62,692 research outputs found

    Are Early Investments In Computer Skills Rewarded In The Labor Market?

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    The paper assesses the relationship between investments in computer skills by adolescents and earnings at age 26. The heaviest investors earned 9 to 16 percent more than otherwise equivalent NELS-88 classmates. The payoff to early computer skills was substantial in jobs involving intense and complex uses of computers; negligible when computers were not used at work. It was non-gaming use of computers outside of school that enhanced future earnings, not playing video/computer games—which lowered earnings. Children in low SES families invested less in computer skills and thus benefited less from the job opportunities generated by the digital revolution

    Who I Am: The Meaning of Early Adolescents’ Most Valued Activities and Relationships, and Implications for Self-Concept Research

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    Self-concept research in early adolescence typically measures young people’s self-perceptions of competence in specific, adult-defined domains. However, studies have rarely explored young people’s own views of valued self-concept factors and their meanings. For two major self domains, the active and the social self, this mixed-methods study identified factors valued most by 526 young people from socioeconomically diverse backgrounds in Ireland (10-12 years), and explored the meanings associated with these in a stratified subsample (n = 99). Findings indicate that self-concept scales for early adolescence omit active and social self factors and meanings valued by young people, raising questions about content validity of scales in these domains. Findings also suggest scales may under-represent girls’ active and social selves; focus too much on some school-based competencies; and, in omitting intrinsically salient self domains and meanings, may focus more on contingent (extrinsic) rather than true (intrinsic) self-esteem

    Games for Communication Final Report. Working Papers of the Communities & Culture Network+ No. 6

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    Cheshire Children's Fund learning mentor service: An evaluation

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    This report describes a learning mentor service based in a number of Chester primary schools and assesses whether the service is benefiting users, meeting Children's Fund objectives, and how the service is performing.Commissioned and funded by Cheshire Children's Fund

    ‘My favourite things to do’ and ‘my favourite people’: Exploring salient aspects of children’s self-concept

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    This study explores the potential of the ‘draw-and-write’ method for inviting children to communicate salient aspects of their self-concept. Irish primary school children aged 10–13 years drew and wrote about their favourite people and things to do (social and active self). Children drew and described many salient activities (39 in total) and people – including pets. Results suggest that widely used, adult-constructed self-esteem scales for children, while multidimensional, are limited, and that ‘draw-and-write’ is an effective multimodal method with which children can express their social and active self-concepts

    Self-Expressive Creativity in the Adolescent Digital Domain: Personality, Self-Esteem, and Emotions

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    Background: Although self-expressive creativity is related to cyberbullying, it can also reinforce strengths that contribute to positive adolescent development. Our study concentrated on the relationships between personality traits and self-expressive creativity in the digital domain in an adolescent population. For this, we analyzed the effect of self-esteem and emotional intelligence as assets for positive development related to personality traits and self-expressive creativity. Methods: The study population included a total of 742 adolescents that were high-school students in the province of Almería, Spain. The following instruments were used: Big Five Inventory (BFI) to evaluate the five broad personality factors, Rosenberg Self-Esteem Scale (RSE), Expression, Management, and Emotion Recognition Evaluation Scale (TMMS-24), and the Creative Behavior Questionnaire: Digital (CBQD). Results: The cluster analysis revealed the existence of two profiles of adolescents based on their personality traits. The analysis showed that the group with the highest levels of extraversion and openness to experience and lowest levels of neuroticism were those who showed the highest scores in self-esteem, clarity, and emotional repair, as well as in self-expressive creativity. Higher scores in neuroticism and lower scores in extraversion and openness to experience showed a direct negative effect on self-expressive creativity and indirect effect through self-esteem and emotional attention, which acted as mediators in series. Conclusions: To counteract certain characteristics that increase adolescents’ vulnerability to social network bullying, a plan must be developed for adequate positive use of the Internet from a creative model that enables digital self-expression for acquiring identity and self-efficacy through the positive influence of peers, which promotes feelings of empowerment and self-affirmation through constructive tasks that reinforce self-esteem and emotional intelligence

    Consumerism and well-being in early adolescence

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    It has been suggested that consumerism is negatively related to well-being in children and adolescents, as well as adults. Few studies have explored whether certain aspects of consumerism have stronger associations with well-being than others, or between-group differences in associations. This article uses data from a sample of early adolescents to examine: levels of consumerism; relationships between different aspects of consumerism and well-being; and differences according to gender, school year group and family affluence. Data were obtained in 2010 via secondary school pupil surveys (N=2934). Consumerism measures comprised number of ‘standard’ and ‘premium’ possessions and four dimensions of consumer involvement; well-being measures comprised self-esteem, psychological distress and anger. There was evidence of high penetration of consumerist values. There were positive associations between number of possessions and anger, and between ‘dissatisfaction’ and poorer well-being, regardless of how measured. ‘Brand awareness’ was associated with positive male well-being, but negative female well-being. Many relationships between consumerism and well-being were stronger than those between family affluence and well-being. These results suggest only certain aspects of consumerism are associated with poorer adolescent well-being. Although, for some sub-groups, other aspects might be associated with better well-being, there was no evidence that modern consumer goods promote happiness

