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Social and Behavioral Sciences Commons

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Full-Text Articles in Social and Behavioral Sciences

Ua12/2/1 Stress Busters, Wku Student Affairs Dec 2009

Ua12/2/1 Stress Busters, Wku Student Affairs

WKU Archives Records

Special finals week edition of the College Heights Herald.


Changing Conceptions And Uses Of Computer Technologies In The Everyday Literacy Practices Of Sixth And Seventh Graders, Jane M. Agee, Jeanette Altarriba May 2009

Changing Conceptions And Uses Of Computer Technologies In The Everyday Literacy Practices Of Sixth And Seventh Graders, Jane M. Agee, Jeanette Altarriba

Psychology Faculty Scholarship

This study focused on 189 sixth and seventh graders in two large suburban schools and their use of computer technologies as part of their everyday literacy practices. We were especially interested in the students' conceptions of computer technologies and how computer use varied across grade and reading levels. The study included a survey completed by all 189 students that provided an overview of students' uses of computer technologies and other literacy practices. Interviews with 24 students provided more detailed information on how sixth- and seventh-grade students at different reading levels used and conceptualized computer technologies in and out of school. …


Digital Games Distribution: The Presence Of The Past And The Future Of Obsolescence, Christopher L. Moore Jan 2009

Digital Games Distribution: The Presence Of The Past And The Future Of Obsolescence, Christopher L. Moore

Faculty of Arts - Papers (Archive)

A common criticism of the rhythm video games genre — including series like Guitar Hero and Rock Band, is that playing musical simulation games is a waste of time when you could be playing an actual guitar and learning a real skill. A more serious criticism of games cultures draws attention to the degree of e-waste they produce. E-waste or electronic waste includes mobiles phones, computers, televisions and other electronic devices, containing toxic chemicals and metals whose landfill, recycling and salvaging all produce distinct environmental and social problems. The e-waste produced by games like Guitar Hero is obvious in …


Serious Games: The Importance Of Play In Network-Centric Organisations, Helen M. Hasan, Irina Verenikina Jan 2009

Serious Games: The Importance Of Play In Network-Centric Organisations, Helen M. Hasan, Irina Verenikina

Faculty of Commerce - Papers (Archive)

The psychology of play recognises that there are benefits of incorporating play and games at work. In this paper we report the results of an investigation into the use of gaming to develop the cooperative human aspects of team behaviour in organisations that want to increase their social network-centric capability. We show how online team gaming sessions can enhance people's awareness and mastery of collective processes underlying teamwork and cooperation in the context of the workplace. The conduct of such a session is described and the analysis of both quantitative and qualitative data is presented. Lessons were learnt from use …