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Providing Career Guidance to Adolescents through Digital Games

Ian Dunwell, Petros Lameras, Sara de Freitas, Panos Petridis, Maurice Hendrix, Sylvester Arnab, Kam Star
2014 International Journal of Games Based Learning  
This article explores the role digital games might play in allowing learners to develop these skills as part of a wider careers guidance programme.  ...  Through a case study of the "MeTycoon" serious game, the potential reach of such games is discussed, with 38,097 visits to the game's website, and 408,247 views of embedded educational videos.  ...  translate to future career guidance solutions, or to the wider field of game-based learning.  ... 
doi:10.4018/ijgbl.2014100104 fatcat:7utlmfmjkna4bnycfnz5hczvyu

GRAND.C, beyond the temporality of nodes. Digitally and physically connecting generations through product service system design, a case study

Ivo Dewit, Ella van den Bossche, Lore Veelaert, Lore Zoons
2019 Zenodo  
This paper describes a case study of an early stage product service system (PSS) design.  ...  The context of this case study was to preserve and enrich the connection between grandchildren and grandparents.  ...  The context of this case study was to preserve and enrich the connection between grandchildren and grandparents.  ... 
doi:10.5281/zenodo.2629264 fatcat:pbyz2xefdvd23edrq726oo27gq

The Role of Gaming Platforms in Young Males' Trajectories of Technical Expertise

Joe Baxter-Webb
2016 Transactions of the Digital Games Research Association  
Studies of gender in videogame culture have often suggested that games provide a source of informal learning about technology, and that the perceived masculinity of the medium means that this benefit goes  ...  This paper presents a case-study based on interviews with male students (n = 18) studying ICT (Information and Communications Technology) in the UK, and illustrates the complexity of relationships between  ...  does and does not provide a tangiable bridge into careers.  ... 
doi:10.26503/todigra.v2i3.54 fatcat:6jvbhqm6zrhqhp7f5o2etdtrea

Informal learning among teenagers through video games: a qualitative analysis of experiences, game modes and didactic benefits

Milan Matijević, Tomislav Topolovčan
2019 Revija za Elementarno Izobraževanje  
In that respect, it is possible to conclude that gaming may help in the development of certain abilities important for informal as well as formal learning in today's digital age.  ...  The analysis and interpretation of games and explanations of their pedagogical merit indicate that players recognize their value for informal learning.  ...  Drawing on a qualitative analysis of the case (case study) as a methodological approach, this study found exergames provide challenges for girls and bring them closer to the real world and physical activity  ... 
doi:10.18690/rei.12.1.1-26.2019 fatcat:d7on2jg5x5gwnnrheevtiiurpi

Terminology Management for Social Media Communication During Covid 19 Pandemic: A Case Study with a Portuguese Higher Education Institution

Susana Pinto, Célia Tavares, Manuel Silva
2022 Proceedings of the European Conference on Social Media  
This study will also consider the role of terminology and positive language to obtain a successful communication strategy for social media.  ...  Considering the constraints resulting from the COVID-19 pandemic, HEIs had to change their strategies and, in a short period, create digital communication mechanisms to facilitate new students' access  ...  various joint activities online (organization and participation in digital events through Zoom or Microsoft Teams and promoting online vocational guidance fairs, also through Zoom).  ... 
doi:10.34190/ecsm.9.1.147 fatcat:z77ojmymq5hiteb5tdvsjka6gm

Using Simulation and Critical Thinking in Speech-Language Pathology: A University Case Study

Carol M. Ellis Ph.D.
2017 Journal of human services: training, research, and practice  
Educators may benefit from the following suggestions in regards to the use of critical thinking skills within a clinical simulation experience.  ...  Virtual learning is now a common occurrence. Along with this change, more and more virtual learning tools are being used in the educational setting.  ...  The instructor provided general feedback guidance regarding the case simulation as students discussed their thoughts and made clinical decisions.  ... 
doaj:f064888321c8458e956b47c9120e59fa fatcat:wxtxxvjwqff3xiawp6mbhrwuhm

Game jams in general formal education

Riikka Aurava, Mikko Meriläinen, Ville Kankainen, Jaakko Stenros
2021 International Journal of Child-Computer Interaction  
Rooted in extensive field workparticipating, organising, studying and discussing game jams -and multiple methods, we have explored different digital and non-digital jamming formats to apply in educational  ...  This article summarises three years of studying game jams.  ...  Acknowledgements We would especially like to thank Annakaisa Kultima, a pioneer of game jam research, whose help and guidance particularly in the beginning of the research project has been invaluable.  ... 
doi:10.1016/j.ijcci.2021.100274 fatcat:t3osbd64lzhzdftq7uvjenwt4i

A Guideline for Game Development-Based Learning: A Literature Review

Bian Wu, Alf Inge Wang
2012 International Journal of Computer Games Technology  
The empirical evidence of current findings gives a positive overall picture and can provide a useful reference to educators, practitioners, and researchers in the area of game-based learning.  ...  This study aims at reviewing the published scientific literature on the topics of a game development-based learning (GDBL) method using game development frameworks (GDFs) with the perspective of (a) summarizing  ...  The inclusion criteria were further limited to the scope: a case study or several case studies in the article to describe GDBL.  ... 
doi:10.1155/2012/103710 fatcat:hym7jrieszgm3f6wg2mzcrbnlm

