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Providing Career Guidance to Adolescents through Digital Games
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
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
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
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
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
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
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
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]
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
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
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
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
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
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
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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