Childhood Violence Prevention Education Using Video Games
Article
Leonard Fontana, Broward Community College, United States ; Adela Beckerman, Nova Southeastern University, United States
ITCE Volume 2004, Number 1, ISSN 1522-8185 Publisher: Association for the Advancement of Computing in Education (AACE)
Abstract
This article describes a project that incorporated interactive technology to teach violence prevention knowledge and skills to second grade students. The educational video games presented lessons consisting of animated characters in a story, accompanied by a number of exercises. The research issue was whether students would develop an appreciation and proficiency in the prosocial knowledge, beliefs, and attitudes about behaviors emphasized in the interactive technology materials. Empirical data collected on the students at pretest and posttest indicated change in student knowledge, attitudes and beliefs in alignment with the sought-after learning objectives.
Citation
Fontana, L. & Beckerman, A. (2004). Childhood Violence Prevention Education Using Video Games. Information Technology in Childhood Education Annual, 2004(1), 49-62. Association for the Advancement of Computing in Education (AACE). Retrieved August 31, 2024 from https://www.learntechlib.org/primary/p/4149/.
© 2004 Association for the Advancement of Computing in Education (AACE)
Keywords
Cited By
View References & Citations Map-
Towards a Framework for Understanding Electronic Educational Gaming
Meredith DiPietro, Richard E. Ferdig, Jeff Boyer & Erik W. Black, University of Florida, United States
Journal of Educational Multimedia and Hypermedia Vol. 16, No. 3 (July 2007) pp. 225–248
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