Sample records for game high school

  1. Comparison of Online Game Addiction in High School Students with Habitual Computer Use and Online Gaming

    ERIC Educational Resources Information Center

    Müezzin, Emre

    2015-01-01

    The aim of this study is to compare the online game addiction in high school students with the habitual computer use and online gaming. The sample selected through the criterion sampling method, consists of 61.8% (n = 81) female, 38.2% (n = 50) male, 131 high school students. The "Online Game Addiction Scale" developed by Kaya and Basol…

  2. Online Stock Market Games for High Schools.

    ERIC Educational Resources Information Center

    Lopus, Jane; Placone, Dennis

    2002-01-01

    Identifies a Web site providing information about stock market simulations for high school economics courses. Divides the information into two tables: (1) the structure of online stock market games; and (2) the determination of portfolio values of online stock market games. States that changes and updates are available at Web sites. (JEH)

  3. Extreme Consumption Drinking Gaming and Prepartying among High School Students

    ERIC Educational Resources Information Center

    Tomaso, Cara C.; Zamboanga, Byron L.; Haas, Amie L.; Kenney, Shannon R.; Ham, Lindsay S.; Borsari, Brian

    2016-01-01

    Drinking games and prepartying (i.e., drinking before going to a social gathering/event) have emerged as high-risk drinking behaviors in high school students. The present study examines the current prepartying behaviors of high school students who report current participation in extreme-consumption games (e.g., chugging) with those who do not.…

  4. Active Gaming Among High School Students--United States, 2010.

    PubMed

    Song, MinKyoung; Carroll, Dianna D; Lee, Sarah M; Fulton, Janet E

    2015-08-01

    Our study is the first to describe the prevalence and correlates (demographics, body mass index [BMI], sedentary behaviors, and physical activity) of high school youth who report active videogame playing (active gaming) in a U.S. representative sample. The National Youth Physical Activity and Nutrition Study of 2010 provided data for this study. Active gaming was assessed as the number of days in the 7 days prior to the survey that students in grades 9-12 (14-18 years of age) reported participating in active videogames (e.g., "Wii™ Fit" [Nintendo, Kyoto, Japan], "Dance Dance Revolution" [Konami, Osaka, Japan]). Students reporting ≥1 days were classified as active gamers. Logistic regression was used to examine the association among active gaming and demographic characteristics, BMI, sedentary behaviors, and physical activity. Among 9125 U.S. high school students in grades 9-12 surveyed, 39.9 percent (95 percent confidence interval=37.9 percent, 42.0 percent) reported active gaming. Adjusting for covariates, the following characteristics were positively associated (P<0.05) with active gaming: being in 9th and 10th grades compared with being in 12th grade; being of black, non-Hispanic race/ethnicity; being overweight or obese; watching DVDs >0 hours/day; watching TV >0 hours/day; and meeting guidelines for aerobic and muscle-strengthening physical activity. Four out of 10 U.S. high school students report participating in active gaming. Active gamers tend to spend more time watching DVDs or TV, meet guidelines for physical activity, and/or be overweight or obese compared with nonactive gamers. These findings may serve to provide a baseline to track active gaming in U.S. youth and inform interventions that target sedentary behaviors and/or physical activity.

  5. Characterizing High School Students Who Play Drinking Games Using Latent Class Analysis

    PubMed Central

    Borsari, Brian; Zamboanga, Byron L.; Correia, Christopher; Olthuis, Janine V.; Van Tyne, Kathryne; Zadworny, Zoe; Grossbard, Joel R.; Horton, Nicholas J.

    2013-01-01

    Heavy alcohol use and its associated negative consequences continue to be an important health issue among adolescents. Of particular concern are risky drinking practices such as playing drinking games. Although retrospective accounts indicate that drinking game participation is common among high school students, it has yet to be assessed in current high school students. Utilizing data from high school students who reported current drinking game participation (n = 178), we used latent class analysis to investigate the negative consequences resulting from gaming and examined underlying demographic and alcohol-related behavioral characteristics of students as a function of the resultant classes. Three classes of “gamers” emerged: (1) a “lower-risk” group who had a lower probability of endorsing negative consequences compared to the other groups, (2) a “higher-risk” group who reported that they experienced hangovers and difficulties limiting their drinking, got physically sick, and became rude, obnoxious, or insulting, and (3) a “sexual regret” group who reported that they experienced poor recall and unplanned sexual activity that they later regretted. Although the frequency of participating in drinking games did not differ between these three groups, results indicated that the “lower-risk” group consumed fewer drinks in a typical gaming session compared to the other two groups. The present findings suggest that drinking games are common among high school students, but that mere participation and frequency of play is not necessarily the best indicator of risk. Instead, examination of other constructs such as game-related alcohol consumption, consequences, or psychosocial variables such as impulsivity may be more useful. PMID:23778317

  6. Lessons Learned Through the Implementation of an eHealth Physical Activity Gaming Intervention with High School Youth.

    PubMed

    Pope, Lizzy; Garnett, Bernice; Dibble, Marguerite

    2018-04-01

    To encourage high school students to meet physical activity goals using a newly developed game, and to document the feasibility, benefits, and challenges of using an electronic gaming application to promote physical activity in high school students. Working with youth and game designers an electronic game, Camp Conquer, was developed to motivate high school students to meet physical activity goals. One-hundred-five high school students were recruited to participate in a 12-week pilot test of the game and randomly assigned to a Game Condition or Control Condition. Students in both conditions received a FitBit to track their activity, and participants in the Game Condition received access to Camp Conquer. Number of steps and active minutes each day were tracked for all participants. FitBit use, game logins, and qualitative feedback from researchers, school personnel, and participants were used to determine intervention engagement. The majority of study participants did not consistently wear their FitBit or engage with the gaming intervention. Numerous design challenges and barriers to successful implementation such as the randomized design, absence of a true school-based champion, ease of use, and game glitches were identified. Developing games is an exciting technique for motivating the completion of a variety of health behaviors. Although the present intervention was not successful in increasing physical activity in high school students, important lessons were learned regarding how to best structure a gaming intervention for the high school population.

  7. Characterizing high school students who play drinking games using latent class analysis.

    PubMed

    Borsari, Brian; Zamboanga, Byron L; Correia, Christopher; Olthuis, Janine V; Van Tyne, Kathryne; Zadworny, Zoe; Grossbard, Joel R; Horton, Nicholas J

    2013-10-01

    Heavy alcohol use and its associated negative consequences continue to be an important health issue among adolescents. Of particular concern are risky drinking practices such as playing drinking games. Although retrospective accounts indicate that drinking game participation is common among high school students, it has yet to be assessed in current high school students. Utilizing data from high school students who reported current drinking game participation (n=178), we used latent class analysis to investigate the negative consequences resulting from gaming and examined underlying demographic and alcohol-related behavioral characteristics of students as a function of the resultant classes. Three classes of "gamers" emerged: (1) a "lower-risk" group who had a lower probability of endorsing negative consequences compared to the other groups, (2) a "higher-risk" group who reported that they experienced hangovers and difficulties limiting their drinking, got physically sick, and became rude, obnoxious, or insulting, and (3) a "sexual regret" group who reported that they experienced poor recall and unplanned sexual activity that they later regretted. Although the frequency of participating in drinking games did not differ between these three groups, results indicated that the "lower-risk" group consumed fewer drinks in a typical gaming session compared to the other two groups. The present findings suggest that drinking games are common among high school students, but that mere participation and frequency of play are not necessarily the best indicators of risk. Instead, examination of other constructs such as game-related alcohol consumption, consequences, or psychosocial variables such as impulsivity may be more useful. Copyright © 2013 Elsevier Ltd. All rights reserved.

  8. An Investigation of High School Students' Online Game Addiction with Respect to Gender

    ERIC Educational Resources Information Center

    Müezzin, Emre

    2015-01-01

    The aim of this study is to investigate high school students' online game addiction with respect to gender. The sample which was selected through the criterion sampling method, consists of 81 female (61.8%) female, and 50 male (38.2%), total 131 high school students. The "Online Game Addiction Scale" which was developed by Kaya and Basol…

  9. Just working with the cellular machine: A high school game for teaching molecular biology.

    PubMed

    Cardoso, Fernanda Serpa; Dumpel, Renata; da Silva, Luisa B Gomes; Rodrigues, Carlos R; Santos, Dilvani O; Cabral, Lucio Mendes; Castro, Helena C

    2008-03-01

    Molecular biology is a difficult comprehension subject due to its high complexity, thus requiring new teaching approaches. Herein, we developed an interdisciplinary board game involving the human immune system response against a bacterial infection for teaching molecular biology at high school. Initially, we created a database with several questions and a game story that invites the students for helping the human immunological system to produce antibodies (IgG) and fight back a pathogenic bacterium second-time invasion. The game involves answering questions completing the game board in which the antibodies "are synthesized" through the molecular biology process. At the end, a problem-based learning approach is used, and a last question is raised about proteins. Biology teachers and high school students evaluated the game and considered it an easy and interesting tool for teaching the theme. An increase of about 5-30% in answering molecular biology questions revealed that the game improves learning and induced a more engaged and proactive learning profile in the high school students. Copyright © 2008 International Union of Biochemistry and Molecular Biology, Inc.

  10. The Relationship between Utilization of Computer Games and Spatial Abilities among High School Students

    ERIC Educational Resources Information Center

    Motamedi, Vahid; Yaghoubi, Razeyah Mohagheghyan

    2015-01-01

    This study aimed at investigating the relationship between computer game use and spatial abilities among high school students. The sample consisted of 300 high school male students selected through multi-stage cluster sampling. Data gathering tools consisted of a researcher made questionnaire (to collect information on computer game usage) and the…

  11. Game Based Learning as a Means to Teach Climate Literacy in a High School Environment

    NASA Astrophysics Data System (ADS)

    Fung, M. K.; Tedesco, L.; Katz, M. E.

