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Full-Text Articles in Education
The Health Benefits Of Video Games, Zachary Shanks
The Health Benefits Of Video Games, Zachary Shanks
Emerging Writers
This paper seeks to evaluate if video games are useful as more than just entertainment. The research shows that they can be utilized in the educational, medical, and business fields. Video Games have been shown to benefit the physical, emotional, and mental health of players, as well as create more efficient learning and working environments. The article argues that video games are no longer just a source of entertainment, as they are now becoming useful tools in society.
Early Adolescents' Perceptions And Attitudes Towards Gender Representations In Video Games, Helen Liu
Early Adolescents' Perceptions And Attitudes Towards Gender Representations In Video Games, Helen Liu
Journal of Media Literacy Education
This study investigated adolescents’ perception and attitudes towards gender representation in video game covers, and the degree to which these depictions may influence their notions on gender and identification. Seventeen participants ranging from ages 12 and 13 participated in semi-structured interviews to explore this topic. This study’s conceptual framework encompassed social cognitive theory, gender schema theory, and cultivation theory. Findings suggest that gender representation in video games does influence the majority of participants’ notions of gender. However, there are differences between how males and females’ approach, interpret, and respond to this type of media. Findings also showcased that evidence of …
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
Articles
The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.
Digital Interactive Games For Assessment: A Study Of The Effectiveness Of A Digital Game As A Measure Of Students' Understanding Of Boolean Logic, Mohammad Ali Haji
Digital Interactive Games For Assessment: A Study Of The Effectiveness Of A Digital Game As A Measure Of Students' Understanding Of Boolean Logic, Mohammad Ali Haji
Electronic Theses and Dissertations
Digital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge assessment be sufficient for this new generation who are starving for new technology? This study investigates the effectiveness of using a digital interactive game as an assessments method - …
Recreational Technology And Its Impact On The Learning Development Of Children Ages 4-8: A Meta-Analysis For The 21st Century Cl, Joey Templeton
Recreational Technology And Its Impact On The Learning Development Of Children Ages 4-8: A Meta-Analysis For The 21st Century Cl, Joey Templeton
Electronic Theses and Dissertations
This research focuses on technology (specifically video games and interactive software games) and their effects on the cognitive development of children ages 4-8. The research will be conducted as a meta-analysis combining research and theory in order to determine if the educational approach to this age group needs to change/adapt to learners who have been affected by this technology. I will focus upon both the physical and mental aspects of their development and present a comprehensive review of current educational theory and practice. By examining current curriculum goals and cross-referencing them to research conducted in fields other than education (i.e. …