Game-Based Learning in the Dialogical Classroom [chapter]

Filipa de Sousa
2018 Games and Education  
Acknowledgments Since 1996, I have engaged in studying, coordinating, developing and implementing global education projects during my career as a psychologist.  ...  I have also developed a keen interest in education through dialogue from my involvement in projects such as "Philosophy for Children" and "First Look," which considered the use of dialogue to approach  ...  However, if the Portuguese case does not appear to be a negative case, it at least appears to provide contrast.  ... 
doi:10.1163/9789004388826_004 fatcat:mkoikrpuerek3eywxzin7gdsjq

Influence of online computer games on the academic achievement of nontraditional undergraduate students

Patrick E. Turner, Elizabeth Johnston, Mansureh Kebritchi, Sally Evans, David A. Heflich, Shuyan Wang
2018 Cogent Education  
Technological advances have provided educational institutions the capability to explore various online teaching strategies such as digital games in the classroom.  ...  This scoping literature review explores how digital games can be used in the educational environment to support the learning of nontraditional students.  ...  In many cases, the games are related to real life experiences or careers skills found in the work environment.  ... 
doi:10.1080/2331186x.2018.1437671 fatcat:7zexhwymozdgfltuxq6o4bczbu

Impact of Multiplayer Online Role-Playing Games upon the Psychosocial Well-Being of Adolescents and Young Adults: Reviewing the Evidence

Jonathan Scott, Alison P. Porter-Armstrong
2013 Psychiatry Journal  
Initial searches were conducted on nine databases spanning the years 2002 to 2012 using key words, such as online gaming, internet gaming, psychosocial, and well-being, which, in addition to hand searching  ...  All six studies strongly associated MMORPG playing with helpful and harmful impact to the psychosocial well-being of the populations under study; however due to the methodologies employed, only tentative  ...  An online game is a digital game that utilises a live network connection in order to be played and is usually done through a games console, a portable gaming device, or a personal computer [13] .  ... 
doi:10.1155/2013/464685 pmid:24236279 pmcid:PMC3820076 fatcat:cq5eplzld5dfhhu4comdoao3ge

Facilitating Diversity-Centred Adult Computing Education

Danielle Johnstone, Caroline Pelletier
2018 Transactions of the Digital Games Research Association  
This article draws from a dissertation composed of ethnographical study on the work of codebar London, a chapter of an organisation working to diversify the tech work force by offering free programming  ...  workshops to under-represented people.  ...  the website, to providing guidance and finance for new and smaller chapters, to writing manuals for coaches, students and sponsors.  ... 
doi:10.26503/todigra.v4i1.83 fatcat:7ia2kvi3rbg3rjmthlcphg5bny

Towards a Culturally Inclusive, Integrated, and Transdisciplinary Media Education Curriculum— A Case Study of an International MA Program at the University of Lapland

Päivi M. Rasi, Heli Ruokamo, Mari Maasilta
2017 Journal of Media Literacy Education  
Nevertheless, it was established that several steps are needed to move toward a more inter-and even transdisciplinary media education higher education curriculum.  ...  The study concludes that the planned curriculum now includes new content that better supports cultural inclusion.  ...  The ecology of games: Connecting youth, games, and learning. The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning. Cambridge, MA: The MIT Press.  ... 
doi:10.23860/jmle-2017-9-1-3 fatcat:w5vs7ustfzgu7n5db32ghgmfim

The role of psychology in understanding the impact of computer games

Elizabeth Boyle, Thomas M. Connolly, Thomas Hainey
2011 Entertainment Computing  
Over the last 40 years, computer games have become an extremely popular leisure activity and more recently there has also been interest in the potential of serious games to help in learning, skill acquisition  ...  , the appeal of games and the potential of games in supporting learning and behaviour change.  ...  As the computer games generation has grown up, adults as well as children and adolescents spend substantial amounts of time playing digital games.  ... 
doi:10.1016/j.entcom.2010.12.002 fatcat:xw757sbhirdtvn6xdbgi4d52eu

Efficacy of Behaviour Modification Therapy on the Internet Gaming Disorder of the Selected Filipino High School Students

Almina P. Ramos, Claudette A. Agnes
2020 IAFOR Journal of Psychology & the Behavioral Sciences  
The excessive use of Internet in online gaming afflicted several adolescent students in such a way that they found it hard to control their gaming behaviour anymore.  ...  This study aimed to devise a Behaviour Modification Therapy (BMT) program that will reduce the frequency, intensity, and duration of their online gaming.  ...  The Filipino youth needed assistance to help them change their excessive online gaming which was provided for them through the BMT program.  ... 
doi:10.22492/ijpbs.6.1.06 fatcat:cwc7r7s5wvhwfabdt75hodrwey
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