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Bacon, Melanie A.; Ault, Marilyn M. – Online Submission, 2009
Of the 53 million K-12 students in the United States, 93%, or 51 million, of them play video games (Etuk, 2008). ALTEC Learning Games utilize the excitement of video games to engage students and provide teachers authentic online resources that reinforce skills in math and language arts. Our recent work was partially supported by a partnership with…
Descriptors: Video Games, Elementary Secondary Education, Mathematics Skills, Educational Games
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Hussain, Zaheer; Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2009
Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. This pilot study set out to examine the psychological and social effects of online gaming using an online questionnaire with particular reference to excessive and "dependent" online gaming. A self-selecting…
Descriptors: Youth Programs, Substance Abuse, Games, Measures (Individuals)
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Owston, Ronald D. – Educational Researcher, 2009
In this comment article, the author elaborates on three significant issues that Greenhow, Robelia, and Hughes (2009) identified but did not explore. First, the author discusses the need for research on the impact that youth's immersion in a digital world may have on metacognitive and social skill development. Then teacher learning with the Web is…
Descriptors: Internet, Skill Development, Educational Technology, Computers
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Harvey, Stephen; Hughes, Christopher – Strategies: A Journal for Physical and Sport Educators, 2009
The game of rugby is a fast and fluid invasion game, similar to football, that involves scoring with an oval ball into an end zone. The game presents, like other invasion games, a series of highly complex tactical problems so that the ball can be maneuvered into a scoring position. Pugh and Alford (2004) recently indicated that rugby is now…
Descriptors: Physical Education, Scoring Rubrics, Scoring, Games
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Pryor, Robert George Leslie; Bright, Jim E. H. – British Journal of Guidance & Counselling, 2009
The potential of game as a career metaphor for use in counselling is explored and it is argued that it has been largely overlooked in the literature to date. This metaphor is then explicitly linked with the Chaos Theory of Careers (CTC), by showing how the notion of attractors within the CTC can be illustrated effectively using games metaphors.…
Descriptors: Logical Thinking, Figurative Language, Career Development, Game Theory
Frederick, Patricia A. – ProQuest LLC, 2010
The number of underprepared students entering post-secondary education continues to be a national problem community colleges struggle with by providing remedial instruction while having to satisfy the demands for effective teaching accountability. Reading is one identified area needing remediation; and, a goal for programs to address this…
Descriptors: Educational Games, Computers, Video Games, Blended Learning
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Halverson, Richard; Smith, Annette – Journal of Computing in Teacher Education, 2010
Information technologies have reshaped teaching and learning in schools, but often not in ways anticipated by technology proponents. This paper proposes a contrast between technologies for learning and technologies for learners to explain how technologies influence teaching and learning in and out of schools. Schools have made significant use of…
Descriptors: Video Games, Information Technology, Educational Technology, Influence of Technology
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Devlin-Scherer, Roberta; Sardone, Nancy B. – Clearing House: A Journal of Educational Strategies, Issues and Ideas, 2010
Data from ten teacher candidates studying teaching methods were analyzed to determine perceptions toward digital simulation games in the area of social studies. This research can be used as a conceptual model of how current teacher candidates react to new methods of instruction and determine how education programs might change existing curricula…
Descriptors: Technology Integration, Educational Technology, Thinking Skills, Social Studies
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Verenikina, Irina; Herrington, Jan; Peterson, Rob; Mantei, Jessica – Journal of Interactive Learning Research, 2010
The widespread proliferation of computer games for children as young as six months of age, merits a reexamination of their manner of use and a review of their facility to provide opportunities for developmental play. This article describes a research study conducted to explore the use of computer games by young children, specifically to…
Descriptors: Play, Educational Games, Young Children, Early Childhood Education
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Kazimoglu, Cagin; Kiernan, Mary; Bacon, Liz; MacKinnon, Lachlan – International Journal of Game-Based Learning, 2011
This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for,…
Descriptors: Educational Games, Computation, Thinking Skills, Programming
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Holden, Christopher L.; Sykes, Julie M. – International Journal of Game-Based Learning, 2011
This paper builds on the emerging body of research aimed at exploring the educational potential of mobile technologies, specifically, how to leverage place-based, augmented reality mobile games for language learning. Mentira is the first place-based, augmented reality mobile game for learning Spanish in a local neighborhood in the Southwestern…
Descriptors: Educational Games, Handheld Devices, Place Based Education, Computer Simulation
Tate, William – National Education Policy Center, 2011
The documentary film "The Lottery" focuses on the battle between advocates for a New York City charter school provider, Harlem Success Academy Charter Schools (HSA), and those presented as charter school opponents. It uses the struggle of four students who hope to get into a charter school as a vehicle to examine how difficult it is for…
Descriptors: Documentaries, Criticism, Charter Schools, Educational Quality
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Haithcox-Dennis, Melissa J. – Journal of School Health, 2011
This article discusses the use of nonverbal communication strategies for fostering social health in middle school students. It outlines a teaching technique designed to help students better understand nonverbal cues and their role in maintaining healthy interpersonal relationships. The technique begins with the card game "Slap What?" where the…
Descriptors: Communication Strategies, Cues, Nonverbal Communication, Interpersonal Communication
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Howard-Jones, Paul; Demetriou, Skevi; Bogacz, Rafal; Yoo, Jee H.; Leonards, Ute – Mind, Brain, and Education, 2011
Reinforcement learning involves a tight coupling of reward-associated behavior and a type of learning that is very different from that promoted by education. However, the emerging understanding of its underlying processes may help derive principles for effective learning games that have, until now, been elusive. This article first reviews findings…
Descriptors: Educational Games, Rewards, Positive Reinforcement, Psychoeducational Methods
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Kee, Kevin – Simulation & Gaming, 2011
How may historians best express history through computer games? This article suggests that the answer lies in correctly correlating historians' goals for teaching with the capabilities of different kinds of computer games. During the development of a game prototype for high school students, the author followed best practices as expressed in the…
Descriptors: Educational Games, Historians, History Instruction, Computer Uses in Education
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