...ADULT LEARNING CONCEPTS Brittney Wallop INFT 101-70B LUO February 21, 2013 Summary In today’s world many people believe that adult learning is one of the most debated topics. In this report there will be three centuries of research on adult learning theories. There will also be information about how we as human beings can use games as a means of learning. Some researchers will even argue about how adult learning is a multidimensional phenomenon. Adult learning in many ways will keep several researchers motivated in their studies due to the fact that there are many ways adult learning can be viewed, studied, or compared. The adult learning theory has been researched several times by different researchers to find out what it means. The more we learn about adults and how they perceive information the better it is to create different activities. Throughout the adult learning theory there have been three changes from volume to volume but one thing that has remained constant is the transformational learning (TL). In the first chapters of adult learning theory transformational learning was more or less describing theory, but in the twenty- first century it is based on research. Researchers from the twentieth century believe that adult learning theory was surrounded around individual learner, how that learner processes information, and how learning allows the person to be more empowered and self-sufficient. In the present day “adult learning was understood as cognitive process...
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...Literature Review in Games and Learning John Kirriemuir, Ceangal Angela McFarlane, Graduate School of Education, University of Bristol FOREWORD Computer games are today an important part of most children’s leisure lives and increasingly an important part of our culture as a whole. We often, as adults, watch in amazement as children dedicate hours to acting as football coaches, designers of empires, controllers of robots, wizards and emperors. In the past, computer games have been dismissed as a distraction from more ‘worthy’ activities, such as homework or playing outside. Today, however, researchers, teachers and designers of learning resources are beginning to ask how this powerful new medium might be used to support children’s learning. Rather than shutting the door of the school against the computer game, there is now increasing interest in asking whether computer games might be offering a powerful new resource to support learning in the information age. This review is intended as a timely introduction to current thinking about the role of computer games in supporting children’s learning inside and out of school. It highlights the key areas of research in the field, in particular the increasing interest in pleasurable learning, learning through doing and learning through collaboration, that games seem to offer. At the same time, the review takes a measured tone in acknowledging...
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...mean that we could have a clear idea of the effect of the games themselves rather than merely the break. Foreign Literature A paper made by Thomas M. Connollya, Elizabeth A. Boylea, Ewan MacArthura, Thomas Haineya, James M. Boyleb from University of the West of Scotland, High St., Paisley PA1 2BE, Scotland, United Kingdom and University of Strathclyde, Glasgow, Scotland, United Kingdom with a title of “A systematic literature review of empirical evidence on computer games and serious games” examines the literature on computer games and serious games in regard to the potential positive impacts of gaming on users aged 14 years or above, especially with respect to learning, skill enhancement and engagement. Search terms identified 129 papers reporting empirical evidence about the impacts and outcomes of computer games and serious games with respect to learning and engagement and a multidimensional approach to categorizing games was developed. The findings revealed that playing computer games is linked to a range of perceptual, cognitive, behavioural, affective and motivational impacts and outcomes. The most frequently occurring outcomes and impacts were knowledge acquisition/content understanding and affective and motivational outcomes. The range of indicators and measures used in the included papers are discussed, together with methodological limitations and recommendations for further work in this...
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...A Literature Review of Gaming in Education Research Report Katie Larsen McClarty Aline Orr Peter M. Frey Robert P. Dolan Victoria Vassileva Aaron McVay June 2012 GAMING IN EDUCATION 1 About Pearson Pearson, the global leader in education and education technology, provides innovative print and digital education materials for preK through college, student information systems and learning management systems, teacher licensure testing, teacher professional development, career certification programs, and testing and assessment products that set the standard for the industry. Pearson’s other primary businesses include the Financial Times Group and the Penguin Group. For more information about the Assessment & Information group of Pearson, visit http://www.pearsonassessments.com/. About Pearson’s Research Reports Pearson’s research report series provides preliminary dissemination of reports and articles prepared by TMRS staff, usually prior to formal publication. Pearson’s publications in .pdf format may be obtained at: http://www.pearsonassessments.com/research. GAMING IN EDUCATION Abstract 2 The use of simulations and digital games in learning and assessment is expected to increase over the next several years. Although there is much theoretical support for the benefits of digital games in learning and education, there is mixed empirical support. This research report provides an overview of the theoretical and empirical evidence behind five key claims about...
