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
Words: 8946 - Pages: 36
videogames can empower students to control their process of learning, situate learners in a thoughtful setting, promote constructive attitude towards the course of learning , promote inquiry-based and integrate multiple topics to confront learners. The emergence of entertainment-based cultural background increased the subject of taking serious action towards the implementation of videogames into classroom. Videogames have the capacity to enrich the learning process and encourage student commitment. This
Words: 1590 - Pages: 7
violence is a growing concern in our society. People often hear teenagers bullying, teenagers involved in violent crimes on the news. According to Youth Risk Behavior Surveillance, about 20% of high school students report being bullied on school property in the U.S. in 2009 (8). One third of students had been in a physical fight in the last twelve months (6). For many teenagers, violence is a way to release anger and express freedom. All parents want their teens away from violent behavior. Before we
Words: 1171 - Pages: 5
Science in Engineering, among others. With this, the Department of Civil Engineering was founded to educate and support the students who wish to focus in the said field of study. TIP Civil Engineering students perform well and demonstrate improvements in their studies. In this regard, TIP is considered as one of the institutes or colleges that produce competitive students. This achievement is due perhaps of the trained and knowledgeable instructors and professors of the said institution.
Words: 1623 - Pages: 7
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
Words: 3724 - Pages: 15
they are facing. The groups of people that are especially susceptible are the elderly, children and teenagers. This is because they might not realise the extent of their dependency on the computer. Effects of Computer Addiction Computer addiction can have a number of negative effects on individuals physically or psychologically. Psychologically, the most critical are social. As the user spend increasing amount of time on the computer, he/she will start to drift apart from friends
Words: 1301 - Pages: 6
utilizing updated technology such as an AS/RS in CanGo’s warehouses. An online customer support and service center will improve customer experiences. A competitive advantage can be expected with state of the art product delivery and improved customer service. Strategically, CanGo needs to expand in order to stay ahead of growing competition. Legacy Consultants recommends purchasing Webjouster as the way to enter into online gaming. CanGo should stay away from offering violent games in order to maintain
Words: 5440 - Pages: 22
sexual/violent content). Video games tend to play with the emotions of people. Governments have the authority to control the content of the video game frames. 1.2.2. Economic The income of the consumers in the video game industry have an effect on their buying behaviour. If people fall under a low-income range, they might not be able to buy a video game because they are relatively expensive. 1.2.3. Social Factors that can influence the video game industry are: income distribution
Words: 1899 - Pages: 8
The negative effects of violent video games on children and teenagers Since the advent of coin operated arcade games, video games have come a long way and spread to the homes of many children and teenagers, in both developed and developing countries (Bryant & Vorderer, 2006). On one hand, the fierce competitions among the gaming giants such as Nintendo, Sony, and Microsoft can be blamed for this phenomenon; while on the other hand, the internet alone is responsible for placing a universe full of
Words: 2425 - Pages: 10
Epidemic Since the 1980’s obesity in America has been on a steady increase and many question the cause. The question among professionals has been what’s the cause, the source of obesity in American? While there has been much discussion about the effects of obesity, the causes of obesity remains the highlight of the issue. To truly understand obesity we must first discuss the causes, rather its lack of job, changing social habits, or the easy access of fast foods. With the introduction of robotics
Words: 865 - Pages: 4