    2013-12-01

    As part of RPI's GK-12 graduate fellowship program (which involves graduate STEM fellows in K-12 education) a climate change board game activity was developed and implemented at inner city Troy High School in Troy, New York. The goal was to engage and teach two classes of the Earth Science General Repeat (GR) tenth grade students about climate change through a game-based leaning module. Students placed in the GR course had previously failed Earth Science, and had never passed a general science class in high school. In the past, these students have responded positively to hands-on activities. Therefore, an interactive board game activity was created to teach students about climate, explore how humans impact our environment, and address the future of climate change. The students are presented with a draft version of the game, created by the graduate fellow, and are asked to redesign the game for their peers in the other GR class. The students' version of the game is required to include certain aspects of the original game, for example, the climate change Trivia and Roadblock cards, but the design, addition of rules and overall layout are left to the students. The game-based learning technique allows the students to learn through a storyline, compete against each other, and challenge themselves to perfect their learning and understanding of climate change. The climate change board game activity also incorporates our cascade learning model, in which the graduate fellow designs the activity, works with a high school teacher, and implements the game with high school students. In addition, the activity emphasizes peer-to-peer learning, allowing each classroom to design the game for a different group of students. This allows the students to take leadership and gives them a sense of accomplishment with the completed board game. The nature of a board game also creates a dynamic competitive atmosphere, in which the students want to learn and understand the material to succeed

  12. Development and Testing of a High School Business Game. Final Report.

    ERIC Educational Resources Information Center

    McNair, Douglas D.; West, Alfred P., Jr.

    A computer based business game to be used as a teaching tool in high school business-related courses was designed, developed, and tested. The game is constructed in modules that can be linked together in a variety of ways to achieve a different decision configuration for different class needs and a changing configuration over time to parallel the…

  13. Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics.

    PubMed

    Männikkö, Niko; Ruotsalainen, Heidi; Demetrovics, Zsolt; Lopez-Fernandez, Olatz; Myllymäki, Laura; Miettunen, Jouko; Kääriäinen, Maria

    2017-09-14

    Multiplatform digital media use and gaming have been increased in recent years. The aim of this study was to examine associations between sociodemographics and digital gaming behavior characteristics (i.e., gaming time, medium, and genres) with problematic gaming behavior in adolescents. A convenience sample of Finnish junior high school students (n = 560; mean age 14 years, ranging from 12 to 16 years) participated in the cross-sectional survey, of which, 83% (n = 465) reported having played digital games regularly. Sociodemographic data, different forms of digital media use, gaming behavior characteristics and problematic gaming behavior was assessed. Study participants spent on average one hour per day playing digital games; casual games (23.9%), shooting games (19.8%), and sport games (12.9%), were the most popular games among participants. By using regression analysis, a blended family structure and gaming time related positively to problematic gaming behavior. Preferences for game genres such as solo, Massively Multiplayer Online Role-Playing and strategy-management games were also positively associated with problematic use of digital games. These findings provide knowledge that can be utilized in the prevention of the possible negative consequences of digital gaming.

  14. Unaccounted Workload Factor: Game-Day Pitch Counts in High School Baseball Pitchers—An Observational Study

    PubMed Central

    Zaremski, Jason L.; Zeppieri, Giorgio; Jones, Deborah L.; Tripp, Brady L.; Bruner, Michelle; Vincent, Heather K.; Horodyski, MaryBeth

    2018-01-01

    Background: Throwing injuries are common in high school baseball. Known risk factors include excessive pitch counts, year-round pitching, and pitching with arm pain and fatigue. Despite the evidence, the prevalence of pitching injuries among high school players has not decreased. One possibility to explain this pattern is that players accumulate unaccounted pitch volume during warm-up and bullpen activity, but this has not yet been examined. Hypotheses: Our primary hypothesis was that approximately 30% to 40% of pitches thrown off a mound by high school pitchers during a game-day outing are unaccounted for in current data but will be revealed when bullpen sessions and warm-up pitches are included. Our secondary hypothesis was that there is wide variability among players in the number of bullpen pitches thrown per outing. Study Design: Cross-sectional study; Level of evidence, 3. Methods: Researchers counted all pitches thrown off a mound during varsity high school baseball games played by 34 high schools in North Central Florida during the 2017 season. Results: We recorded 13,769 total pitches during 115 varsity high school baseball starting pitcher outings. The mean ± SD pitch numbers per game were calculated for bullpen activity (27.2 ± 9.4), warm-up (23.6 ±8.0), live games (68.9 ±19.7), and total pitches per game (119.7 ± 27.8). Thus, 42.4% of the pitches performed were not accounted for in the pitch count monitoring of these players. The number of bullpen pitches thrown varied widely among players, with 25% of participants in our data set throwing fewer than 22 pitches and 25% throwing more than 33 pitches per outing. Conclusion: In high school baseball players, pitch count monitoring does not account for the substantial volume of pitching that occurs during warm-up and bullpen activity during the playing season. These extra pitches should be closely monitored to help mitigate the risk of overuse injury. PMID:29662911

  15. The Effects of Online Interactive Games on High School Students' Achievement and Motivation in History Learning

    ERIC Educational Resources Information Center

    Lin, Kuan-Cheng; Wei, Yu Che; Hung, Jason C.

    2012-01-01

    Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the research applied Interactive Game-based Learning System (IGLS) to junior high history teaching as an…

  16. Mathematics Achievement with Digital Game-Based Learning in High School Algebra 1 Classes

    ERIC Educational Resources Information Center

    Ferguson, Terri Lynn Kurley

    2014-01-01

    This study examined the impact of digital game-based learning (DGBL) on mathematics achievement in a rural high school setting in North Carolina. A causal comparative research design was used in this study to collect data to determine the effectiveness of DGBL in high school Algebra 1 classes. Data were collected from the North Carolina…

  17. Changes in Badminton Game Play across Developmental Skill Levels among High School Students

    ERIC Educational Resources Information Center

    Wang, Jianyu; Liu, Wenhao

    2012-01-01

    The study examined changes in badminton game play across developmental skill levels among high school students in a physical education setting. Videotapes of badminton game play of 80 students (40 boys and 40 girls) in the four developmental skill levels (each skill level had 10 boys and 10 girls) were randomly selected from a database associated…

  18. Video-gaming among high school students: health correlates, gender differences, and problematic gaming.

    PubMed

    Desai, Rani A; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N

    2010-12-01

    Video game playing may negatively impact youth. However, the existing literature on gaming is inconsistent and often has focused on aggression rather than the health correlates of gaming and the prevalence and correlates of problematic gaming. We anonymously surveyed 4028 adolescents about gaming and reported problems with gaming and other health behaviors. A total of 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming seems to be associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies.

  19. The Construction of an Online Competitive Game-Based Learning System for Junior High School Students

    ERIC Educational Resources Information Center

    Cheng, Yuh-Ming; Kuo, Sheng-Huang; Lou, Shi-Jer; Shih, Ru-Chu

    2012-01-01

    The purpose of this study aimed to construct an online competitive game-based learning system by using freeware for junior high school students and to assess its effectiveness. From the learning standpoints, game mechanisms including learning points, competition mechanism, training room mechanism, questioning & answering mechanism, tips, and…

  20. Fostering 21st Century Skill Development by Engaging Students in Authentic Game Design Projects in a High School Computer Programming Class

    ERIC Educational Resources Information Center

    Thomas, Michael K.; Ge, Xun; Greene, Barbara A.

    2011-01-01

    This study used technology-rich ethnography (TRE) to examine the use of game development in a high school computer programming class for the development of 21st century skills. High school students created games for elementary school students while obtaining formative feedback from their younger clients. Our experience suggests that in the…

  1. Area Fish and Game Ecology [Sahuarita High School Career Curriculum Project.

    ERIC Educational Resources Information Center

    Esser, Robert

    This course entitled "Area Fish and Game Ecology" is one of a series of instructional guides prepared by teachers for the Sahuarita High School (Arizona) Career Curriculum Project. It consists of nine units of study, and 18 behavioral objectives relating to these units are stated. The topics covered include map projections, map symbols and…

  2. Video game playing in high school students: health correlates, gender differences and problematic gaming

    PubMed Central

    Desai, Rani A.; Krishnan-Sarin, Suchitra; Cavallo, Dana; Potenza, Marc N.

    2013-01-01

    There is concern about the potential for negative impact of video games on youth. However the existing literature on gaming is inconsistent and has often focused on aggression. Health correlates of gaming and the prevalence and correlates of problematic gaming have not been systematically studied. We anonymously surveyed 4,028 adolescents about gaming, reported problems with gaming, and other health behaviors. 51.2% of the sample reported gaming (76.3% of boys and 29.2% of girls). There were no negative health correlates of gaming in boys, and lower odds of smoking regularly; however, girls who reported gaming were less likely to report depression, and more likely to report getting into serious fights and carrying a weapon to school. Among gamers, 4.9% reported problematic gaming, defined as reporting trying to cut back, experiencing an irresistible urge to play, and experiencing a growing tension that could only be relieved by playing. Boys were more likely to report these problems (5.8%) than girls (3.0%). Correlates of problematic gaming included regular cigarette smoking, drug use, depression, and serious fights. Results suggest that gaming is largely normative in boys and not associated with many health factors. In girls, however, gaming appears associated with more externalizing behaviors and fewer internalizing symptoms. The prevalence of problematic gaming is low but not insignificant, and problematic gaming may be contained within a larger spectrum of externalizing behaviors. More research is needed to define safe levels of gaming, refine the definition of problematic gaming, and evaluate effective prevention and intervention strategies. PMID:21078729

  3. The Relationship between Internet and Computer Game Addiction Level and Shyness among High School Students

    ERIC Educational Resources Information Center

    Ayas, Tuncay

    2012-01-01

    This study is conducted to determine the relationship between the internet and computer games addiction level and the shyness among high school students. The participants of the study consist of 365 students attending high schools in Giresun city centre during 2009-2010 academic year. As a result of the study a positive, meaningful, and high…