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...Pamantasan ng Lungsod ng Maynila (University of the City Manila) College of Liberal Arts ________________________________ _________________________________ “Study on How Video Games Enhance the Mental Skills of a high school student” In partial fulfillment in English Proficiency Instruction II Submitted to: Prof. Maria Antonette Lofamia Submitted by: Gregorio, Fernan Joseph Panerio, Jose Mariel Date submitted: March 16, 2015 Chapter I Introduction For years video games have been criticized for making people more antisocial, overweight or depressed . But now researchers are finding that games can actually change us for the better and improve both our body and mind. Games can help to develop physical skills. Pre-school children who played interactive games such as the ones available on Wii have been shown to have improved motor skills, for example they can kick, catch and throw a ball better that children who don’t play video games. A study of surgeons who do microsurgery in Boston found that those who played video games were twenty-seven percent faster and made thirty-seven percent fewer errors than those who didn’t. Vision is also improved, particularly telling the difference between shades of grey. This is useful for driving at night, piloting a plane or reading x-rays. Games also benefit a variety of brain functions, including decision-making. People who play action-based games...
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...Research on Educational Impact of Games A Literature Review Institute for Games for Learning NYU Education/Assessment Group CUNY Education/Assessment Group White Paper # 02/2009 Version 0.1 June 25, 2009 Florrie Ng Helen Zeng Jan L. Plass Gaming Literature Coding In response to researchers’ calls for more systematic investigations of the use of games for learning, we conducted an extensive literature review on this topic. By surveying prior research, we examined the themes that emerged, the methodology employed, and the findings yielded, the ultimate goal being to identify knowledge gaps in the literature. To this end, we reviewed the relevant research conducted in the last 15 years by following the procedures outlined below. (a) Using the widely used social science database PsycINFO, we searched for articles which focused on both games and learning. The keywords chosen were “gam*” and either “learn*”, “teach*”, or “educat*” (the wildcard * can stand for any of a defined subset of all possible characters; for example “gam*” includes “game,” “games,” “gaming,” etc.). This generated about 4000 peer-reviewed articles from the earliest date (i.e., before 1960) to the end of 2008. (b) Given that studies conducted a decade ago tended to be less rigorous methodologically or yield obsolete results, we decided to focus our attention on more recent research. Once we narrowed down the time period to the years of 1995 to 2008, about 2400 peer-reviewed articles were left in the...
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...adolescents’ lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of “gaming” has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions...
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...------------------------------------------------- ------------------------------------------------- Introduction ------------------------------------------------- The video game industry is powerful and incredibly profitable. Its $18 billion in annual sales, large workforce, and even larger consumer base makes it a lobby one would not want to attempt to regulate unduly. Yet, violence in America, especially among young people, is a known problem. Some research indicates that video games are a part of that problem. Indeed, playing video games may be linked to antisocial behavior and permissiveness about violent behavior. For this paper I highlight the importance of that issue - that violence and video gaming may be linked, and censoring gaming to reduce that link is politically problematic - but turn to a lesser know issue. Educational gaming, a form of gaming assumed to be without controversial content, can also be the subject of public censorship. ------------------------------------------------- Video Game Industry ------------------------------------------------- With over $18 billion in total sales and a workforce of more than 213,000 the video game industry has grown from a somewhat small portion of American entertainment to an industry that influences the leisure and livelihood of many people (O’Holleran, 2010). There is power in having that standing, an any attempt to curtail that power would likely encounter a great deal of resistance. That means censorship of the video game industry would pit the real and...
