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Johnson, L.; Adams, S.; Cummins, M. – New Media Consortium, 2012
The internationally recognized "NMC Horizon Report" series and regional "NMC Technology Outlooks" are part of the NMC Horizon Project, a comprehensive research venture established in 2002 that identifies and describes emerging technologies likely to have a large impact over the coming five years in education around the globe. This volume, the "NMC…
Descriptors: Higher Education, Advisory Committees, Creative Activities, Global Approach
Ansoms, An; Geenen, Sara – Simulation & Gaming, 2012
DEVELOPMENT MONOPOLY is a simulation game that allows players to experience how power relations influence the agency of different socioeconomic groups, and how this can induce poverty and inequality. Players alter the original rules of the MONOPOLY board game so that they more accurately reflect social stratification and inequalities in the…
Descriptors: Foreign Countries, Educational Games, Simulation, College Instruction
McGill, Monica M. – ACM Transactions on Computing Education, 2012
Digital games are marketed, mass-produced, and consumed by an increasing number of people and the game industry is only expected to grow. In response, postsecondary institutions in the UK and the U.S. have started to create game degree programs. Though curriculum theorists provide insight into the process of creating a new program, no formal…
Descriptors: Curriculum Development, Foreign Countries, Organizations (Groups), Computer Games
Kondo, Mutsumi; Ishikawa, Yasushige; Smith, Craig; Sakamoto, Kishio; Shimomura, Hidenori; Wada, Norihisa – ReCALL, 2012
This paper reports a project in which researchers at universities in Japan explored the use of Mobile Assisted Language Learning (MALL) practices by developing a learning module intended to help improve students' scores on the TOEIC Listening and Reading Tests. MALL practices are currently being developed at universities in Japan because almost…
Descriptors: Foreign Countries, Internet, Teaching Methods, Informal Education
Sherrell, Linda; Malasri, Kriangsiri; Mills, David; Thomas, Allen; Greer, James – Journal of Computers in Mathematics and Science Teaching, 2012
From 2004-2007, the University of Memphis carried out the NSF-funded Tri-P-LETS (Three P Learning Environment for Teachers and Students) project to improve local high-school computer science curricula. The project reached a total of 58 classrooms in eleven high schools emphasizing problem solving skills, programming concepts as opposed to syntax,…
Descriptors: Workshops, Inservice Teacher Education, Partnerships in Education, Secondary School Teachers
Smith, Sandra Wilson – E-Learning, 2008
While video games have been much maligned in the popular press, a number of scholars have begun to explore the positive side of these games, especially in terms of learning. Some critics have analyzed video games and the act of game play as complex, cultural texts. In college courses, such as composition, in which one goal is the development of…
Descriptors: Play, Video Games, Thinking Skills, Freshman Composition
Games, Ivan Alex – E-Learning, 2008
This article discusses a framework for the analysis and assessment of twenty-first-century language and literacy practices in game and design-based contexts. It presents the framework in the context of game design within "Gamestar Mechanic", an innovative game-based learning environment where children learn the Discourse of game design. It…
Descriptors: Educational Technology, Video Games, Design, Semantics
Hewitt, Dave – Mathematics Teaching Incorporating Micromath, 2008
In this article, the author describes a lesson he observed involving a function machine. This function machine was a box with a slot at the top of one side and a large cut-out hole at the bottom of the opposite side. A card with a number written on it (the input) was pushed into the slot and the teacher put their hand through the hole of the other…
Descriptors: Algebra, Mathematics Instruction, Manipulative Materials, Teaching Methods
Wang, Hsiu-Yuan; Wang, Yi-Shun – British Journal of Educational Technology, 2008
With the proliferation of online games, understanding users' intention to play online games has become a new issue for academics and practitioners. Prior studies have investigated the factors affecting behavioural intention to play online games. However, little research has been conducted to investigate the gender differences in the acceptance of…
Descriptors: Structural Equation Models, Self Efficacy, Computer Attitudes, Intention
Davis-Unger, Angela C.; Carlson, S. M. – Journal of Cognition and Development, 2008
The aims of this research were to examine the development of teaching skills in preschool children and to explore the relation between teaching and theory of mind (ToM). After learning a new board game, 3.5-, 4.5-, and 5.5-year-old children (N = 46) were asked to teach a confederate who "doesn't know how to play the game." They also received two…
Descriptors: Preschool Children, Teaching Skills, Correlation, Games
Dickerman, Charles; Christensen, Jeff; Kerl-McClain, Stella Beatriz – Journal of Creativity in Mental Health, 2008
Video games have become a powerful force in the culture. Depictions of women in video games are scarce and highly stereotypical. Women are usually minor characters, are seen as victims rather than heroines, and are depicted in highly sexualized ways. Whereas early games had only a few representations of people of color, people of color were often…
Descriptors: Race, Stereotypes, Video Games, Females
Charsky, Dennis; Mims, Clif – TechTrends: Linking Research and Practice to Improve Learning, 2008
Games have a long history of being used for instructional purposes. Games can be defined as playful activities, with or without a computer, that have some essential characteristics. Game characteristics can include competition and goals, game rules, challenging activities, choices, and fantasy elements. Games that take advantage of these…
Descriptors: Educational Strategies, Video Games, Fantasy, Educational Technology
Berge, Zane L., Ed. – Educational Technology, 2008
"Second Life" is a popular example of an immersive, three-dimensional, virtual world. Inhabitants of "Second Life" often describe their experiences in-world as having great social presence. Certainly there is a good deal of potential for education and training to occur in multi-user virtual environments (MUVEs), if designed properly, especially…
Descriptors: Delivery Systems, Role Playing, Distance Education, Computer Simulation
Allen, Layman E.; Ross, Joan – 1974
Two pilot studies investigated the effects of using Instructional Math Play (IMP) Kits, pamphlets with which individuals may play the mathematical game EQUATIONS against a computer program. Twenty-nine junior high students in a high-ability mathematics class completed varying numbers of the kits in five 48-minute sessions during a two-week period;…
Descriptors: Class Activities, Decision Making, Educational Games, Experiential Learning
Gross, M. Scott – American Journal of Sexuality Education, 2005
This article provides a review of some of the currently available literature surrounding the academic study of video games. Many of these theoretical methods have been used to study film and television and are discussed here in order to frame the need for further examination of video games. Suggestions for the use of video games in the classroom…
Descriptors: Video Games, Sexuality, Sex Education, Educational Games

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