    Using Video Games to Develop Communication Skills in Higher Education

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    Employers are increasingly concerned that university graduates possess the transferable skills – sometimes termed ‘graduate attributes’ (Barrie, 2006) – necessary to succeed in the workplace. Prominent among these skills are those which relate to communication; however, not all higher education courses are designed explicitly to teach or develop such skills. Many commercial video games, on the other hand, require players to communicate in order to succeed, particularly in an era of increasingly ubiquitous online multiplayer games. The pilot project described here sought to explore the use of commercial video games to teach communication skills in a formal higher education environment. The work could inform the development of self-directed game-based activities that students may undertake without intervention from already over-committed (and costly) academic staff. As such, the study aimed to begin to address the problem of how desirable ‘soft skills’ such as communication competence may be developed in higher education. The pilot was conducted over eight weeks, with a small group of undergraduate student volunteers asked to complete psychometric tests relating to communication skill in weeks one and eight. In the intervening period, students were asked to play selected commercial video games, for two hours per week. Each week, students were given loosely-defined tasks to carry out using the specified game. Games that rely upon some form of communication were selected with input from a panel of academic and industry experts and included Minecraft, Gone Home, Portal 2 and Never Alone. In Minecraft, for example, pairs of participants were asked to perform a number of loosely-defined collaborative tasks, such as building a home for both players. Portal 2, on the other hand, required participants to work together in order to solve a series of puzzles. All such in-game activities were thought to require some form of communication. Lab activities closed with a short group discussion, and participants were encouraged to blog about their experiences. It is possible that group discussions also had an effect on participants’ communication competence, and such discussions may form part of any future interventions. Few participants opted to blog about the project, so the impact of this activity on the communication skill measured here is considered to be slight. The Self-Perceived Communication Competence Scale (McCroskey & McCroskey, 1988) and the Communicative Adaptability Scale (Duran, 1992) were used to measure self-reported communication skill before and after volunteers had played the selected games. In addition, the Rosenberg Self Esteem Scale (Rosenberg, 1979), General Self-Efficacy Scale (Schwarzer & Jerusalem, 1995) and Big Five Inventory (John et al., 2008) were administered to gather data potentially related to communication skill. For each measure, the change in the associated test score was recorded, for each participant, over the course of the eight-week study. Mean values of both communication measures were observed to increase between testing sessions. 95% confidence intervals for change in mean communication scores did not cross zero, suggesting this was not a chance occurrence. While the lack of a control group means it is difficult to prove that the games played were the cause of gains in communication skill, this finding is consistent with such a hypothesis, and motivates a further, hypothesis-testing, controlled study. In addition to the calculated confidence intervals, the correlation coefficients between each measure were calculated using Pearson's r. Correlation between the two communication measures was moderately strong (r = 0.76), which, as they are intended to measure aspects of the same attribute, indicates good validity. The pilot proved instructive and highlighted a number of challenges and concerns that must be addressed in any subsequent study. In the absence of a control group, it is unclear how much of the effect is a result of the intervention. However, the pilot did provide some indication of the measures that should be employed in a subsequent study. A more robust approach to student recruitment must be taken if any study that builds on this work is to attract and maintain a large cohort of volunteers, and meaningful statistical analyses are to be performed on the data. Logistical concerns must also be addressed: a greater number of participants would place greater demands on limited hardware and software available for gaming sessions. Technical issues encountered during the pilot were infrequent and relatively slight. Researchers were familiar with the chosen platforms (PC and PlayStation 3) and most of the games. Where there were unknown factors, such as the restrictions imposed by the university’s IT infrastructure, extensive testing of configurations was undertaken in advance. Other issues related primarily to participants’ attitudes towards the selected games. For example, a small proportion of our volunteers were somewhat dismissive of Gone Home, as the experience did not align with their own personal definition of what constitutes a video game. While these players rushed to complete the game without pause for reflection, the majority of players did, however, appear to become engrossed in the game’s elusive narrative. This situation is illustrative of one of the problems that can arise when using a prescribed game within a formal learning environment: not every game is to every player’s taste. Squire, for example, has documented similar problems (2011, p.117), where some proportion of the class in question isn’t interested in playing video games, or fails to see the educational value in doing so. The limited data described here, however, do appear to warrant further investigation. These data, coupled with informal feedback from student participants, suggest that commercial video games may have a role to play in developing communication skills in our graduates. Based on a small sample size, the pilot’s highly promising results have motivated a further, hypothesis-testing, controlled study which is currently underway

    The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents

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    Aims. The current study explored the nature of problematic (addictive) video gaming and the association with game type, psychosocial health, and substance use. Methods. Data were collected using a paper and pencil survey in the classroom setting. Three samples were aggregated to achieve a total sample of 8478 unique adolescents. Scales included measures of game use, game type, the Video game Addiction Test (VAT), depressive mood, negative self-esteem, loneliness, social anxiety, education performance, and use of cannabis, alcohol and nicotine (smoking). Results. Findings confirmed problematic gaming is most common amongst adolescent gamers who play multiplayer online games. Boys (60%) were more likely to play online games than girls (14%) and problematic gamers were more likely to be boys (5%) than girls (1%). High problematic gamers showed higher scores on depressive mood, loneliness, social anxiety, negative self-esteem, and self-reported lower school performance. Nicotine, alcohol, and cannabis using boys were almost twice more likely to report high PVG than non-users. Conclusions. It appears that online gaming in general is not necessarily associated with problems. However, problematic gamers do seem to play online games more often, and a small subgroup of gamers – specifically boys – showed lower psychosocial functioning and lower grades. Moreover, associations with alcohol, nicotine, and cannabis use are found. It would appear that problematic gaming is an undesirable problem for a small subgroup of gamers. The findings encourage further exploration of the role of psychoactive substance use in problematic gaming
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