  4. What Can K-12 School Leaders Learn from Video Games and Gaming?

    ERIC Educational Resources Information Center

    Halverson, Richard

    2005-01-01

    Schools have much to learn from video games and the gaming community. By providing compelling activities for motivating otherwise indifferent learners, video games can potentially help teachers improve the design of learning environments. However, there are considerable rhetorical and practical barriers between the schooling and gaming communities…

  5. Incidence of Concussion During Practice and Games in Youth, High School, and Collegiate American Football Players.

    PubMed

    Dompier, Thomas P; Kerr, Zachary Y; Marshall, Stephen W; Hainline, Brian; Snook, Erin M; Hayden, Ross; Simon, Janet E

    2015-07-01

    A report by the Institute of Medicine called for comprehensive nationwide concussion incidence data across the spectrum of athletes aged 5 to 23 years. To describe the incidence of concussion in athletes participating in youth, high school, and collegiate American football. Data were collected by athletic trainers at youth, high school, and collegiate football practices and games to create multiple prospective observational cohorts during the 2012 and 2013 football seasons. Data were collected from July 1, 2012, through January 31, 2013, for the 2012 season and from July 1, 2013, through January 31, 2014, for the 2013 season. The Youth Football Surveillance System included 118 youth football teams, providing 4092 athlete-seasons. The National Athletic Treatment, Injury and Outcomes Network program included 96 secondary school football programs, providing 11 957 athlete-seasons. The National Collegiate Athletic Association Injury Surveillance Program included 24 member institutions, providing 4305 athlete-seasons. All injuries regardless of severity, including concussions, and athlete exposure information were documented by athletic trainers during practices and games. Injury rates, injury rate ratios, risks, risk ratios, and 95% CIs were calculated. Concussions comprised 9.6%, 4.0%, and 8.0% of all injuries reported in the Youth Football Surveillance System; National Athletic Treatment, Injury and Outcomes Network; and National Collegiate Athletic Association Injury Surveillance Program, respectively. The game concussion rate was higher than the practice concussion rate across all 3 competitive levels. The game concussion rate for college athletes (3.74 per 1000 athlete exposures) was higher than those for high school athletes (injury rate ratio, 1.86; 95% CI, 1.50-2.31) and youth athletes (injury rate ratio, 1.57; 95% CI, 1.17-2.10). The practice concussion rate in college (0.53 per 1000 athlete exposures) was lower than that in high school (injury rate ratio, 0

  6. Collaboration of chemistry instructional games and group investigation (Gi) model to improve learning outcome in high school students

    NASA Astrophysics Data System (ADS)

    Puspita, Ita; Sugiyarto, Kristian H.; Ikhsan, Jaslin

    2017-05-01

    The aims of this research are to: (1) develop chemistry instructional games on reaction rate matter; and (2) reveal the collaboration of chemistry instructional games and group investigation model to improvement learning outcome in high school student. This study is research and development (R&D). The procedure of developing product was adapted from Borg & Gall that modified into three principal steps: product planning, product developing, and product evaluating. The product planning step consist of field study, literature study, and manufacturing product. Product developing was developed product using Adobe Flash Professional CS 6 program. The last, product evaluating was performed by year XI of high school students, uses experimental methods nonequivalent control-group design by control class and experiment class. The results of this research show that: (1) a software of chemistry instructional games successfully developed using Adobe Flash Professional CS 6 and can be run on Android device; and (2) the test results of students showed that the collaboration of instructional games and group investigation model able to improvement learning outcome of hight school student.

  7. Just Working with the Cellular Machine: A High School Game for Teaching Molecular Biology

    ERIC Educational Resources Information Center

    Cardoso, Fernanda Serpa; Dumpel, Renata; Gomes da Silva, Luisa B.; Rodrigues, Carlos R.; Santos, Dilvani O.; Cabral, Lucio Mendes; Castro, Helena C.

    2008-01-01

    Molecular biology is a difficult comprehension subject due to its high complexity, thus requiring new teaching approaches. Herein, we developed an interdisciplinary board game involving the human immune system response against a bacterial infection for teaching molecular biology at high school. Initially, we created a database with several…

  8. "School Shooter" Web Video Game Raises Concerns

    ERIC Educational Resources Information Center

    Rhen, Brad

    2011-01-01

    A new video game in which the player stalks and shoots fellow students and teachers in school settings is drawing fire from school district officials. "School Shooter: North American Tour 2012" is a first-person game that allows the player to move around a school and collect points by killing defenseless students and teachers. The game,…

  9. Are Girls Game?: How School Libraries Can Provide Gender Equity in E-Gaming

    ERIC Educational Resources Information Center

    Farmer, Lesley S. J.

    2011-01-01

    Gaming has come to the library. School librarians are increasingly incorporating gaming into their program of resources and services. Besides addressing the natural interest that youth have in games, school librarians recognize the educational benefits of games, particularly in terms of information and digital literacies. While board games have…

  10. Students' Viewpoint of Computer Game for Training in Indonesian Universities and High Schools

    ERIC Educational Resources Information Center

    Wahyudin, Didin; Hasegawa, Shinobu; Kamaludin, Apep

    2017-01-01

    This paper describes the survey--conducted in Indonesian universities (UNIV) and high schools (HS)--whose concern is to examine preferences and influences of computer game for training. Comparing the students' viewpoint between both educational levels could determine which educational level would satisfy the need of MAGNITUDE--mobile serious game…

  11. Relationship between Internet Addiction, Gaming Addiction and School Engagement among Adolescents

    ERIC Educational Resources Information Center

    Tas, Ibrahim

    2017-01-01

    This research examined the relationship of Internet addiction and gaming addiction with school engagement and effects of Internet addiction and gaming addiction on school engagement. The research was conducted with 365 students (140, 38.4%, males; 225, 61.6%, females) studying at an Anatolian high school in Gaziantep province. Personal Information…

  12. A Case Study of the In-Class Use of a Video Game for Teaching High School History

    ERIC Educational Resources Information Center

    Watson, William R.; Mong, Christopher J.; Harris, Constance A.

    2011-01-01

    This study examines the case of a sophomore high school history class where "Making History", a video game designed with educational purposes in mind, is used in the classroom to teach about World War II. Data was gathered using observation, focus group and individual interviews, and document analysis. The high school was a rural school…

  13. Looks Like 10 Miles of Bad Road: Cheating, Gaming, Mistrust, and an Interim Principal in an Urban Texas High School

    ERIC Educational Resources Information Center

    DeMatthews, David E.

    2014-01-01

    High-stakes accountability policies have brought about significant change in schools, but have also triggered instances of cheating and gaming at school and district levels. This undisguised case study involves the El Paso Independent School District, one of its high schools, and a popular principal accused of cheating. This context provides the…

  14. Regression from Game-Oriented to Traditional School

    ERIC Educational Resources Information Center

    Westin, Thomas; Wiklund, Mats; Mozelius, Peter; Norberg, Lena

    2015-01-01

    Pupils in Sweden are socialized in commercial off-the-shelf games, and, therefore, game-oriented formal education can constitute a foundation for further socialization of pupils excluded in school. However, digital illiteracy and traditional views among school staff forced a regression from the game-oriented formal trial education in this study…

  15. Rochester Castle MMORPG: Instructional Gaming and Collaborative Learning at a Western Australian School

    ERIC Educational Resources Information Center

    Lee, Mark J. W.; Eustace, Ken; Fellows, Geoff; Bytheway, Allan; Irving, Leah

    2005-01-01

    This paper reports on the first stage of a project to develop and test the use of massively multiplayer online role playing games (MMORPGs) for promoting computer supported collaborative learning through instructional gaming in the high school classroom. Teachers and students of English and Science at Swan View Senior High School, Western…

  16. Classroom Games in the Compulsory School

    ERIC Educational Resources Information Center

    Kraus-Serbic, Eva

    1976-01-01

    Keeping the pupils' interest up throughout the year in a compulsory language class is a major problem and therefore, language-teaching games are very important. Some new suggestions for games to be used in the elementary school are: (1) The Parrot; (2) The Robot; (3) Ping-Pong; and (4) Telephone. Card games such as Happy Families can be played…

  17. Middle school children's game playing preferences: Case studies of children's experiences playing and critiquing science-related educational games

    NASA Astrophysics Data System (ADS)

    Joseph, Dolly Rebecca Doran

    The playing of computer games is one of the most popular non-school activities of children, particularly boys, and is often the entry point to greater facility with and use of other computer applications. Children are learning skills as they play, but what they learn often does not generalize beyond application to that and other similar games. Nevertheless, games have the potential to develop in students the knowledge and skills described by national and state educational standards. This study focuses upon middle-school aged children, and how they react to and respond to computer games designed for entertainment and educational purposes, within the context of science learning. Through qualitative, case study methodology, the game play, evaluation, and modification experiences of four diverse middle-school-aged students in summer camps are analyzed. The inquiry focused on determining the attributes of computer games that appeal to middle school students, the aspects of science that appeal to middle school children, and ultimately, how science games might be designed to appeal to middle school children. Qualitative data analysis led to the development of a method for describing players' activity modes during game play, rather than the conventional methods that describe game characteristics. These activity modes are used to describe the game design preferences of the participants. Recommendations are also made in the areas of functional, aesthetic, and character design and for the design of educational games. Middle school students may find the topical areas of forensics, medicine, and the environment to be of most interest; designing games in and across these topic areas has the potential for encouraging voluntary science-related play. Finally, when including children in game evaluation and game design activities, results suggest the value of providing multiple types of activities in order to encourage the full participation of all children.

