197,338 research outputs found

    An Intelligent Tutoring System for Health Problems Related To Addiction of Video Game Playing

    Get PDF
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the health problems and how we can solve them, with an easy user interface that way can our children be happy and excited about the information and their health

    ITS for health problems related to addiction of video game playing

    Get PDF
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the health problems and how we can solve them, with an easy user interface that way can our children be happy and excited about the information and their health

    The importance of video game literacy for healthy parenting

    Get PDF
    Many children enjoy playing video games, yet they offer distinct challenges and opportunities arising from their ability to tell stories, invite participation, create imaginary worlds and connect players. Andy Robertson outlines how parents, by taking a more holistic approach, can develop their own video game literacy and guide their children towards a healthy video game experience. Andy is a freelance journalist specialising in video games for families. He writes for national newspapers and broadcasters

    Children playing video games during COVID-19 in Spain

    Get PDF
    As has been verified, those who spend more time playing video games are children and adolescents. The lockdown caused by the COVID-19 pandemic increased the prolonged use of video games in this population. In this context it is possible to observe some risks of this use, one of them the symptoms of gaming disorder (GD). The objective of this study is to analyze video game habits and the possible impacts on children - aged between 7 and 10 years - gaming for more than 4 hours daily during confinement - the lockdown was announced on March 14, 2020 and lasted approximately three months.- in Spain. Likewise, this study examines how families have acted after the detection of possible dependencies. According to the (10) families interviewed, the children have modified their routines, changed their mood, their symbolic games and -some of them- developed a clear dependency on the screen(s). Faced with this reality, the majority of the families created various strategies in order to modify these new habits and reduce the exposition to video games; others they decided to contact professionals to receive some assistance with their children's behavior. The lack of knowledge of families about the use of video games is observed in three specific areas: first, knowing if it is an appropriate game for their child's age; second, set time limits; finally in being able to evaluate the dependency to the game. Based on the results, the study of video games in children requires the development of broader, complex and coherent approaches that focuses on the intra-family experience and parents' skills to be with their children in this context. In addition, approaches that include spaces for the effective education of families about video games, including workshops and tools represent a clear need that could be addressed from schools or related institutions

    Young people’s use of video games as entertainment: Motivations and perceived implications, with a focus on the social aspects of video gaming.

    Get PDF
    Children’s motivation for video gaming (the activity of playing video games), and specifically their social motivation for playing, is a relatively new field of academic academic enquiry. Growing concern over adolescents’ and children’s use of video games, and the time they spend playing, has spawned research on the possibility of video ‘gaming disorder’ (Faust & Prochaska, 2018). ‘Gaming disorder’, which is included with the 11th revision of the ICD (International classification of diseases), is described as impaired control over (video) gaming, increasing priority given to gaming over other activities and continued video gaming despite the occurrence of negative consequences (World Health Organisation, 2018). Consequently, video gaming is an activity of recent interest and through this project I will aim to explore children and young people’s motivations for video gaming, how they are accessing/using video games, along with potential problematic use of video games within a population of young people in the South West of England. In order to understand young people’s experience of playing video games a mixed methods, two phase, research design was used. The first phase of this study employed the use of questionnaires incorporating an adapted version of the Internet Addiction Test (Young, 1998). The participants in Phase 1 were from a mixture of primary and secondary UK schools. These children were in school years 4/5 (8-10 years old) and years 8/9 (12-14 years old). Results from the adapted version of the questionnaire demonstrated that 16.8% of the 214 participants experienced a high level of video game preoccupation, and that male participants and primary school aged participants were more vulnerable to video game preoccupation. The data also revealed that just over a quarter of the participants typically played video games for at least three hours in one sitting, while just under half of the participants played video games at least once a day. Phase 2 of this research involved 27 participants who were involved in Phase 1. These participants took part in semi-structured interviews which were analysed using Braun and Clarke’s model of thematic analysis (2006). The participants’ responses revealed their perceptions on a range of, both positive and negative, impacts video gaming has upon their social interactions, their social opportunities, their learning, their mood and their overall wellbeing. This project adds to the growing body of research regarding young people’s uses and experiences of video gaming, and the social implications for young people who participate in the activity. This thesis concludes with an exploration of the limitations of this research, future directions for study and the implications for educational psychology practice

    The Benefits Of Utilizing Technology In The Physical Education Classroom

    Get PDF
    As a first-year teacher in a school with a high English learner population, I struggled to communicate with my students. As I began creating visuals and short videos for them, I saw both their confidence and their skills improve. This experience led me to my research question: How can technology enhance learning in a physical education classroom? In what ways can it be implemented? Thus, I created a website full of technology tools that will benefit the physical education classroom. During the research process, a lot of valuable information was found about the current trends of technology and how important it is for physical education teachers to implement technology in their classrooms. Video games are one of the top activities students do on their devices (Hurtado, 2021). Students do not have to just sit and be sedentary while they play video games. Rather, they could play an interactive game, where they had to move their own body in order to make the character move. These games, referred to as exergames, change the way video games and virtual games are being played. Physical education teachers should encourage these applications to be put on student devices to inspire more movement throughout the day. Chaput (2014) states that childhood obesity is arguably the greatest health concern our children face today. By introducing our students to these movement games, students are still playing video games while being less sedentary. For the capstone project, a website was created where physical education teachers can access ideas for technology and how to implement them. There will be several categories, such as teacher tools apps, active gaming, assessments, movie creation apps and video assessment apps. Once the user clicks on the category, more information will appear about the benefits of utilizing this technology in the classroom. This capstone project will aid in getting these great resources out to other physical education teachers

    E Is for Everyone: The Case for Inclusive Game Design

    Get PDF
    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and Learning In this chapter I examine the accessibility of today's games, or rather the lack of. Even common medical conditions such as arthritis, repetitive stress injuries, and diminished vision may prevent individuals from playing today's top software titles, not to speak of the barriers that these titles pose to the blind, deaf, and immobile. The clearest and most disheartening manifestation can be found when examining the special-needs sector. There we find children who cannot partake in their most coveted play activities, due to inconsiderate (and therefore inflexible) game design. I chose this sector to both define the problem and explore its solutions. Written from the perspective of a designer, the chapter first describes the lack-of-play and its residual impact as perceived in a school that caters to over 200 children with special needs. In an attempt to create the "ultimate-accessible" game, I demonstrate how games can be designed to be intrinsically accessible while retaining their original playability. Lastly, I show how normalization-of-play may improve upon the social, educational, and therapeutic aspects of the children's daily lives. Tying this fringe-case with the grander ecology of games, I discusses how better accessibility may encourage more people to enjoy games -- be they gamers, students, or patients

    Teens, Video Games, and Civics

    Get PDF
    Analyzes survey findings on trends in teenagers' video gaming, the social context, the role of parents and monitoring, and the link between specific gaming experiences and civic activities. Explores gaming's potential as civic learning opportunities

    The Effects of Video Games on Human Intelligence

    Get PDF
    With the help of rapidly growing electronics industry offering more affordable electronic gaming devices, an increasing number of people have stepped into the realm of video games and as a result, playing video games has become part of life for many to some extent. While the majority of people are embracing the fun and the thrill that video games have brought about, a handful of people are still holding relatively negative opinions on video games, thinking that playing video game is just a waste of time and money. In fact, the truth is quite the opposite. It has proved that video game is actually playing a multifaceted positive role in improving people’s intelligence, or making people smarter on the physiological aspect, the psychological aspect as well as the sociological aspect
    • …
    corecore