Publication Date
In 2024 | 0 |
Since 2023 | 0 |
Since 2020 (last 5 years) | 0 |
Since 2015 (last 10 years) | 1 |
Since 2005 (last 20 years) | 2 |
Descriptor
Adolescents | 2 |
Computer Literacy | 2 |
Job Skills | 2 |
Males | 2 |
Role Playing | 2 |
Video Games | 2 |
After School Programs | 1 |
Career Exploration | 1 |
Computer Games | 1 |
Computer Uses in Education | 1 |
Cooperative Learning | 1 |
More ▼ |
Source
ProQuest LLC | 1 |
Theory Into Practice | 1 |
Author
King, Elizabeth M. | 2 |
Publication Type
Dissertations/Theses -… | 1 |
Journal Articles | 1 |
Reports - Descriptive | 1 |
Education Level
Elementary Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
King, Elizabeth M. – Theory Into Practice, 2015
Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…
Descriptors: Role Playing, After School Programs, Program Design, Males
King, Elizabeth M. – ProQuest LLC, 2011
While research indicates that an increasing number of males are experiencing a sense of disaffiliation with traditional education (Kleinfeld, 2006; Steinkuehler & King, 2009), nearly all teenage boys and young adult men (approximately 99%) regularly engage in playing video games of some sort (Roberts, Foehr & Rideout (2008). This is an interesting…
Descriptors: Discourse Communities, Workplace Learning, Job Skills, Career Exploration