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...Brain Sci. 2012, 2, 347-374; doi:10.3390/brainsci2030347 OPEN ACCESS brain sciences ISSN 2076-3425 www.mdpi.com/journal/brainsci/ Review Internet and Gaming Addiction: A Systematic Literature Review of Neuroimaging Studies Daria J. Kuss * and Mark D. Griffiths International Gaming Research Unit, Nottingham Trent University, Nottingham NG1 4BU, UK; E-Mail: mark.griffiths@ntu.ac.uk * Author to whom correspondence should be addressed; E-Mail: daria.kuss@ntu.ac.uk; Tel.: +44-789-111-94-90. Received: 28 June 2012; in revised form: 24 August 2012 / Accepted: 28 August 2012 / Published: 5 September 2012 Abstract: In the past decade, research has accumulated suggesting that excessive Internet use can lead to the development of a behavioral addiction. Internet addiction has been considered as a serious threat to mental health and the excessive use of the Internet has been linked to a variety of negative psychosocial consequences. The aim of this review is to identify all empirical studies to date that used neuroimaging techniques to shed light upon the emerging mental health problem of Internet and gaming addiction from a neuroscientific perspective. Neuroimaging studies offer an advantage over traditional survey and behavioral research because with this method, it is possible to distinguish particular brain areas that are involved in the development and maintenance of addiction. A systematic literature search was conducted, identifying 18 studies. These studies...
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...to Waldbridge, "Responsible gaming is an attitude we need if we are engage into Computer Game. Developing this attitude is not a personal choice alone, it requires the participation of society (parents, school, and game developer and government)." As a computer game user, player and fan, it has led me to study the effects of playing computer games such as DOTA, KHAN, and other highly innovative and competitively graphical games. The purpose of the study was to establish an understanding of to what extent is the effect of playing online games, network games and other types to the studies of the students in the university where I graduated. While it was difficult to set a parameter of classifying games according to types and quality since I and my friend believed that the characteristics of the games have something to do with the addiction of students to playing, we thought that it would be safe to just assume games as if have the same characteristics even though these games are under of different types and of the different level of complex graphical presentation, level of real-time experiences, the plot of story it is trying to project and a lot more qualities. Thus, if we quantify the effects then assumption holds that each game that we have studied has a relatively the same impact to students considering its character/quality. However, the extent of its impact is relatively different when we talk about the degree of variation to students experiences towards gaming. This shows therefore...
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...construction of a framework, based on an extensive literature review. Phase two consisted of identifying variables computable from log file data, associate with the framework and compatible with previous empirical research. For this purpose, an empirical study was designed and a specific learning environment focusing on vocabulary for adults was chosen. Log files of a large population (N=2,162) were collected and variables were identified using Learnograms, a visual representation of learning variables over time. This phase resulted in seven explicitly defined variables, along with a mechanism to calculate them from the raw log files. The third phase included preprocessing of the dataset (reducing it to 674 cases) and application of hierarchical clustering of the variables. This phase resulted in three clusters interpreted to fit the three dimensions of motivation defined in the framework. A discussion of this study and further research is provided. 1 Introduction Assessment of learners' motivation in online environments has been a challenge for both researchers and instructors, and the reason for it is twofold: motivation is an important factor affecting the learning process and explaining individual differences, however it is a factor difficult to evaluate without direct contact with the learner. This gap may be bridged with log file analysis, which makes it possible to learn about the online learner by means of automatically and continuously...
