11 research outputs found

    Level up learning: a national survey on teaching with digital games

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    Digital games have the potential to transform K-12 education as we know it. But what has been the real experience among teachers who use games in the classroom? In 2013, the Games and Learning Publishing Council conducted a national survey among nearly 700 K-8 teachers. The report reveals key findings from the survey, and looks at how often and why teachers use games in the classroom, as well as issues they encounter in their efforts to implement digital games into their practice

    Mothers\u27 Cognitions and Structural Life Circumstances as Predictors of Infants\u27 and Toddlers\u27 Television and Video

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    Recently, the American Academy of Pediatrics reaffirmed their official policy discouraging screen media use with children under two (AAP, 2011). Their statement counters the normative use of TV/ video products with infants and toddlers, as parent surveys indicate the majority of these children watch TV/videos regularly. This dissertation research was designed with the underlying premise that the majority of existing research links heavy infant/toddler television and video exposure to disadvantageous health and developmental outcomes and many clinicians and child advocates seek to reduce that exposure. As little is known about the factors associated with more or less screen media use with infants and toddlers, this study examines in-depth the maternal cognitive and structural life circumstance factors predictive of TV/video exposure rates among very young children. Guided by the Integrative Model of Behavioral Prediction (Fishbein & Ajzen, 2010), this survey study examines the relationships between children\u27s estimated rates of foreground and background TV/video exposure and their mothers\u27 demographics (e.g., race/ethnicity), structural life circumstances (e.g., number of children in the home; employment), and cognitions (e.g., attitudes; norms). Thus, this study essentially tests two competing explanations for infants\u27 and toddlers\u27 TV/video exposure: (1) that mothers base their children\u27s TV/video exposure on their own psycho-social cognitions about that exposure; and (2) that mothers are more or less apt to allow their child to be exposed to TV/video based on unalterable realities of their lives, regardless of TV/video-related cognitions. The results suggest that mothers\u27 structural circumstances and cognitions (i.e., attitudes, normative pressure, and perceived behavioral control) respectively contribute independent explanatory power to the prediction of children\u27s background and foreground TV/video exposure, though demographic factors explain very little variance in each case. Mothers\u27 attitudes as well as their own TV/video viewing behavior were particularly strong predictors of each type of child media exposure. With regards to foreground TV/video exposure, mothers\u27 regulatory focus orientation and beliefs about early childhood brain development moderated relationships between discrete beliefs regarding infant/toddler TV/video exposure and broader integrative model constructs in notable ways. Implications of these findings for behavioral prediction theory and for future campaigns to reduce infant/toddler TV/video exposure are discussed

    A Critical Examination of Feedback in Early Reading Games

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    Learning games now play a role in both formal and informal learning, including foundational skills such as literacy. While feedback is recognised as a key pedagogical dimension of these games, particularly in early learning, there has been no research on how commercial games available to schools and parents reify learning theory into feedback. Using a systematic content analysis, we examine how evidence-based feedback principles manifest in five widely-used learning games designed to foster young children's reading skills. Our findings highlight strengths in how games deliver feedback when players succeed. Many of the games, however, were inconsistent and not proactive when providing error feedback, often promoting trial and error strategies. Furthermore, there was a lack of support for learning the game mechanics and a preference for task-oriented rewards less deeply embedded in the gameplay. Our research provides a design and research agenda for the inclusion of feedback in early learning games

    "From the moment i wake up i will use it?every day, very hour": A qualitative study on the patterns of adolescents' mobile touch screen device use from adolescent and parent perspectives

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    Background: The use of mobile touch screen devices, e.g. smartphones and tablet computers, has become increasingly prevalent among adolescents. However, little is known about how adolescents use these devices and potential influences on their use. Hence, this qualitative study explored adolescents' perceptions on their patterns of use and factors influencing use, and perceptions and concerns from parents. Methods: Semi-structured interviews were conducted with adolescents (n = 36; 11 to 18 years) and their parents/caregivers (n = 28) in Singapore recruited to represent males and females across a range of ages from different socioeconomic groups. Prompts covered weekday and weekend use patterns, types of activities, perspectives on amount of use, parental control measures and concerns. Interviews were recorded and transcribed. Transcripts were coded and thematic analysis was carried out. Results: Smartphone was the most common mobile device owned and used by many of the adolescents, while only some used a tablet. Many adolescents and their parents felt that adolescents' MTSD use was high, frequent and ubiquitous, with frequent checking of device and multitasking during use. Reported influences of use included functional, personal and external influences. Some of the influences were irresistibility of mobile devices, lack of self-control, entertainment or relaxation value, and high use by peers, family and for schoolwork that contributed to high use, or school/parental control measures and lack of internet availability that limited use. Most adolescents were generally unconcerned about their use and perceived their usage as appropriate, while most parents expressed several concerns about their adolescents' use and perceived their usage as excessive. Conclusions: This study has provided rich insights into the patterns and influences of contemporary mobile device use by adolescents. Mobile device use has become an integral part of adolescents' daily routines, and was affected by several functional, personal and external influences which either facilitated or limited their use. There also seemed to be a strong inclination for adolescents to frequently check and use their mobile devices. There is an urgent need to understand the implications of these common adolescent behaviours to inform advice for wise mobile device use by adolescents
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