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McAllister, Deborah A.; McDonald, Shirley A.; Bothman, Susan M. – Online Submission, 2010
The activities contained in this document have been presented at several conference sessions. Participants engaged in hands-on activities for Grades 3 through 8 that utilized a deck of playing cards to meet mathematics content and process standards. Activities included variations of card games, but with a mathematical twist, and other card-based…
Descriptors: Preservice Teacher Education, Educational Games, Manipulative Materials, Experiential Learning
McGill, Monica M. – ProQuest LLC, 2010
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, post-secondary institutions in the United Kingdom (UK) and the United States (US) have started to create game degree programs. Though curriculum theorists provide insight into the process of…
Descriptors: Foreign Countries, Undergraduate Study, College Programs, Computer Games
Smith, Kersha – Pedagogy, Culture and Society, 2010
The aim of the present paper is to investigate the inner workings of a North American summer enrichment programme named Freedom School. More specifically this research explores how participants of the Children's Defense Fund (CDF) Freedom School programme experience "the Freedom School way", an amalgam of ideologies, discourses, and behaviours…
Descriptors: Enrichment Activities, Summer Programs, Schools, Ethics
Waelchli, Paul – Public Services Quarterly, 2010
Popular culture experience in video games creates avenues to practice information literacy skills and model research in a real-world setting. Video games create a unique popular culture experience where players can invest dozens of hours on one game, create characters to identify with, organize skill sets and plot points, collaborate with people…
Descriptors: Popular Culture, Video Games, Educational Technology, Research Skills
Heo, Jinmoo; Lee, Youngkhill – Educational Gerontology, 2010
This study investigated factors that explain the life satisfaction of Senior Games participants. One 193 older adults from the 2005 Michigan State Senior Games and the 2005 New York State Senior Games participated in the study. The results of the study show that one of the indicators of serious leisure (affective attachment) was positively…
Descriptors: Life Satisfaction, Leisure Time, Older Adults, Psychological Patterns
Gainer, Jesse S.; Lapp, Diane – English Journal, 2010
Although not a new concept, remix has recently gained popularity in mainstream sources ranging from video games to newspaper columns and television commercials for airline tickets, fried chicken, and soft drinks. All these examples draw on a concept that originates from hip-hop culture and refers to the creative blending of materials from…
Descriptors: Creativity, Television Commercials, Popular Culture, Video Games
Voulgari, Iro; Komis, Vassilis – Learning, Media and Technology, 2010
Although there is strong evidence that massively multiplayer online games (MMOGs) constitute environments of social interactions and effective learning, we currently lack the tools for investigating the effectiveness of the social networks emerging as well as the cognitive aspects and knowledge acquisition such environments involve. Within this…
Descriptors: Problem Solving, Social Networks, Computers, Games
Hofferth, Sandra L. – Child Development, 2010
This study provides a national picture of the time American 6- to 12-year-olds spent playing video games, using the computer, and watching TV at home in 1997 and 2003, and the association of early use with their achievement and behavior as adolescents. Girls benefited from computer use more than boys, and Black children benefited more than White…
Descriptors: African American Children, Behavior Problems, Play, Video Games
Peterson, Mark – Computer Assisted Language Learning, 2010
This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of…
Descriptors: Games, Second Language Learning, Computer Mediated Communication, Vocabulary Development
Kim, Beaumie; Kim, Mi Song – Educational Technology, 2010
Learning is a social activity, which requires interactions with the environment, tools, people, and also ourselves (e.g., our previous experiences). Each interaction provides different meanings to learners, and the associated emotion affects their learning and performance. With the premise that emotion and cognition are distributed, the authors…
Descriptors: Instructional Design, Paleontology, Ecology, Games
Saxe, Geoffrey B.; Earnest, Darrell; Sitabkhan, Yasmin; Haldar, Lina C.; Lewis, Katherine E.; Zheng, Ying – Cognition and Instruction, 2010
This report provides evidence of the influence of a tutorial "communication game" on fifth graders' generative understanding of the integer number line. Students matched for classroom and pretest score were randomly assigned to a tutorial (n = 19) and control group (n = 19). The tutorial group students played a 13-problem game in which…
Descriptors: Numbers, Tutors, Number Concepts, Grade 5
Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard – TechTrends: Linking Research and Practice to Improve Learning, 2010
Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…
Descriptors: Educational Technology, Instructional Design, Video Games, Computer Science Education
Fry, Joan Marian; Tan, Clara Wee Keat; McNeill, Michael; Wright, Steven – Physical Education and Sport Pedagogy, 2010
Background: Revisions of the Singaporean physical education (PE) syllabus in 1999 and 2006 included a conceptual approach to teaching games. The games concept approach (GCA), a form of constructivist pedagogy, was a distinct departure from the direct teaching methods traditionally used in the country. Following the GCA's introduction into a PE…
Descriptors: Constructivism (Learning), Student Teachers, Physical Education, Educational Change
Wang, Feng; Kinzie, Mable B.; McGuire, Patrick; Pan, Edward – Early Childhood Education Journal, 2010
Children naturally explore and learn about their environments through inquiry, and computer technologies offer an accessible vehicle for extending the domain and range of this inquiry. Over the past decade, a growing number of interactive games and educational software packages have been implemented in early childhood education and addressed a…
Descriptors: Early Childhood Education, Inquiry, Young Children, Computer Software
Bushman, Brad J.; Rothstein, Hannah R.; Anderson, Craig A. – Psychological Bulletin, 2010
In this article we reply to C. J. Ferguson and J. Kilburn's (2010) critique of our meta-analysis on violent video game effects (C. A. Anderson et al., 2010). We rely on well-established methodological and statistical theory and on empirical data to show that claims of bias and misinterpretation on our part are simply wrong. One should not…
Descriptors: Violence, Video Games, Aggression, Meta Analysis

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