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Showing 1 to 15 of 191 results Save | Export
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Wah, Alejandra – American Journal of Play, 2020
Drawing on evolutionary theory, the author questions which cognitive processes underlie the capacities to play and to pretend play and the degree to which they are present in both humans and nonhuman animals. Considering cognitive capacities not all-or-nothing phenomena, she argues they are present in varying degrees in a wide range of species.…
Descriptors: Cognitive Processes, Play, Imagination, Animals
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Chick, Garry; Proyer, René; Purrington, Andrew; Yarnal, Careen – American Journal of Play, 2020
The authors discuss assortative mating, the tendency--important for increased genetic variation--of individuals to mate with the phenotypically similar at rates greater than chance. Influenced by many factors--physical characteristics like height and weight and demographic elements like behavior and attitudes, economic status and education, church…
Descriptors: Play, Intimacy, Genetics, Individual Characteristics
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Lundtofte, Thomas Enemark – American Journal of Play, 2020
The author reviews the research and scholarly literature about young children's play with tablet computers and identifies four major topics relevant to the subject--digital literacy, learning, transgressive and creative play, and parental involvement. He finds that young children's tablet computer play relies not only on technology, but also on…
Descriptors: Young Children, Play, Handheld Devices, Technological Literacy
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American Journal of Play, 2020
T. L.Taylor is Professor of Comparative Media Studies at Massachusetts Institute of Technology (MIT) and cofounder and Director of Research for AnyKey, an organization dedicated to supporting and developing fair and inclusive esports. She is a qualitative sociologist who has focused on internet and game studies for over two decades, and her…
Descriptors: Educational Sociology, Video Games, Computer Games, Internet
Henricks, Thomas S. – American Journal of Play, 2020
In an article adapted from his latest work, "Play: A Basic Pathway to the Self,"published by The Strong in 2020, the author offers a wide-ranging review of play studies--and the thinkers, philosophers, and scholars who led to the creation of the discipline. He also reviews and seeks to explain for both specialists and more general…
Descriptors: Play, Educational Research, Educational Theories, Ceremonies
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Davies, Hugh – American Journal of Play, 2020
The popularity of "Pokémon GO" has been credited to its branding by the Japanese multinational consumer electronics and video game company Nintendo, the technological innovations of the game's developer Niantic, and the historical traditions of European avant-garde locative play. The author, instead, offers a different explanation that…
Descriptors: Foreign Countries, Play, Computer Games, Asian Culture
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Leorke, Dale – American Journal of Play, 2020
In 2009, Markus Montola, Jaakko Stenros, and Annika Waern published "Pervasive Games: Theory and Design," based on research conducted during the Integrated Project on Pervasive Games (IPerG) and funded by the European Union (E.U.) from 2005 to 2008. They wrote it--the first book-length treatise on the topic--before the widespread use of…
Descriptors: Games, Play, Vocabulary, Validity
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Bashandy, Hamza – American Journal of Play, 2020
Investigating the potential of video games as an aid to community mapping and participatory architectural design, the author discusses the use of the sandbox game "Minecraft" by the Block by Block Foundation in collaboration with Mojang Studios, Microsoft, and UN-Habitat for three projects--Model Street (Dandora Phase 2, in Nairobi,…
Descriptors: Video Games, Cartography, Building Design, Community Involvement
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Consalvo, Mia; Phelps, Andrew – American Journal of Play, 2020
The authors provide a deep reading of the fictional small American town of Possum Springs in the 2017 adventure game "Night in the Woods" ("NiTW") to demonstrate how game architecture and environments have become richer and more complex spaces for narrative development and storytelling. The act of navigating the game's town,…
Descriptors: Mental Health, Social Class, Video Games, Story Telling
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Innocent, Troy; Leorke, Dale – American Journal of Play, 2020
The authors use the location-based, augmented-reality game "Wayfinder Live," which one of them designed, as a case study to analyze urban play. Acknowledging the difficulty of defining urban play, they expand existing approaches to the topic by drawing on current theories about interfaces, assemblages, and coding in such fields as media…
Descriptors: Play, Urban Areas, Geographic Location, Computer Simulation
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Germeroth, Carrie; Bodrova, Elena; Day-Hess, Crystal; Barker, Jane; Sarama, Julie; Clements, Douglas H.; Layzer, Carolyn – American Journal of Play, 2019
The authors consider mature make-believe play a critical component of childhood that helps children develop new skills and learn to communicate. They argue that, although theoretical accounts of play have emphasized the importance of make-believe play for children to achieve social and academic competence, the absence of a reliable and valid…
Descriptors: Test Validity, Test Reliability, Measures (Individuals), Observation
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Nwokah, Evangeline E.; Hernandez, Vanessa; Miller, Erin; Garza, Ariana – American Journal of Play, 2019
Language play is a key component of many children's popular graphic novels. The authors analyze the sound and word play in Dav Pilkey's illustrated Captain Underpants series. They argue that Pilkey's literary devices fall into two main areas of hyperbole and linguistic creativity and that Pilkey's language shifts the reader into a carnivalesque…
Descriptors: Language Usage, Play, Cartoons, Novels
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McDonald, Peter – American Journal of Play, 2019
The author discusses Johan Huizinga's "Homo Ludens" and the animating mood that it calls the "play spirit." He argues that these styles of playfulness represent a major practical and theoretical contribution Huizinga offers contemporary studies of play, and he considers Huizinga's methodology in a reading that runs counter to…
Descriptors: Play, Games, History, Cultural Influences
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Wilcox, Steve – American Journal of Play, 2019
Game design offers a unique but often misunderstood pedagogical opportunity. The author draws on learning theory, feminist epistemology, and game studies to analyze a novel genre of games capable of realizing this opportunity by mobilizing knowledge through play--praxis games--founded on the concept of situated praxis. Situated praxis encourages…
Descriptors: Educational Games, Instructional Design, Praxis, Play
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Weisgram, Erica S. – American Journal of Play, 2019
The author discusses gender differences in children's play and its relation to the programs of "Sesame Street," which for fifty years has sought to enhance children's physical, cognitive, and social development through playful learning. Gender differences in children's play, she asserts, are vast, and she notes that, consequently, boys…
Descriptors: Sex Stereotypes, Toys, Gender Differences, Play
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