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Wyszukujesz frazę "VIDEO GAMES" wg kryterium: Temat


Wyświetlanie 1-4 z 4
Tytuł:
Differences in Self-Evaluation of Female and Male Students Concerning the Motives for Playing Online Video Games
Autorzy:
Ružić-Baf, Maja
Radetić-Paić, Mirjana
Debeljuh, Andrea
Powiązania:
https://bibliotekanauki.pl/articles/2028728.pdf
Data publikacji:
2014-03-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
online video games
students
gender
motive
Opis:
The paper aims at determining the differences in self-evaluation of the motives for playing online video games among university students. The presence of differences between the two genders was built on the assumption that in our cultural environment various gender roles, such as rebellion, non-conformity and refusal to comply with norms, are more typical of the male gender role, and also when it comes to playing online video games. The results of the survey have shown that there are differences between female and male students concerning the motives for playing online video games, which suggests the need to record these indicators, in particular the negative ones, within the university environment.
Źródło:
The New Educational Review; 2014, 35; 202-211
1732-6729
Pojawia się w:
The New Educational Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Should We Let Them Play or Not?
Autorzy:
Kim, Myeong Hwan
Han, Sang Hyun
Han, Yongseung
Powiązania:
https://bibliotekanauki.pl/articles/1969041.pdf
Data publikacji:
2018-12-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
video games
test score
academic achievement
time management
Opis:
Video games have been around for more than four decades. The purpose of video games is to entertain. Over time, the ways in which video games entertain have changed. Recently, there has been an influx of video games with the intent to educate. These games were created to educate the player while keeping them entertained. The impact of video games on education has yet to be examined. The purpose of this study is to gauge the effect of video games and its correlation with college entrance-exam scores. We assert that one major variable affecting the outcome of education and college entrance-exam score is the sudden prominence of video games in the American culture. Thus, our research will be on the effects that video games have on education, whether positive or negative.
Źródło:
The New Educational Review; 2018, 54; 182-192
1732-6729
Pojawia się w:
The New Educational Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
“Press Y to Quit the Game, or X to Resume…”: On Game Culture in the Context of Hermeneutics of Didactical Experience
Autorzy:
Androsiuk, Łukasz Wojciech
Powiązania:
https://bibliotekanauki.pl/articles/1931998.pdf
Data publikacji:
2021-12-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
new media
hermeneutics
didactics
new humanities
video games culture
Opis:
Assuming the statement, according to which video games (or the entire culture related to them) can serve as a valuable teaching material, is true, it is reasonable and justified to question the still-existing opposition and dispute that digital games must face in school environments. This fact is all the more astonishing as it is the representatives of educational environment that are currently providing particularly didactically inspiring evidence, and thus also strong arguments for this claim. At the same time, the fact that computer games have always dealt with the cultural industry, or at least as much as with culture, means that the “distrustfulness” towards digital games present in the educational space does not only have to be an expression of prejudices and moral panic. Acting from the position of a philosopher involved in the educational potential of computer games, in this text I take up to formulate a possible answer/possible answers explaining the reasons for this conjuncture. Relying on the hermeneutic method, I also suggest possible ways of reading a computer game, pointing to its didactic importance. This text is therefore directed primarily to teachers and educators interested in searching for innovative and practical educational strategies.
Źródło:
Kultura i Edukacja; 2021, 4(134); 123-138
1230-266X
Pojawia się w:
Kultura i Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Relacja dziecko-rodzic w perspektywie gry komputerowej. Wyniki badania nad obecnością gier wideo w rodzinie
Autorzy:
Gałuszka, Damian
Powiązania:
https://bibliotekanauki.pl/articles/2010516.pdf
Data publikacji:
2016-03-31
Wydawca:
Wydawnictwo Adam Marszałek
Tematy:
modern family
media socialization
video games
generation gap
new media
Opis:
Video games are an important part of contemporary culture and economy, since the number of video game users is constantly increasing, part of that group consists of children. Socialization of young gamers largely takes place in the family. The purpose of this article is to present the conclusions brought by the research on role of video games in the life of the modern family. The study focuses in particular on the issue of technological and cultural competence of children and parents. The research was conducted employing quantitative and qualitative methods a questionnaire survey and interview. Some worrying phenomena has become noticeable within the pool of twenty four surveyed families, especially in terms of: shortcomings in the cultural and technological competence of parents, insufficient level of parental control, limited communication between parents and children or the lack of support from the school. This article is an attempt to deepen the analysis of impact that video games have on the family environment. The mentioned issue is particularly important in the perspective of growing prevalence of this medium and its specificity significantly different from older media.
Źródło:
Kultura i Edukacja; 2016, 1(111); 197-216
1230-266X
Pojawia się w:
Kultura i Edukacja
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-4 z 4

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