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Subrahmanyam, Kaveri – 2002
Over the past few years, computer applications such as games and the Internet have increased in popularity and children and teens are spending significant amounts of time interacting with them. In order to understand the growing impact of these interactive technologies on youth, this paper briefly reviews previous research on the impact of…
Descriptors: Adolescents, Children, Computer Games, Internet
Peer reviewedInkpen, Kori; And Others – Journal of Computers in Mathematics and Science Teaching, 1994
This paper describes one piece of research that examines how girls interact within an electronic games environment. Girls were observed and interviewed to determine their interest in electronic games, how they play and watch others play; and how the presence of others affects their play. (49 references) (LZ)
Descriptors: Computer Games, Elementary Secondary Education, Females, Mathematics Education
Peer reviewedJordan, Geoff – Simulation & Gaming, 1992
Examines how computer-based simulations can best be exploited for computer-assisted language learning. Three learning environments are discussed: (1) the classroom, (2) a computer lab, and (3) self-access. Various types of computer-based simulations are described, including sports, adventure games, management of resources, and branching stories.…
Descriptors: Computer Assisted Instruction, Computer Games, Computer Simulation, Computer Software
Peer reviewedBloomfield, David – Social Policy, 1999
As the Pokemon game craze illustrates, the combination of peer education and technology makes for powerful educational experiences. Educators need to accept technology-based peer education as a help rather than a hindrance to improve educational outcomes for students. (SLD)
Descriptors: Computer Games, Cooperative Learning, Educational Technology, Elementary Education
Ito, Mizuko; Horst, Heather; Bittanti, Matteo; Boyd, Danah; Herr-Stephenson, Becky; Lange, Patricia G.; Pascoe, C.J.; Robinson, Laura – John D. and Catherine T. MacArthur Foundation, 2008
Social network sites, online games, video-sharing sites, and gadgets such as iPods and mobile phones are now fixtures of youth culture. They have so permeated young lives that it is hard to believe that less than a decade ago these technologies barely existed. Today's youth may be coming of age and struggling for autonomy and identity as did their…
Descriptors: Ecology, Youth, Ethnography, Video Technology
Gelman, Michael A. – 1988
This paper lists the commands for three programs in Logo: Peppy and the Maze, Caterpillars and Butterflies, and the Robot Arm. (EW)
Descriptors: Computer Games, Computer Graphics, Computer Software, Junior High Schools
Beavis, Catherine – 2002
The new social studies of childhood point to the need for studies which explore young people's uses of technology. Multiplayer computer games provide an important site for exploring the role of new technologies in young people's lives, in particular in relation to issues of representation, identity, and community, and to the changing nature of…
Descriptors: Adolescents, Community Characteristics, Computer Games, Secondary Education
Swartz, James D.; Hatcher, Tim – Educational Technology, 1996
Defines virtual experience as machine-based experience, of which virtual reality is a subconcept. Topics include a history of virtual experience; criticism of the influence of machine-mediated experiences such as computer games; virtual reality environments; and Heidegger's views on technology. (LRW)
Descriptors: Computer Games, Computer Mediated Communication, Criticism, Man Machine Systems
Peer reviewedKhan, Masood Mehmood – Electronic Library, 2002
Describes the implementation of an intelligent tutoring system that employs a game environment and object-oriented user interface for teaching and learning, based on a computer game developed for industrial training. Discusses adventure games, game environments in education, simulation support, and user interface design. (Author/LRW)
Descriptors: Computer Games, Computer Interfaces, Computer Simulation, Educational Games
Evans, Michael A.; Wang, Feihong – Journal of Educational Technology, 2008
Of late, digital game-based learning has attracted game designers, researchers and educators alike. Immersion in the virtual 3D environment of a game may have positive effects on K-12 students' cultivation of self (Dodge et al., 2006). Currently, two opposing views related to game-based identity formation are presented in the literature: the…
Descriptors: Educational Technology, Virtual Classrooms, Academic Achievement, Technology Uses in Education
Mongillo, Gerri – Journal of Educational Technology, 2008
The main purpose of this qualitative study was to determine the influence of participation in educational games on cognition and attitudes of seventh-grade students. Student attitude towards learning scientific language and concepts during gameplay was examined. This study was conducted in a seventh-grade science classroom in a North Eastern (USA)…
Descriptors: Play, Computer Games, Educational Games, Technology Uses in Education
Skolnick, Michael M.; Spooner, David L. – 1995
Modern computing systems exploit graphical user interfaces for interaction with users; as a result, introductory computer science courses must begin to teach the principles underlying such interfaces. This paper presents an approach to graphical user interface (GUI) implementation that is simple enough for beginning students to understand, yet…
Descriptors: Computer Games, Computer Graphics, Computer Interfaces, Computer Science Education
McLellan, Hilary – 1995
Artificial intelligence (AI) techniques and virtual reality (VR) make possible powerful interactive stories, and this paper focuses on examples of virtual characters in three dimensional (3-D) worlds. Waldern, a virtual reality game designer, has theorized about and implemented software design of virtual teammates and opponents that incorporate AI…
Descriptors: Artificial Intelligence, Computer Games, Computer Graphics, Computer Simulation
John, Bonnie E.; And Others – 1990
This report presents an analysis of an expert performing a highly interactive computer task. The analysis uses GOMS models, specifying the Goals, Operators, Methods, and Selection rules used by the expert; the GOMS models are implemented within a unified theory of cognition called Soar. Two models are presented, one with function-level operators,…
Descriptors: Behavioral Science Research, Computer Games, Interaction, Interaction Process Analysis
Adamson, Eadie – 1988
This paper provides guidelines and programming commands for using LogoWriter activity cards in game-writing as a way to develop student programming skills. Suggestions are made for the specific activity cards to use, and solutions are provided for some of the problems that were most frequently encountered by the author's students as they worked on…
Descriptors: Class Activities, Computer Games, Computer Software, Microcomputers


