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Bajovic, Mirjana – Educational Media International, 2013
In this study of 109 adolescents from the eighth grade of seven public elementary schools in Canada, the relationship between adolescents' violent video game playing patterns, habits and attitudes, and their levels of moral reasoning was investigated. The results suggested that playing violent video games in general was a very popular activity…
Descriptors: Violence, Video Games, Moral Values, Moral Development
Siewiorek, Anna; Gegenfurtner, Andreas; Lainema, Timo; Saarinen, Eeli; Lehtinen, Erno – British Journal of Educational Technology, 2013
The objective of this study is to elucidate new information on the possibility of leadership training through business computer-simulation gaming in a virtual working context. In the study, a business-simulation gaming session was organised for graduate students ("n"?=?26). The participants played the simulation game in virtual teams…
Descriptors: Computer Simulation, Computer Games, Leadership Styles, Graduate Students
Radovanovic, Vesna – British Journal of Special Education, 2013
The purpose of this research was to examine the influence of specialised software on the visual-motor integration of profoundly deaf children. The research sample was made up of 70 students aged from seven to 10, 43 of whom formed the experimental group and 27 the control group. The students in the experimental group used computers once a week…
Descriptors: Deafness, Children, Control Groups, Intelligence Quotient
Huvila, Isto – Information Research: An International Electronic Journal, 2013
Introduction: Meta-games and meta-gaming refer to various second-order conceptions of games and gaming. The present article discusses the applicability of the notions of meta-game and meta-gaming in understanding the patterns of how people use, misuse, work and work-around information and information infrastructures. Method: Twenty-two qualitative…
Descriptors: Foreign Countries, Information Science, Games, Information Systems
Obersteiner, Andreas; Reiss, Kristina; Ufer, Stefan – Learning and Instruction, 2013
Theories of psychology and mathematics education recommend two instructional approaches to develop students' mental representations of number: The "exact" approach focuses on the development of exact representations of organized dot patterns; the "approximate" approach focuses on the approximate representation of analogue magnitudes. This study…
Descriptors: Numbers, Arithmetic, Mathematics Skills, Grade 1
Adachi, Paul J. C.; Willoughby, Teena – Journal of Youth and Adolescence, 2013
The majority of research on the link between video games and aggression has focused on the violent content in games. In contrast, recent experimental research suggests that it is video game competition, not violence, that has the greatest effect on aggression in the short-term. However, no researchers have examined the long-term relationship…
Descriptors: Competition, Addictive Behavior, Adolescents, Aggression
Marston, Hannah R. – Educational Gerontology, 2013
There were two objectives to this study: (a) to establish flow and (2) to establish whether computer game interaction or content was important to the older adult, using the Nintendo Wii and the Sony PlayStation 2 consoles. An earlier study had identified the sports genre as a preference, and three games (golf, tennis, and boxing) were selected…
Descriptors: Older Adults, Computer Games, Surveys, Measures (Individuals)
Dagnino, Francesca Maria; Ballauri, Margherita; Benigno, Vincenza; Caponetto, Ilaria; Pesenti, Elia – Learning and Individual Differences, 2013
This paper presents the results of preliminary research on the assessment of reasoning abilities in primary school poor achievers vs. normal achievers using computer game tasks. Subjects were evaluated by means of cognitive assessment on logical abilities and academic skills. The aim of this study is to better understand the relationship between…
Descriptors: Logical Thinking, Elementary School Students, Low Achievement, Computer Games
Kim, Pyoung Won; Kim, Seo Young; Shim, Miseon; Im, Chang-Hwan; Shon, Young-Min – Computers & Education, 2013
Addiction to Massive Multiple Online Role-Playing Games (MMORPGs) among juveniles has become a serious problem in Korea and has led to legislation prohibiting juveniles from playing games after midnight. One key factor in gaming addiction is the so-called narrative, or story, gamers create for themselves while playing. This study investigated how…
Descriptors: Foreign Countries, Addictive Behavior, Computer Games, Writing Instruction
Bernstein, Eve; Rasmussen, Jennifer F. – Strategies: A Journal for Physical and Sport Educators, 2013
The idea of actively involving children in the learning process can be beneficial for both teacher and student on a number of levels. Allowing students in physical education class to make choices has been incorporated into elementary-age teaching successfully. As a way to invite students to become more active participants in their learning,…
Descriptors: Active Learning, Competition, Physical Education, Skill Development
Young, Andrea – PRIMUS, 2013
This article discusses ways in which improvisational comedy games and exercises can be used in college mathematics classrooms to obtain a democratic and supportive environment for students. Using improv can help students learn to think creatively, take risks, support classmates, and solve problems. Both theoretical and practical applications are…
Descriptors: Mathematics Activities, Mathematics Instruction, Classroom Environment, Classroom Techniques
Hoffman, Blaine – ProQuest LLC, 2013
This work focuses on the impact of mobile computing on individuals' perspectives of places within their community. A technological intervention is designed and deployed to augment the user experience of visiting different locations around town, physically exploring them while also interacting with an online tool. The tool-supported activity serves…
Descriptors: Electronic Learning, Telecommunications, Handheld Devices, Educational Technology
Floryan, Mark – ProQuest LLC, 2013
This dissertation presents a novel effort to develop ITS technologies that adapt by observing student behavior. In particular, we define an evolving expert knowledge base (EEKB) that structures a domain's information as a set of nodes and the relationships that exist between those nodes. The structure of this model is not the particularly novel…
Descriptors: Intelligent Tutoring Systems, Artificial Intelligence, Games, Expertise
Gresalfi, Melissa Sommerfeld – North American Chapter of the International Group for the Psychology of Mathematics Education, 2013
This paper details a framework for evaluating the potential of particular forms of technology for supporting student engagement with mathematics. I propose that, focusing on the strength of affordances to engage in particular ways allows us to begin to build an analytic frame that serves two purposes: (1) to begin to document learning as an…
Descriptors: Mathematics Education, Technology Uses in Education, Technology Integration, Learner Engagement
Beranuy, Marta; Carbonell, Xavier; Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2013
Online gaming addiction is a relatively under-researched area and there have been few studies examining online gamers in treatment. This paper reports the findings from a qualitative interview study of nine players undergoing treatment for their addictive playing of Massively Multiplayer Online Role Playing Games (MMORPGs). A face-to-face…
Descriptors: Addictive Behavior, Grounded Theory, Friendship, Computer Games

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