  18. Assessing Twenty-First Century Skills through a Teacher Created Video Game for High School Biology Students

    ERIC Educational Resources Information Center

    Annetta, Leonard A.; Cheng, Meng-Tzu; Holmes, Shawn

    2010-01-01

    As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application (MEGA) for high school biology students. The quasi-experimental, qualitative design assessed the…

  19. Digital Game-Based Learning in High School Computer Science Education: Impact on Educational Effectiveness and Student Motivation

    ERIC Educational Resources Information Center

    Papastergiou, Marina

    2009-01-01

    The aim of this study was to assess the learning effectiveness and motivational appeal of a computer game for learning computer memory concepts, which was designed according to the curricular objectives and the subject matter of the Greek high school Computer Science (CS) curriculum, as compared to a similar application, encompassing identical…

  20. Assessing twenty-first century skills through a teacher created video game for high school biology students

    NASA Astrophysics Data System (ADS)

    Annetta, Leonard A.; Cheng, Meng-Tzu; Holmes, Shawn

    2010-07-01

    As twenty-first century skills become a greater focus in K-12 education, an infusion of technology that meets the needs of today's students is paramount. This study looks at the design and creation of a Multiplayer Educational Gaming Application (MEGA) for high school biology students. The quasi-experimental, qualitative design assessed the twenty-first century skills of digital age literacy, inventive thinking, high productivity, and effective communication techniques of the students exposed to a MEGA. Three factors, as they pertained to these skills, emerged from classroom observations. Interaction with the teacher, discussion with peers, and engagement/time-on-task while playing the MEGA suggested that students playing an educational video game exhibited all of the projected twenty-first century skills while being engrossed in the embedded science content.

  1. Are Educational Computer Micro-Games Engaging and Effective for Knowledge Acquisition at High-Schools? A Quasi-Experimental Study

    ERIC Educational Resources Information Center

    Brom, Cyril; Preuss, Michal; Klement, Daniel

    2011-01-01

    Curricular schooling can benefit from the usage of educational computer games, but it is difficult to integrate them in the formal schooling system. Here, we investigate one possible approach to this integration, which capitalizes on using a micro-game that can be played with a teacher's guidance as a supplement after a traditional expository…

  2. The FIT Game III: Reducing the Operating Expenses of a Game-Based Approach to Increasing Healthy Eating in Elementary Schools.

    PubMed

    Joyner, Damon; Wengreen, Heidi J; Aguilar, Sheryl S; Spruance, Lori Andersen; Morrill, Brooke A; Madden, Gregory J

    2017-04-01

    Previously published versions of the healthy eating "FIT Game" were administered by teachers in all grades at elementary schools. The present study evaluated whether the game would retain its efficacy if teachers were relieved of this task; presenting instead all game materials on visual displays in the school cafeteria. Participants were 572 children attending two Title 1 elementary schools (grades K-5). Following a no-intervention baseline period in which fruit and vegetable consumption were measured from food waste, the schools played the FIT Game. In the game, the children's vegetable consumption influenced events in a good versus evil narrative presented in comic book-formatted episodes in the school cafeteria. When daily vegetable-consumption goals were met, new FIT Game episodes were displayed. Game elements included a game narrative, competition, virtual currency, and limited player autonomy. The two intervention phases were separated by a second baseline phase (within-school reversal design). Simulation Modeling Analysis (a bootstrapping technique appropriate to within-group time-series designs) was used to evaluate whether vegetable consumption increased significantly above baseline levels in the FIT Game phases (P < 0.05). Vegetable consumption increased significantly from 21.3 g during the two baseline phases to 42.5 g during the FIT Game phases; a 99.9% increase. The Game did not significantly increase fruit consumption (which was not targeted for change), nor was there a decrease in fruit consumption. Labor-reductions in the FIT Game did not reduce its positive impact on healthy eating.

  3. Introducing DNA concepts to Swiss high school students based on a Brazilian educational game.

    PubMed

    da S Cardona, Tânia; Spiegel, Carolina N; Alves, Gutemberg G; Ducommun, Jacques; Henriques-Pons, Andrea; Araújo-Jorge, Tania C

    2007-11-01

    Subjects such as techniques for genetic diagnosis, cloning, sequencing, and gene therapy are now part of our lives and raise important questions about ethics, future medical diagnosis, and such. Students from different countries observe this explosion of biotechnological applications regardless of their social, academic, or cultural backgrounds, although they are not usually familiar with their theoretical genetic bases. To introduce some molecular biology concepts for high school students, we developed a new problem for the Brazilian board game "Discovering the cell" ("Célula Adentro©" in Portuguese), a pedagogic tool based on inquiry-, cooperative-, and problem-based learning. This problem (Case) is based on the forensic DNA, which represents an interesting theme for students, as it recurrently appears on newspapers and television series. In this work, we tested this game with secondary students and teachers from Switzerland. Our results indicate that the game "Discovering the cell" is well accepted by both students and teachers and may represent a good pedagogical approach to help teaching complex themes in molecular biology, even with students from different socioeconomical, cultural, and academic backgrounds. Copyright © 2007 International Union of Biochemistry and Molecular Biology, Inc.

  4. Video Games, Internet and Social Networks: A Study among French School students

    PubMed

    Dany, Lionel; Moreau, Laure; Guillet, Clémentine; Franchina, Carmelo

    2016-11-25

    Aim : Screen-based media use is gradually becoming a public health issue, especially among young people.Method : A local descriptive observational study was conducted in 11 colleges of the Bouches-du-Rhône department. All middle high school students were asked to fill in a questionnaire comprising questions about their demographic characteristics, their screen-based media use (Internet, video games, social networks), any problematic use (video games and social networks), self-esteem and quality of life.Results : A total of 950 college students (mean age : 12.96 years) participated in the research. The results show a high level and a very diverse screen-based media use. Boys more frequently played video games and girls go more frequently used social networks. The levels of problematic use were relatively low for all middle high school students. The level of problematic video game use was significantly higher in boys, and the level of problematic social network use was higher in girls.Conclusion : Differences in the use of video games or social networks raise the general issue of gender differences in society. This study indicates the need for more specific preventive interventions for screen-based media use. The addictive “nature” of certain practices needs to be studied in more detail.

  5. Assessing the Effectiveness of Gravitational Wave Outreach Video Games in High School Students

    NASA Astrophysics Data System (ADS)

    Wheeler, Jonathan

    Students and faculty at the Gravitational Wave Group in Birmingham, UK developed a remake of the classic 1972 game of Pong. Black Hole Pong was developed to be used in events such as science fairs as a way to engage children and pique interest in black holes. I present the results of a study which assesses the utility of Black Hole Pong and its successors in raising awareness of gravitational wave research, and in fostering conceptual understanding of astrophysics and gravity. Of particular interest in this study is potential use in high school science classrooms during astrophysics units.

  6. School Media of 1987 Game.

    ERIC Educational Resources Information Center

    Wiseman, Molly J.

    The board game and discussion provided in this pamphlet are designed to encourage awareness of future possibilities in the use of school media, to illustrate to students how transmission of news may change in the next ten years and how news and information exchanges might be possible between schools, and to encourage decision making and active…

  7. The FIT Game III: Reducing the Operating Expenses of a Game-Based Approach to Increasing Healthy Eating in Elementary Schools

    PubMed Central

    Joyner, Damon; Aguilar, Sheryl S.; Spruance, Lori Andersen; Morrill, Brooke A.; Madden, Gregory J.

    2017-01-01

    Abstract Objective: Previously published versions of the healthy eating “FIT Game” were administered by teachers in all grades at elementary schools. The present study evaluated whether the game would retain its efficacy if teachers were relieved of this task; presenting instead all game materials on visual displays in the school cafeteria. Materials and Methods: Participants were 572 children attending two Title 1 elementary schools (grades K-5). Following a no-intervention baseline period in which fruit and vegetable consumption were measured from food waste, the schools played the FIT Game. In the game, the children's vegetable consumption influenced events in a good versus evil narrative presented in comic book-formatted episodes in the school cafeteria. When daily vegetable-consumption goals were met, new FIT Game episodes were displayed. Game elements included a game narrative, competition, virtual currency, and limited player autonomy. The two intervention phases were separated by a second baseline phase (within-school reversal design). Simulation Modeling Analysis (a bootstrapping technique appropriate to within-group time-series designs) was used to evaluate whether vegetable consumption increased significantly above baseline levels in the FIT Game phases (P < 0.05). Results: Vegetable consumption increased significantly from 21.3 g during the two baseline phases to 42.5 g during the FIT Game phases; a 99.9% increase. The Game did not significantly increase fruit consumption (which was not targeted for change), nor was there a decrease in fruit consumption. Conclusion: Labor-reductions in the FIT Game did not reduce its positive impact on healthy eating. PMID:28375645

  8. Effects of the 'Consumer Game' on Learning and Attitudes of Selected Seventh Grade Students in A Target-Area School.

    ERIC Educational Resources Information Center

    Cohen, Karen C.

    The following report describes one teacher's use of the Consumer Game in a class of seventh grade students in a target area school. These students were not highly motivated and displayed poor attitudes toward school, and it was hoped that a game experience might interest them. Despite unusual administrative conditions, the game appears to have…

  9. The Effectiveness of Reason Racer, a Game Designed to Engage Middle School Students in Scientific Argumentation

    ERIC Educational Resources Information Center

    Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce; Ellis, James D.; Bulgren, Janis

    2015-01-01

    Reason Racer is an online, rate-based, multiplayer game that applies specific game features in order to engage middle school students in introductory knowledge of and thinking related to scientific argumentation. Game features include rapid and competitive play, timed performance, immediate feedback, and high rates of response across many…

  10. A Research Study Using the Delphi Method to Define Essential Competencies for a High School Game Art and Design Course Framework at the National Level

    ERIC Educational Resources Information Center

    Mack, Nayo Corenus-Geneva

    2011-01-01

    This research study reports the findings of a Delphi study conducted to determine the essential competencies and objectives for a high school Game Art and Design course framework at the national level. The Delphi panel consisted of gaming, industry and educational experts from all over the world who were members of the International Game…

  11. Learning Physics with Digital Game Simulations in Middle School Science

    ERIC Educational Resources Information Center

    Anderson, Janice L.; Barnett, Mike

    2013-01-01

    The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with middle school students. To this end, we explored the impact of using a game called "Supercharged!" on middle school students' understanding of electromagnetic concepts compared to students…

  12. The Effects of the Good Behavior Game on the Conduct of Regular Education New York City High School Students

    ERIC Educational Resources Information Center

    Kleinman, Kimberly E.; Saigh, Philip A.

