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Wyszukujesz frazę "online video games" wg kryterium: Temat


Wyświetlanie 1-2 z 2
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:
Massively Multiplayer Game-based Education
Autorzy:
Godwod, Peter
Powiązania:
https://bibliotekanauki.pl/articles/451999.pdf
Data publikacji:
2019
Wydawca:
Wyższa Szkoła Gospodarki Euroregionalnej im. Alcide De Gasperi w Józefowie
Tematy:
gamification
massively multiplayer online
massive education
video game culture
game-based education
edutainment
pervasive games
Opis:
Technological advancement progressively affects games quality and availability, provides opportunity for new types and genres of games. In this regard – while there is strive to harness games effectiveness for educational purposes through those use and gamification process – those might not appeal, reach expectations and meet needs of modern gamers. With increasing role of networking in daily life – it is possible that use of the massive multiplayer online (MMO) games approach could further enhance educational experience in comparison to non-massive games. Through critical analysis subjective game usage traits have been sought that would falsify such generalizations. It has been reasoned that game use and gamification in education is highly subjective and its effectiveness cannot be generalized for specific group. Use of the MMO approach has been concluded to indeed provide further possible enhancements, however presence of any social aspect in an intended educational use – either competition or collaboration – is required. It is suggested that turning education system into massive game could be most promising research direction, due to it already sharing massivness trait with the MMO.
Źródło:
Journal of Modern Science; 2019, 40, 1; 271-284
1734-2031
Pojawia się w:
Journal of Modern Science
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-2 z 2

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