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Shelton, Brett E.; Scoresby, Jon – Educational Technology Research and Development, 2011
We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…
Descriptors: Instructional Design, Educational Games, Computers, Grade 9
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Bennett, Sue; Oliver, Martin – Research in Learning Technology, 2011
Research into learning technology has developed a reputation for being driven by rhetoric about the revolutionary nature of new developments, for paying scant attention to theories that might be used to frame and inform research, and for producing shallow analyses that do little to inform the practice of education. Although there is…
Descriptors: Foreign Countries, Educational Technology, Instructional Design, Multimedia Instruction
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Khalili, Neda; Sheridan, Kimberly; Williams, Asia; Clark, Kevin; Stegman, Melanie – Computers in the Schools, 2011
Exposing American K-12 students to science, technology, engineering, and math (STEM) content is a national initiative. Game Design Through Mentoring and Collaboration targets students from underserved communities and uses their interest in video games as a way to introduce science, technology, engineering, and math topics. This article describes a…
Descriptors: Mentors, Summer Programs, Video Games, STEM Education
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White, Katherine; Timmons, Maryellen; Medders, Paul – Science Teacher, 2011
The recreational fishing activity presented in this article provides a hands-on, problem-based experience for students; it unites biology, math, economics, environmental policy, and population dynamics concepts. In addition, the activity allows students to shape environmental policy in a realistic setting and evaluate their peers' work. By…
Descriptors: Animals, Environmental Education, Natural Resources, Hands on Science
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Ferguson, Christopher J. – Journal of Youth and Adolescence, 2011
The potential influence of violent video games on youth violence remains an issue of concern for psychologists, policymakers and the general public. Although several prospective studies of video game violence effects have been conducted, none have employed well validated measures of youth violence, nor considered video game violence effects in…
Descriptors: Violence, Video Games, Psychologists, Family Environment
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McCall, Jeremiah – History Teacher, 2012
Simulation games can play a critical role in enabling students to navigate the problem spaces of the past while simultaneously critiquing the models designers offer to represent those problem spaces. There is much to be gained through their use. This includes rich opportunities for students to engage the past as independent historians; to consider…
Descriptors: History Instruction, Simulation, Educational Games, Models
Eichenberg, Christiane, Ed. – InTech, 2012
This book has an aim to present latest applications, trends and developments of virtual reality technologies in three humanities disciplines: in medicine, psychology and pedagogy. Studies show that people in both educational as well as in the medical therapeutic range expect more and more that modern media are included in the corresponding demand…
Descriptors: Computer Simulation, Medicine, Psychology, Instruction
Howell, Gina – Online Submission, 2012
For this project I worked with twelve of my fourth grade students from a local school in the southwestern part of Stokes County, North Carolina on increasing their vocabulary skills through the development and implementation of seven vocabulary strategies. During the Literature Review I came across the following seven strategies: Prediction;…
Descriptors: Reading Instruction, Semantics, Observation, Vocabulary
Hense, Jan; Mandl, Heinz – International Association for Development of the Information Society, 2012
This conceptual paper aims to clarify the theoretical underpinnings of game based learning (GBL) and learning with digital learning games (DLGs). To do so, it analyses learning of game related skills and contents, which occurs constantly during playing conventional entertainment games, from three perspectives: learning theory, emotion theory, and…
Descriptors: Foreign Countries, Educational Games, Electronic Publishing, Feedback (Response)
Reding, Viviane – European Union, 2012
Public forums and shared spaces in which citizens can debate and deliberate have always constituted essential elements of a democratic society. Today, the Europe for Citizens Programme serves to create a modern European agora. Launched in 2007, the programme supports initiatives that bring people together in international and intercultural…
Descriptors: Intercultural Communication, Foreign Countries, Games, Video Technology
Durall, E.; Gros, B.; Maina, M.; Johnson, L.; Adams Becker, S. – New Media Consortium, 2012
This report reflects a multi-year collaborative effort between the New Media Consortium (NMC) and the eLearn Center of the Universitat Oberta de Catalunya to help inform Iberoamerican educational leaders about significant developments in technologies supporting teaching, learning, and research in tertiary education. The report was produced to…
Descriptors: Foreign Countries, Technology Uses in Education, Technological Advancement, Educational Technology
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Hofferth, Sandra L.; Moon, Ui Jeong – Journal of Research on Adolescence, 2012
Adolescents' time spent messaging, exploring websites, and studying on the computer increased between 2003 and 2008. Using data from the Panel Study of Income Dynamics Child Development Supplement, this study examines how such changes have influenced individual achievement and behavior from childhood to adolescence. Greater communications and…
Descriptors: Academic Achievement, Minority Group Children, Child Development, Computer Mediated Communication
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Simonson, Michael, Ed.; Seepersaud, Deborah, Ed. – Association for Educational Communications and Technology, 2021
For the forty-fourth time, the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented online and onsite during the annual AECT Convention. Volume 1 contains papers dealing primarily with research and development topics. Papers dealing with…
Descriptors: Educational Technology, Technology Uses in Education, Feedback (Response), Course Evaluation
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Torrente, Javier; Moreno-Ger, Pablo; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar – Educational Technology & Society, 2009
Game-based learning is becoming popular in the academic discussion of Learning Technologies. However, even though the educational potential of games has been thoroughly discussed in the literature, the integration of the games into educational processes and how to efficiently deliver the games to the students are still open questions. This paper…
Descriptors: Electronic Learning, Educational Games, Models, Barriers
Arakji, Reina Y. – ProQuest LLC, 2009
The first decade of the twenty-first century has seen dramatic advances in Internet technologies. Digital social spaces have emerged as popular Internet applications that are radically changing how firms and consumers of digital content interact. In the first chapter "Research Agenda" I introduce my research and the context within which it is…
Descriptors: Economic Research, Video Games, Industry, Innovation
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