    2011-01-01

    The efficacy of the Good Behavior Game was examined in a multiethnic New York City public high school. Classroom rules were posted and students were divided into two teams. A reinforcement preference questionnaire was used to select daily and weekly prizes. The classroom teacher indicated that he was going to place a check on the board after every…

  13. UbiqBio: Adoptions and Outcomes of Mobile Biology Games in the Ecology of School

    ERIC Educational Resources Information Center

    Perry, Judy; Klopfer, Eric

    2014-01-01

    The integration of learning games into schools holds significant promise, yet faces numerous obstacles. Ubiquitous games (casual games for smart phones) attempt to motivate students to engage repeatedly with content beyond school, while enabling teachers to facilitate deeper reflection on game-related curricula during class. During a two-year…

  14. Young children's video/computer game use: relations with school performance and behavior.

    PubMed

    Hastings, Erin C; Karas, Tamara L; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon

    2009-10-01

    This study examined the amount and content of children's video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child's game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects.

  15. A Study on the Game Programming Education Based on Educational Game Engine at School

    ERIC Educational Resources Information Center

    Jeon, Jongho; Kim, Kwanwoong; Jung, Soonyoung

    2012-01-01

    It is believed that the game programming education at school should be conducted in consideration of an individual student's ability, an elementary programmer. Language to be used in the programming education also need to be associated with the ones that are actually used in the game industry. Lately, many researches on the educational programming…

  16. The Politics of Gaming in Schools: A Sociocultural Perspective from Western Australia

    ERIC Educational Resources Information Center

    Bate, Frank; MacNish, Jean; Males, Steven

    2014-01-01

    This paper discusses gaming in a Western Australian school for boys. The overriding ethos of the school is supportive of the potential of ICT to better engage students and deliver enhanced educational outcomes. The school sees game-based design as at the vanguard of innovation, but also accepts its important duty of care responsibilities. Tensions…

  17. Association of video gaming with some risky behaviors of secondary school adolescents in Abha, Southwestern Saudi Arabia.

    PubMed

    Awadalla, Nabil; Hadram, Muath; Alshahrani, Ali; Hadram, Yahya

    2017-03-01

    The aim of this study was to describe the patterns of video gaming among secondary school adolescents and to investigate their association with some risky behaviors. A cross-sectional study was carried out on 336 students randomly selected from secondary schools in Abha City, Saudi Arabia, during the academic year 2015-2016. A predesigned self-report questionnaire was used to assess students' sociodemographic data, pattern, motivators and drawbacks of video gaming, previous academic year grades, history of violent acts, road traffic accidents (RTA), and traffic rules violations. Weight and height were measured for every participant and the BMI was calculated. About 80% of students played video games and 76% owned a video game machine. The median onset of video gaming was 10 years. The most important motivator for video gaming was 'give a chance for fun and excitement' (93.7%), followed by 'give a chance to get rid of the boredom and leisure' (92.3%). The most frequently reported social drawbacks were interfering with sleep time (69%), physical activity (64%), and meal time (59%). BMI was not significantly associated with the pattern of video game playing (P>0.05). Academic performance was significantly lower among students who used to game in cybercafes (P=0.001). Prevalence of tobacco smoking and some risky behaviors such as traffic rule violations, significant RTA, and violence were encountered more significantly among those preferring race and drift games (P<0.05) and used to game in cybercafes (P<0.05). Video gaming among secondary school students in Abha, Saudi Arabia, is relatively high. Some risky behaviors such as smoking, violence, significant RTA, and violation of traffic rules were significantly associated with race and drift games and gaming in cybercafes. School-based educational programs for both adolescents and their parents should be provided to gain skills about effective time management, avoid over-gaming, risky games and gaming in cybercafes

  18. Fundamental Computer Science Conceptual Understandings for High School Students Using Original Computer Game Design

    ERIC Educational Resources Information Center

    Ernst, Jeremy V.; Clark, Aaron C.

    2012-01-01

    In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in…

  19. School Students and Computer Games with Screen Violence

    ERIC Educational Resources Information Center

    Fedorov, A. V.

    2005-01-01

    In this article, the author states how these days, school students from low-income strata of the population in Russia spend hours sitting in computer rooms and Internet clubs, where, for a relatively small fee, they can play interactive video games. And to determine what games they prefer the author conducted a content analysis of eighty-seven…

  20. Games and Learning

    ERIC Educational Resources Information Center

    Oblinger, Diana G.

    2006-01-01

    From a very early age, people learn from games and play. Parents and preschool teachers use games to teach colors, numbers, names, and shapes; the process is drill and practice. Games engage everyone, capturing their attention. People willingly spend time on task. Although students in high school and college continue to play games, games rarely…

  1. Teachers as Game Designers: Using a Game in Formal Learning in a Singapore Primary School

    ERIC Educational Resources Information Center

    Sandford, Richard

    2014-01-01

    Researchers have offered, in recent years, compelling reasons for considering the potential of digital games to support learning and in response policy-makers and educators around the world have demonstrated a commitment to exploring their practical use in school. There remain, however, many questions about how games can best support learning,…

  2. Young Children’s Video/Computer Game Use: Relations with School Performance and Behavior

    PubMed Central

    Hastings, Erin C.; Karas, Tamara L.; Winsler, Adam; Way, Erin; Madigan, Amy; Tyler, Shannon

    2011-01-01

    This study examined the amount and content of children’s video game playing in relation with behavioral and academic outcomes. Relationships among playing context, child gender, and parental monitoring were explored. Data were obtained through parent report of child’s game play, behavior, and school performance. Results revealed that time spent playing games was related positively to aggression and negatively to school competence. Violent content was correlated positively and educational content negatively with attention problems. Educational games were related to good academic achievement. Results suggest violent games, and a large amount of game play, are related to troublesome behavioral and academic outcomes, but educational games may be related to positive outcomes. Neither gender nor parental monitoring emerged as significant moderators of these effects. PMID:19742374

  3. Characterizing Verified Head Impacts in High School Girls' Lacrosse.

    PubMed

    Caswell, Shane V; Lincoln, Andrew E; Stone, Hannah; Kelshaw, Patricia; Putukian, Margot; Hepburn, Lisa; Higgins, Michael; Cortes, Nelson

    2017-12-01

    Girls' high school lacrosse players have higher rates of head and facial injuries than boys. Research indicates that these injuries are caused by stick, player, and ball contacts. Yet, no studies have characterized head impacts in girls' high school lacrosse. To characterize girls' high school lacrosse game-related impacts by frequency, magnitude, mechanism, player position, and game situation. Descriptive epidemiology study. Thirty-five female participants (mean age, 16.2 ± 1.2 years; mean height, 1.66 ± 0.05 m; mean weight, 61.2 ± 6.4 kg) volunteered during 28 games in the 2014 and 2015 lacrosse seasons. Participants wore impact sensors affixed to the right mastoid process before each game. All game-related impacts recorded by the sensors were verified using game video. Data were summarized for all verified impacts in terms of frequency, peak linear acceleration (PLA), and peak rotational acceleration (PRA). Descriptive statistics and impact rates were calculated. Fifty-eight verified game-related impacts ≥20 g were recorded (median PLA, 33.8 g; median PRA, 6151.1 rad/s 2 ) during 467 player-games. The impact rate for all game-related verified impacts was 0.12 per athlete-exposure (AE) (95% CI, 0.09-0.16), equivalent to 2.1 impacts per team game, indicating that each athlete suffered fewer than 2 head impacts per season ≥20 g. Of these impacts, 28 (48.3%) were confirmed to directly strike the head, corresponding with an impact rate of 0.05 per AE (95% CI, 0.00-0.10). Overall, midfielders (n = 28, 48.3%) sustained the most impacts, followed by defenders (n = 12, 20.7%), attackers (n = 11, 19.0%), and goalies (n = 7, 12.1%). Goalies demonstrated the highest median PLA and PRA (38.8 g and 8535.0 rad/s 2 , respectively). The most common impact mechanisms were contact with a stick (n = 25, 43.1%) and a player (n = 17, 29.3%), followed by the ball (n = 7, 12.1%) and the ground (n = 7, 12.1%). One hundred percent of ball impacts occurred to goalies. Most impacts

  4. Engaging Students in Quality Games

    ERIC Educational Resources Information Center

    Henninger, Mary L.; Richardson, Karen Pagnano

    2016-01-01

    Promoting student engagement for all students in physical education, and specifically in game play, is a challenge faced by many middle and high school physical education teachers. Often, the games we play in physical education are not "good games" because, as early as middle school, some students are already resistant to playing…

  5. Reconceptualizing Pedagogical Usability of and Teachers' Roles in Computer Game-Based Learning in School

    ERIC Educational Resources Information Center

    Tzuo, Pei-Wen; Ling, Jennifer Isabelle Ong Pei; Yang, Chien-Hui; Chen, Vivian Hsueh-Hua

    2012-01-01

    At present, methods for the optimal use of two approaches to computer game-based learning in school to enhance students' learning, namely, computer game play and game design, are obscure because past research has been devoted more to designing rather than evaluating the implementation of these approaches in school. In addition, most studies…

  6. The Pattern of Electronic Game Use and Related Bodily Discomfort in Hong Kong Primary School Children

    ERIC Educational Resources Information Center

    Lui, Donald P. Y.; Szeto, Grace P. Y.; Jones, Alice Y. M.