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...Are Video Games Educational? (based on 27 ratings) By Jayel Gibson Video games. While they may seem like the bane of every parent's existence, they don't have to be—many of them offer unique learning features. And with increased requirements in schools placing unprecedented demands on children and parents, it may be time to start thinking about video games as teaching tools. The learning component of gaming can be optimized with parent involvement. That means understanding what makes a game both fun and educational. What makes a game fun? * Challenge and strategy – this is the core of the game. It includes the objective, the play and the scoring. The game should provide a challenge for its players and allow them to use different strategies to gain a level or win. This is what determines the age group or skill level. * Element of surprise – this is the variation of the game. The element of surprise must be built into the game to provide laughter, excitement, regret or risk. * Replay ability – this is the ability to play the game over and over with different outcomes each time. This is measured by the ‘boring’ factor. If the child gets bored fast, the game lacks replay ability. What makes a game educational? * New information – this is the educational information provided. It may be text or graphics, and is normally unknown by the age group or skill level for which the game is made. * Memorization – this is the part of the game that rewards good memory...
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...significant source for young generation such as children, teenagers and young adults in entertainment industry. Nowadays, computer games are played on not only PC’s but also on different gaming platforms like Xbox, Nintendo Wii and on mobile devices such as hand phones and PDA’s. This makes computer games much wider and popular. (Mitchell & Savill-Smith, 2009) Playing is one of characteristics of human. People learn serious information during playing computer games while feeling pleasure. Computer and video games become one the most popular activity for leisure times of young people in both western and Asian societies. (Vorderer, 2010) Positive and negative effects of computer games are discussed heavily especially on teenagers. Negative effects include headaches, eye problems, chest pain, and fatigue. Also game play causes sleep deprivation associated with eyes and 4 muscle problems. Playing computer games also create damage to social life by causing decrease on socialness and less positive behavior towards society. (Griffiths, 2010) Beside of negative effects, computer games also have serious benefits for players. There are many researches made for using computer games as an instrument in education and positive effects on skills like reading and mathematical thinking are discovered. Also participating computer games create a new community among players of these games and this causes learning and information sharing between these players. (Jenkins, 2011) Types...
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...can find an internet cafe within walking distance, and if you enter that internet cafe, there are bound to be teenagers there playing DotA or Counter-Strike or some other game. This isn’t a bad thing because it develops friendship, teamwork and the ability to socialize. According to Jason B. Almonte (June 22, 2011) in his case study entitled “Implementation of a digital game-based learning environment for elementary Education” he stated that, “Video games have gained high popularity nowadays that researchers have taken an interest in its use as an educational medium. Based on previous studies on educational game development, the project has developed video games for mobile handheld devices that cover Grade 6 Philippine Educational System Science curriculum topics. It aims to serve as a supplement to the student to further augment what they have learned inside the classroom and be able to use it in practical applications. It aims to offer aid for topics that are difficult to learn by students or difficult to teach for educators. Moreover, it aims to harvest the student's self-motivation and engagement demonstrated in computer games and channel it to a more productive activity which, in this case, curriculum-based education. The games were developed using an Apple iPod Touch as mobile platform plus a game framework to foster rapid prototyping. Testing was done in two phases. The first was a functionality test on the...
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...of Qualitative Inquiry, October 2010, 1(2) Informal Online Learning Practices: Implications for Distance Education Fawn Winterwood The Ohio State University, USA fwinterwood@ehe.osu.edu Abstract This qualitative ethnographic study examines five American teenagers‟ historical and current digitally-mediated multiliteracy practices within digital popular culture. The participants included three male and two female students of a private high school in the Midwestern United States. The study is framed by the notion that literacy is a socially, culturally, and historically situated discursive construct rather than a purely individualized cognitive endeavor. This social constructivist theory of literacy emphasizes the social conditions necessary to navigate the economic, social, and political worlds of the 21st century. The purpose of the study was to explore the students‟ multiliteracy practices that they enact through their activities within digital popular culture. Data collection methods included synchronous interviews facilitated by video conferencing tools as well as observation of the participants‟ online activities and member checks conducted via email and instant messaging. The analytic strategy employed during this study was informed by Clarke‟s (2005) situational analysis method. The study‟s findings indicate that literacy practices in which the study participants have engaged through informal learning activities within digital youth culture have had a much greater...
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