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Wood, Richard T. A.; Gupta, Rina; Griffiths, Mark – Journal of Child and Adolescent Substance Abuse, 2004
Video games and gambling often contain very similar elements with both providing intermittent rewards and elements of randomness. Furthermore, at a psychological and behavioral level, slot machine gambling, video lottery terminal (VLT) gambling and video game playing share many of the same features. Despite the similarities between video game…
Descriptors: Rewards, Adolescents, Video Games
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed.; Mascia, Maria Lidia, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers of the 16th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2019), held during November 7-9, 2019, which has been organized by the International Association for Development of the Information Society (IADIS) and co-organised by University Degli Studi di Cagliari, Italy.…
Descriptors: Teaching Methods, Cooperative Learning, Engineering Education, Critical Thinking
Boyle, Clifton J., III – ProQuest LLC, 2010
Misuse of technology is a behavioral pattern that continues to emerge in our society. Television and newspapers continue to list and report technology misuse. A recent study from the Pew Internet and American Life Project has indicated approximately one third of teen are victims of online harassment (Lenhart, 2009). Other prominent problems with…
Descriptors: Control Groups, Urban Schools, Citizenship, Video Games
Southern Regional Education Board (SREB), 2010
This is the fourth in a series of eight newsletters highlighting best practices presented at the 2009 HSTW Staff Development Conference in Atlanta. These newsletters contain information about successful actions schools across the nation are taking to join hands-on and heads-on learning in ways that increase student motivation and achievement. This…
Descriptors: Best Practices, Effective Schools Research, Teacher Effectiveness, Elementary Education
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Inman, Chris; Wright, Vivian H.; Hartman, Julia A. – Journal of Interactive Online Learning, 2010
This study reviewed empirical research conducted in Second Life by educators since Second Life's launch in 2003. The study's purpose was to identify how Second Life is being used in both K-12 and higher education. The methodology, findings, and recommendations of 27 research studies were analyzed. Researchers identified potential problems when…
Descriptors: Higher Education, Elementary Secondary Education, Distance Education, Educational Technology
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Dalgarno, Barney; Lee, Mark J. W. – British Journal of Educational Technology, 2010
This article explores the potential learning benefits of three-dimensional (3-D) virtual learning environments (VLEs). Drawing on published research spanning two decades, it identifies a set of unique characteristics of 3-D VLEs, which includes aspects of their representational fidelity and aspects of the learner-computer interactivity they…
Descriptors: Experiential Learning, Knowledge Representation, Virtual Classrooms, Educational Research
Nagelberg, Mark – 1970
Published materials that have proven useful in the design of the Institute For The Future's first urban simulation model are listed. References include publications dealing with (1) simulations and games, (2) urban and regional models, (3) educational gaming, (4) research and planning applications, (5) methodological perspectives, and (6)…
Descriptors: Bibliographies, Computer Programs, Educational Games, Game Theory
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Hsu, Enrico – Simulation and Games, 1989
Discusses the role of management games in management education. Topics discussed include role playing; computer simulation; computer games; elements of management game effectiveness; Bloom's taxonomy of learning objectives; models of the learning process; group interaction; experiential learning; and research studies on the effectiveness of…
Descriptors: Administrator Education, Computer Games, Computer Simulation, Educational Games
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Halverson, Richard – Innovate: Journal of Online Education, 2005
Schools have much to learn from video games and the gaming community. By providing compelling activities for motivating otherwise indifferent learners, video games can potentially help teachers improve the design of learning environments. However, there are considerable rhetorical and practical barriers between the schooling and gaming communities…
Descriptors: Video Games, Elementary Secondary Education, Learning Strategies, Educational Games
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Gee, James Paul – American Journal of Play, 2008
The author builds on arguments he has made elsewhere that good commercial video games foster deep learning and problem solving and that such games in fact promote mastery as a form of play. Here he maintains that some good video games engage players with an important type of play, namely of play as discovery, of play as surmising new possibilities…
Descriptors: Video Games, Teaching Methods, Technology Uses in Education, Problem Solving
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Mandigo, James; Holt, Nicholas; Anderson, Andy; Sheppard, Joanna – European Physical Education Review, 2008
The objectives of this study were (a) to examine students' motivational experiences arising from their participation in games lessons based on autonomy-supportive strategies; and (b) to examine the interaction between boys' and girls' motivational experiences across different categories of games. A total of 759 students (380 F, 379 M) from 37…
Descriptors: Student Motivation, Games, Personal Autonomy, Gender Differences
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Leng, Eow Yee; Baki, Roselan – International Journal of Environmental and Science Education, 2008
The purpose of this study was to explore the reasons why six Malaysian students from upper secondary school are playing video games, types of games and the features preferred. A qualitative method was being used in the study. Purposive sampling was conducted in selecting the students. The findings indicated that students played video games for a…
Descriptors: Research Needs, Video Games, Secondary School Students, Qualitative Research
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Carron, Thibault; Marty, Jean-Charles; Heraud, Jean-Mathias – Simulation & Gaming, 2008
The work reported here takes place in the educational domain. The authors propose a learning environment based on a graphical representation of a course. The emergence of online multiplayer games led the authors to apply the following metaphor to the digital work environments: The method of acquiring knowledge during a learning session is similar…
Descriptors: Instructional Design, Management Systems, Figurative Language, Teaching Methods
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Rieber, Lloyd P.; Noah, David – Educational Media International, 2008
The purpose of this study was to investigate the influence of game-like activities on adult learning during a computer-based simulation. This research also studied the use of visual metaphors as graphic organizers to help make the underlying science principles explicit without interfering with the interactive nature of the simulation. A total of…
Descriptors: Computer Simulation, Figurative Language, Adult Learning, Computers
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Buckley, Carol A. – Teaching Children Mathematics, 2008
Using the popular puzzle Sudoku to teach logical reasoning skills to young students offers a concrete way to incorporate an interactive bulletin board into grade 2 and 3 classrooms. The author also suggests ways to differentiate the activity. (Contains 2 figures.)
Descriptors: Bulletin Boards, Grade 2, Grade 3, Mathematical Logic
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