    2011-01-01

    The present study examined the usage pattern of electronic game devices among primary school children in Hong Kong. Commonly used types of games devices were grouped into three main categories: large-screen/TV-based games, small handheld game devices and active game devices. A survey was conducted among 476 students in a local primary school, with…

  7. Students as Game Designers vs. "Just" Players: Comparison of Two Different Approaches to Location-Based Games Implementation into School Curricula

    ERIC Educational Resources Information Center

    Slussareff, Michaela; Bohácková, Petra

    2016-01-01

    This paper compares two kinds of educational treatment within location-based game approach; learning by playing a location-based game and learning by designing a location-based game. Two parallel elementary school classes were included in our study (N = 27; age 14-15). The "designers" class took part in the whole process of game design…

  8. Association between television, movie, and video game exposure and school performance.

    PubMed

    Sharif, Iman; Sargent, James D

    2006-10-01

    The relationship between media exposure and school performance has not been studied extensively in adolescents. The purpose of this work was to test the relative effects of television, movie, and video game screen time and content on adolescent school performance. We conducted a population-based cross-sectional survey of middle school students (grades 5-8) in the Northeastern United States. We looked at weekday television and video game screen time, weekend television and video game screen time, cable movie channel availability, parental R-rated movie restriction, and television content restriction. The main outcome was self-report of school performance (excellent, good, average, or below average). We used ordinal logistic-regression analysis to test the independent effects of each variable, adjusting for demographics, child personality, and parenting style. There were 4508 students who participated in the study; gender was equally represented, and 95% were white. In multivariate analyses, after adjusting for other covariates, the odds of poorer school performance increased with increasing weekday television screen time and cable movie channel availability and decreased with parental restriction of television content restriction. As compared with children whose parents never allowed them to watch R-rated movies, children who watched R-rated movies once in a while, sometimes, or all of the time had significantly increased cumulative odds of poorer school performance. Weekend screen time and video game use were not associated with school performance. We found that both content exposure and screen time had independent detrimental associations with school performance. These findings support parental enforcement of American Academy of Pediatrics guidelines for media time (particularly weekdays) and content limits to enhance school success.

  9. Games Children Don't Play--Simulation and Gaming in the Primary School.

    ERIC Educational Resources Information Center

    Brown, Margot

    1982-01-01

    Summarizes conditions in the primary schools that suggest the appropriateness of using simulation games and describes the People GRID and Living Together Series for developing learning about the real world and the skills necessary for effective participation in it. (EAO)

  10. An Exploration of Elementary School Counselors' Perceptions of Students' Exposure to Violent Video Games

    ERIC Educational Resources Information Center

    Woody, Tammy Lynn

    2010-01-01

    This study explored elementary school counselors' perceptions of working with students exposed to violent video games. Certified elementary school counselors participated in both an online survey and individual interviews, revealing their observations regarding elementary school children and the phenomenon of gaming. An emphasis was placed on…

  11. IT-Adventures: A Program to Spark IT Interest in High School Students Using Inquiry-Based Learning with Cyber Defense, Game Design, and Robotics

    ERIC Educational Resources Information Center

    Rursch, Julie A.; Luse, Andy; Jacobson, Doug

    2010-01-01

    The IT-Adventures program is dedicated to increasing interest in and awareness of information technology among high school students using inquiry-based learning focused on three content areas: cyber defense, game design programming, and robotics. The program combines secondary, post-secondary, and industry partnerships in educational programming,…

  12. Mind Games, Reasoning Skills, and the Primary School Curriculum

    ERIC Educational Resources Information Center

    Bottino, Rosa Maria; Ott, Michela

    2006-01-01

    This paper reports on a pilot research project aimed at helping to develop some strategic and reasoning abilities in primary school pupils by engaging them in educational itineraries based on the use of a number of computer mind games. The paper briefly describes the project's aims and organization, the kind of games used and the working…

  13. Video incident analysis of concussions in boys' high school lacrosse.

    PubMed

    Lincoln, Andrew E; Caswell, Shane V; Almquist, Jon L; Dunn, Reginald E; Hinton, Richard Y

    2013-04-01

    Boys' lacrosse has one of the highest rates of concussion among boys' high school sports. A thorough understanding of injury mechanisms and game situations associated with concussions in boys' high school lacrosse is necessary to target injury prevention efforts. To characterize common game-play scenarios and mechanisms of injury associated with concussions in boys' high school lacrosse using game video. Descriptive epidemiological study. In 25 public high schools of a single school system, 518 boys' lacrosse games were videotaped by trained videographers during the 2008 and 2009 seasons. Video of concussion incidents was examined to identify game characteristics and injury mechanisms using a lacrosse-specific coding instrument. A total of 34 concussions were captured on video. All concussions resulted from player-to-player bodily contact. Players were most often injured when contact was unanticipated or players were defenseless (n = 19; 56%), attempting to pick up a loose ball (n = 16; 47%), and/or ball handling (n = 14; 41%). Most frequently, the striking player's head (n = 27; 79%) was involved in the collision, and the struck player's head was the initial point of impact in 20 incidents (59%). In 68% (n = 23) of cases, a subsequent impact with the playing surface occurred immediately after the initial impact. A penalty was called in 26% (n = 9) of collisions. Player-to-player contact was the mechanism for all concussions. Most commonly, injured players were unaware of the pending contact, and the striking player used his head to initiate contact. Further investigation of preventive measures such as education of coaches and officials and enforcement of rules designed to prevent intentional head-to-head contact is warranted to reduce the incidence of concussions in boys' lacrosse.

  14. Lets Play: Why School Librarians Should Embrace Gaming in the Library

    ERIC Educational Resources Information Center

    Elkins, Aaron J.

    2015-01-01

    This author encourages librarians to play some video games to get ready for the upcoming school year. Games aren't just for young males--they have tremendous potential to enhance 21st-century literacies, including critical-thinking and problem-solving skills. Playing games will not only help librarians see how these skills can be developed, but…

  15. Serious Game Motivation in an EFL Classroom in Chinese Primary School

    ERIC Educational Resources Information Center

    Anyaegbu, Ruphina; Ting, Wei; Li, Yi

    2012-01-01

    This paper is a report on the findings of a qualitative PhD pilot research study on the integration of Serious Games specifically Mingoville to motivate the Chinese primary students in an EFL classrooms. It was carried out in two primary schools: the students are both from low and high income families respectively in Jiangsu Province, PR, China.…

  16. In the School Game, Your Options Abound.

    ERIC Educational Resources Information Center

    Trotter, Andrew

    1991-01-01

    Describes various electronic technologies available for classroom use, including videocassette news reports, educational computer games based on knowledge of geographical and historical trivia, and other software programs developed expressly for schools. Nintendo Company is being watched for optical disk developments, and "virtual…

  17. A Tactical-Game Approach and Enhancement of Metacognitive Behaviour in Elementary School Students

    ERIC Educational Resources Information Center

    Chatzipanteli, Athanasia; Digelidis, N.; Karatzoglidis, C.; Dean, R.

    2016-01-01

    Background: "Teaching games for understanding" (TGfU) is a tactical-game approach to teaching, in which participants are learning via the processes intrinsic to the games themselves. Purpose: The aim of the study was to examine the effectiveness of a tactical-game model in promoting metacognitive behaviour in elementary-school students.…

  18. The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance.

    PubMed

    Gentile, Douglas A; Lynch, Paul J; Linder, Jennifer Ruh; Walsh, David A

    2004-02-01

    Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The second goal was to examine associations among violent video game exposure, hostility, arguments with teachers, school grades, and physical fights. In addition, path analyses were conducted to test mediational pathways from video game habits to outcomes. Six hundred and seven 8th- and 9th-grade students from four schools participated. Adolescents who expose themselves to greater amounts of video game violence were more hostile, reported getting into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed more poorly in school. Mediational pathways were found such that hostility mediated the relationship between violent video game exposure and outcomes. Results are interpreted within and support the framework of the General Aggression Model.

  19. Virtual Games and Real-World Communities: Environments That Constrain and Enable Physical Activity in Games for Health

    ERIC Educational Resources Information Center

    Stewart, Mary K.; Hagood, Danielle; Ching, Cynthia Carter

    2017-01-01

    This article examines two communities of youth who play an online game that integrates physical activity into virtual game play. Participating youth from two research sites--an urban middle school and a suburban junior high school--wore FitBits that tracked their physical activity and then integrated their real-world energy into game-world…

  20. An Exploratory Case Study Analysis of Tribal and School Leaders' Perceptions toward How Gaming Money Is Used in a Tribal School

    ERIC Educational Resources Information Center

    Trottier, Neil W.

    2007-01-01

    The purpose of this study is to examine how Indian gaming revenue is used to support tribal schools by exploring key stakeholders' perceptions of the overall effect of gaming money on improving services provided by tribally controlled schools in the Midwest. In addition, underfunded tribal schools and failed federal policies remain a dilemma for…

  1. Making Games after School: Participatory Game Design in Non-Formal Learning Environments

    ERIC Educational Resources Information Center

    Clark, Kevin; Brandt, Jami; Hopkins, Rhonda; Wilhelm, Jason

    2009-01-01

    Participatory design principles were used with primarily African-American and Latino children in the Washington, DC area in the development of sports-themed digital game prototypes in an after-school program. The three stages in participatory design are the discovery stage, the evaluative stage, and prototyping. Within the participatory design…

  2. Challenges and opportunities: using a science-based video game in secondary school settings

    NASA Astrophysics Data System (ADS)

    Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole

    2012-12-01

    Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge and/or understanding, but also in their on-the-ground use (Jaipal and Figg 2010). This paper reports on the use of a science-focused video game in five very different secondary school settings in Ontario, Canada. A mixed-methods approach was used in the study, and included data gathered on general gameplay habits and technology use, as well as informal interviews with teachers and students who played the game. In total, 161 participants played a series of games focused on the "life of a plant", and were given both a pre and post quiz to determine if the game helped them retain and/or change what they knew about scientific processes like plant cell anatomy and photosynthesis. Participants showed statistically significant improvement on quizzes that were taken after playing the game for approximately one-hour sessions, despite difficulties in some cases both accessing and playing the game for the full hour. Our findings also reveal the ongoing challenges in making use of technology in a variety of school sessions, even when using a browser-based game, that demanded very little other than a reliable internet connection.

  3. Spies: an educational game

    NASA Astrophysics Data System (ADS)

    Souza, P. V. S.; Morais, L. P.; Girardi, D.

