the author examines the principles of engagement from games…
Descriptors: Foreign Countries, Computers, Games, Computer Assisted Instruction
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Harteveld, Casper; ten Thij, Eleonore; Copier, Marinka – Simulation & Gaming, 2011
One of the goals of game designers is to design for an engaging experience and for social interaction. The question is how. We know that games can be engaging and allow for social interaction, but how do we achieve this or even improve on it? This article provides an overview of several scientific approaches that deal with this question. It…
Descriptors: Interpersonal Relationship, Interaction, Social Environment, Educational Research
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