    2018-07-01

    We present an educational game for teaching physics, Spies. The game is based on the popular boardgame Codenames. It is useful as a didactic tool to promote and improve student engagement. Spies is practical, fast and requires very little physical resources, which makes it ideal for high school teaching and viable in most diverse school realities.

  4. Gaming and the Commodities Market: An Economic-Based Game for Developing Reasoning Skills

    ERIC Educational Resources Information Center

    Witschonke, Christopher; Herrera, Jose Maria

    2013-01-01

    The authors describe an economics-based game they have developed to instruct student teachers in the value of games and gaming for developing reasoning and decision-making skills in economics in K-12 students (5-18-year-olds). The game is designed to progress through each grade level so that by high school students have a thorough appreciation and…

  5. A game-based crowdsourcing platform for rapidly training middle and high school students to perform biomedical image analysis

    NASA Astrophysics Data System (ADS)

    Feng, Steve; Woo, Min-jae; Kim, Hannah; Kim, Eunso; Ki, Sojung; Shao, Lei; Ozcan, Aydogan

    2016-03-01

    We developed an easy-to-use and widely accessible crowd-sourcing tool for rapidly training humans to perform biomedical image diagnostic tasks and demonstrated this platform's ability on middle and high school students in South Korea to diagnose malaria infected red-blood-cells (RBCs) using Giemsa-stained thin blood smears imaged under light microscopes. We previously used the same platform (i.e., BioGames) to crowd-source diagnostics of individual RBC images, marking them as malaria positive (infected), negative (uninfected), or questionable (insufficient information for a reliable diagnosis). Using a custom-developed statistical framework, we combined the diagnoses from both expert diagnosticians and the minimally trained human crowd to generate a gold standard library of malaria-infection labels for RBCs. Using this library of labels, we developed a web-based training and educational toolset that provides a quantified score for diagnosticians/users to compare their performance against their peers and view misdiagnosed cells. We have since demonstrated the ability of this platform to quickly train humans without prior training to reach high diagnostic accuracy as compared to expert diagnosticians. Our initial trial group of 55 middle and high school students has collectively played more than 170 hours, each demonstrating significant improvements after only 3 hours of training games, with diagnostic scores that match expert diagnosticians'. Next, through a national-scale educational outreach program in South Korea we recruited >1660 students who demonstrated a similar performance level after 5 hours of training. We plan to further demonstrate this tool's effectiveness for other diagnostic tasks involving image labeling and aim to provide an easily-accessible and quickly adaptable framework for online training of new diagnosticians.

  6. A Case Study on Collective Cognition and Operation in Team-Based Computer Game Design by Middle-School Children

    ERIC Educational Resources Information Center

    Ke, Fengfeng; Im, Tami

    2014-01-01

    This case study examined team-based computer-game design efforts by children with diverse abilities to explore the nature of their collective design actions and cognitive processes. Ten teams of middle-school children, with a high percentage of minority students, participated in a 6-weeks, computer-assisted math-game-design program. Essential…

  7. Designing After-School Learning Using the Massively Multiplayer Online Role-Playing Game

    ERIC Educational Resources Information Center

    King, Elizabeth M.

    2015-01-01

    Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…

  8. Baseball and softball sliding injuries: incidence and correlates during one high school league varsity season.

    PubMed

    Stovak, Mark; Parikh, Amit; Harvey, Anne T

    2012-11-01

    To estimate injury rates associated with sliding in high school baseball and softball. Prospective cohort study. Community high school athletic events. Ten high school varsity baseball and softball teams over 1 season. All sliding attempts were recorded during each game and recorded as headfirst, feetfirst, or diveback. Base type, playing surface, and field conditions were also noted. Injury exposure rates by game exposures and sliding/diveback exposures. Data were collected from 153 baseball games and 166 softball games. A greater proportion of slides were associated with injury in softball than in baseball (42.0 and 4.9 per 1000 slides; P < 0.05). Headfirst slides led to more injuries than feetfirst slides in baseball (16.8 vs 0 per 1000 slides; P < 0.05) but not in softball (55 vs 35 per 1000 slides; P = 0.74). More powerful studies are required to determine whether efforts to prevent baseball sliding injuries at the high school level should focus on better education in sliding technique or changes in equipment. Softball players are vulnerable to injury when wearing inadequate protective sliding apparel.

  9. The Invention of Board Games by a Group of Teenagers from a Special School.

    ERIC Educational Resources Information Center

    Wozny, Cecilia

    1985-01-01

    Outlines the theoretical developmental principles on which the use of educational games is based and describes a school/college link program that applied these principles to a project designed to increase the confidence of adolescents attending a special school; student groups were encouraged to develop their own games. (MBR)

  10. Timing of Lower Extremity Injuries in Competition and Practice in High School Sports.

    PubMed

    Nagle, Kyle; Johnson, Bernadette; Brou, Lina; Landman, Tyler; Sochanska, Ada; Comstock, R Dawn

    Laboratory-based experiments demonstrate that fatigue may contribute to lower extremity injury (LEI). Few studies have examined the timing of LEIs during competition and practice, specifically in high school athletes across multiple sports, to consider the possible relationship between fatigue and LEIs during sport events. The purpose of this study was to describe the timing of LEIs in high school athletes within games and practices across multiple sports, with a hypothesis that more and severe injuries occur later in games and practices. Descriptive epidemiologic study. Level 4. Using the National High School RIO (Reporting Information Online) sport injury surveillance system, LEI severity and time of occurrence data during practice and competition were extracted for 9 high school sports. During the school years 2005-2006 through 2013-2014, 16,967,702 athlete exposures and 19,676 total LEIs were examined. In all sports surveyed, there was a higher LEI rate, relative risk for LEI, and LEI requiring surgery during competition than practice. During practice, the majority of LEIs occurred over an hour into practice in all sports. In quarter-based competition, more LEIs occurred in the second (31% to 32%) and third quarters (30% to 35%) than in the first (11% to 15%) and fourth quarters (22% to 26%). In games with halves, the majority (53% to 66%) of LEIs occurred in the second half. The greater severity LEIs tended to occur earlier in games. Fatigue may play a role in the predominance of injuries in the second half of games, though various factors may be involved. Greater severity of injuries earlier in games may be because of higher energy injuries when athletes are not fatigued. These findings can help prepare sports medicine personnel and guide further related research to prevent LEIs.

  11. The Importance of Language Games in School Public Relations

    ERIC Educational Resources Information Center

    Fusarelli, Lance; Sanders, Marla

    2005-01-01

    This article examines the language games played by superintendents as they work with school boards and community activists to craft school policy. We begin by examining the role of language in problem definition and the agenda-setting process. We then examine how political culture and the media affect problem definition. We argue that school…

  12. Associations of school violence with physical activity among U.S. high school students.

    PubMed

    Demissie, Zewditu; Lowry, Richard; Eaton, Danice K; Hertz, Marci F; Lee, Sarah M

    2014-05-01

    This study investigated associations of violence-related behaviors with physical activity (PA)-related behaviors among U.S. high school students. Data from the 2009 national Youth Risk Behavior Survey, a cross-sectional survey of a nationally representative sample of 9th-12th grade students, were analyzed. Sex-stratified, adjusted odds ratios (aORs) and 95% confidence intervals (CIs) were estimated for associations between violence-related behaviors and being physically active for ≥60 minutes daily, sports participation, TV watching for ≥3 hours/day, and video game/computer use for ≥3 hours/day. Among male students, at-school bullying victimization was negatively associated with daily PA (aOR: 0.72; 95% CI: 0.58-0.87) and sports participation; skipping school because of safety concerns was positively associated with video game/computer use (1.42; 1.01-2.00); and physical fighting was positively associated with daily PA. Among female students, at-school bullying victimization and skipping school because of safety concerns were both positively associated with video game/computer use (1.46; 1.19-1.79 and 1.60; 1.09-2.34, respectively), and physical fighting at school was negatively associated with sports participation and positively associated with TV watching. Bullying victimization emerged as a potentially important risk factor for insufficient PA. Schools should consider the role of violence in initiatives designed to promote PA.

  13. Towards the Future "Earthquake" School in the Cloud: Near-real Time Earthquake Games Competition in Taiwan

    NASA Astrophysics Data System (ADS)

    Chen, K. H.; Liang, W. T.; Wu, Y. F.; Yen, E.

    2014-12-01

    To prevent the future threats of natural disaster, it is important to understand how the disaster happened, why lives were lost, and what lessons have been learned. By that, the attitude of society toward natural disaster can be transformed from training to learning. The citizen-seismologists-in-Taiwan project is designed to elevate the quality of earthquake science education by means of incorporating earthquake/tsunami stories and near-real time earthquake games competition into the traditional curricula in schools. Through pilot of courses and professional development workshops, we have worked closely with teachers from elementary, junior high, and senior high schools, to design workable teaching plans through a practical operation of seismic monitoring at home or school. We will introduce how the 9-years-old do P- and S-wave picking and measure seismic intensity through interactive learning platform, how do scientists and school teachers work together, and how do we create an environment to facilitate continuous learning (i.e., near-real time earthquake games competition), to make earthquake science fun.

  14. Students' Perceptions about the Use of Educational Games as a Tool for Teaching the Periodic Table of Elements at the High School Level

    ERIC Educational Resources Information Center

    Franco-Mariscal, Antonio Joaquín; Oliva-Martínez, Jose´ María; Gil, M. L. Almoraima

    2015-01-01

    The study reported here was conducted to investigate the perceptions of high school students on the use of educational games as a tool for teaching the periodic table of elements in a chemistry class in Spain. The 127 students who participated in this study came from six different classes in grade 10 (15-16 years old). The students' perceptions of…

  15. Video gaming in school children: How much is enough?

    PubMed

    Pujol, Jesus; Fenoll, Raquel; Forns, Joan; Harrison, Ben J; Martínez-Vilavella, Gerard; Macià, Dídac; Alvarez-Pedrerol, Mar; Blanco-Hinojo, Laura; González-Ortiz, Sofía; Deus, Joan; Sunyer, Jordi

    2016-09-01

    Despite extensive debate, the proposed benefits and risks of video gaming in young people remain to be empirically clarified, particularly as regards an optimal level of use. In 2,442 children aged 7 to 11 years, we investigated relationships between weekly video game use, selected cognitive abilities, and conduct-related problems. A large subgroup of these children (n = 260) was further examined with magnetic resonance imaging approximately 1 year later to assess the impact of video gaming on brain structure and function. Playing video games for 1 hour per week was associated with faster and more consistent psychomotor responses to visual stimulation. Remarkably, no further change in motor speed was identified in children playing >2 hours per week. By comparison, the weekly time spent gaming was steadily associated with conduct problems, peer conflicts, and reduced prosocial abilities. These negative implications were clearly visible only in children at the extreme of our game-playing distribution, with 9 hours or more of video gaming per week. At a neural level, changes associated with gaming were most evident in basal ganglia white matter and functional connectivity. Significantly better visuomotor skills can be seen in school children playing video games, even with relatively small amounts of use. Frequent weekly use, by contrast, was associated with conduct problems. Further studies are needed to determine whether moderate video gaming causes improved visuomotor skills and whether excessive video gaming causes conduct problems, or whether children who already have these characteristics simply play more video games. Ann Neurol 2016;80:424-433. © 2016 American Neurological Association.

  16. The Math Explorer: Games and Activities for Middle School Youth Groups.

    ERIC Educational Resources Information Center

    Murphy, Pat; Lambertson, Lori; Tesler, Pearl

    This book offers games and mathematics activities using a hands-on approach for middle school students and features games, puzzles, experiments, and projects. Contents include: (1) "Boxed In!"; (2) "Oddball"; (3) "Pig"; (4) "Madagascar Solitaire"; (5) "Fantastic Four"; (6) "Eratosthenes' Sieve"; (7) "Hopping Hundred"; (8) "Tic-Tac-Toe Times"; (9)…

  17. Simulation Games in the Classroom: How Important is the Post-Game Discussion?

    ERIC Educational Resources Information Center

    Livingston, Samuel A.

    The importance of class discussion following a simulation game was investigated by means of an experiment in which four classes of high school students played Ghetto for two periods. Two classes then discussed the game, while the other two were tested before any discussion of the game. The results showed the discussion to have no effect on…

  18. Learning Physics with Digital Game Simulations in Middle School Science

    NASA Astrophysics Data System (ADS)

    Anderson, Janice L.; Barnett, Mike

    2013-12-01

    The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with middle school students. To this end, we explored the impact of using a game called Supercharged! on middle school students' understanding of electromagnetic concepts compared to students who conducted a more traditional inquiry-oriented investigation of the same concepts. This study was a part of a larger design experiment examining the pedagogical potential of Supercharged! The control group learned through a series of guided inquiry methods while the experimental group played Supercharged! during the laboratory sections of the science course. There was significant difference, F(2,91) = 3.6, p < 0.05, η 2 = 0.77, between the control and experimental groups on the gains from pre- to post-assessment. Additionally, students in the experimental group were able to give more nuanced responses about the descriptions of electric fields and the influence of distance on the forces that charges experience due to their interactions with the Supercharged! game. Results of this study show that video games can lead to positive learning outcomes, as demonstrated by the increase in test scores from pre- to post-assessment and the student interviews. This study also suggests that a complementary approach, in which video games and hands-on activities are integrated, with each activity informing the other, could be a very powerful technique for supporting student scientific understanding. Further, our findings suggest that game designers should embed meta-cognitive activities such as reflective opportunities into educational video games in order to provide scaffolds for students and to reinforce that they are engaged in an educational learning experience.

  19. Aligning Game Activity with Educational Goals: Following a Constrained Design Approach to Instructional Computer Games

    ERIC Educational Resources Information Center

    Shelton, Brett E.; Scoresby, Jon

    2011-01-01

    We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…

  20. The Monkey game: A computerized verbal working memory task for self-reliant administration in primary school children.

    PubMed

    Van de Weijer-Bergsma, Eva; Kroesbergen, Evelyn H; Jolani, Shahab; Van Luit, Johannes E H

    2016-06-01

    In two studies, the psychometric properties of an online self-reliant verbal working memory task (the Monkey game) for primary school children (6-12 years of age) were examined. In Study 1, children (n = 5,203) from 31 primary schools participated. The participants completed computerized verbal and visual-spatial working memory tasks (i.e., the Monkey game and the Lion game) and a paper-and-pencil version of Raven's Standard Progressive Matrices. Reading comprehension and math achievement test scores were obtained from the schools. First, the internal consistency of the Monkey game was examined. Second, multilevel modeling was used to examine the effects of classroom membership. Multilevel multivariate regression analysis was used to examine the Monkey game's concurrent relationship with the Lion game and its predictive relationships with reading comprehension and math achievement. Also, age-related differences in performance were examined. In Study 2, the concurrent relationships between the Monkey game and two tester-led computerized working memory tasks were further examined (n = 140). Also, the 1- and 2-year stability of the Monkey game was investigated. The Monkey game showed excellent internal consistency, good concurrent relationships with the other working memory measures, and significant age differences in performance. Performance on the Monkey game was also predictive of subsequent reading comprehension and mathematics performance, even after controlling for individual differences in intelligence. Performance on the Monkey game was influenced by classroom membership. The Monkey game is a reliable and suitable instrument for the online computerized and self-reliant assessment of verbal working memory in primary school children.

  1. Educational Game Design as Gateway for Operationalizing Computational Thinking Skills among Middle School Students

    ERIC Educational Resources Information Center

    Wu, Min Lun

    2018-01-01

    This qualitative case study reports descriptive findings of digital game-based learning involving 15 Taiwanese middle school students' use of computational thinking skills elicited through programmed activities in a game design workshop. Situated learning theory is utilized as framework to evaluate novice game designers' individual advancement in…

  2. The Multivoicedness of Game Play: Exploring the Unfolding of a Student's Learning Trajectory in a Gaming Context at School

    ERIC Educational Resources Information Center

    Silseth, Kenneth

    2012-01-01

    The purpose of this article is to gain knowledge about how interactions in a gaming context become constituted as effective resources for a student's learning trajectory. In addition, this detailed study of a learning trajectory documents how a computer game becomes a learning resource for working on a specific topic in school. The article reports…

  3. Do Your School Mates Influence How Long You Game? Evidence from the U.S.

    PubMed Central

    Amialchuk, Aliaksandr; Kotalik, Ales

    2016-01-01

    The goal of this paper is to estimate peer influence in video gaming time among adolescents. Using a nationally representative sample of the U.S. school-aged adolescents in 2009–2010, we estimate a structural model that accounts for the potential biases in the estimate of the peer effect. Our peer group is exogenously assigned and includes one year older adolescents in the same school grade as the respondent. The peer measure is based on peers’ own reports of video gaming time. We find that an additional one hour of playing video games per week by older grade-mates results in .47 hours increase in video gaming time by male responders. We do not find significant peer effect among female responders. Effective policies aimed at influencing the time that adolescents spend video gaming should take these findings into account. PMID:27494337

  4. Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students

    ERIC Educational Resources Information Center

    Tatli, Zeynep

    2018-01-01

    The purpose of this study is to determine types of games that middle school students play in their daily lives and analyze the effects of various variables such as gender, available technology, grade in school and parents' education levels on their game preferences. The sample consisted of a total of 464 grade 5-8 students (212 girls and 252…

  5. Merits of Undergraduate and High School Research

    NASA Astrophysics Data System (ADS)

    Kenney, John

    2016-06-01

    When it comes to sports, everyone gets it; you have to play to really understand, experience, and learn what the game is all about. It would be ludicrous to teach basketball by practicing basketball fundamentals in the gym (layups, free throws, jump shots, dribbling, defense), reading about and attending professional basketball games, but never playing in a game. As important as classes and teaching laboratories may be in science education, there is simply no substitute for active engagement in scientific research to show students what science is all about and, perhaps even more importantly, to inspire and motivate them to become scientists or at least appreciate science. It is a widely held misconception that a student cannot really do meaningful, publishable scientific research until he/she is in graduate school. In actual fact, college undergraduates and even high school students can make original and significant scientific research contributions. Astronomical research, in particular, is very well suited to engage the beginning high school or college undergraduate researcher. The night sky’s inherent accessibility and also its inherent grandeur are natural draws for the curious student’s mind. And much can be learned and discovered using small telescopes. In sports, joining a team is a key aspect of the sports experience. Similarly in science, joining a research team and thereby entering a “community of scientific practice” is fundamental and transformational. As important as working with equipment and acquiring data happen to be in scientific research, this is only the beginning of the research process. Student researchers of all ages—particularly high school students and college undergraduates—have much to gain by giving presentations on their research, writing up their results for publication, and going through the peer review process. But this only works if the student researchers are imbedded within the community of practice.

  6. Game-Based Remedial Instruction in Mastery Learning for Upper-Primary School Students

    ERIC Educational Resources Information Center

    Lin, Chun-Hung; Liu, Eric Zhi-Feng; Chen, Yu-Liang; Liou, Pey-Yan; Chang, Maiga; Wu, Cheng-Hong; Yuan, Shyan-Ming

    2013-01-01

    The study examines the effectiveness of using computer games for after-school remedial mastery learning. We incorporated instructional materials related to "area of a circle" into the popular Monopoly game to enhance the performance of sixth-grade students learning mathematics. The program requires that students enter the answers to…

  7. STEM@School: an engaging Serious Game!

    NASA Astrophysics Data System (ADS)

    terracina, annalisa; mecella, massimo

    2016-04-01

    Over the last ten years, the way in which education and training is delivered has changed considerably with the advent of new technologies. Thus, technology should be a prominent part of the learning process and should be intended as a support for teachers and learners. One new technology that holds considerable promise for helping to engage learners is Games-Based Learning (GBL). The term game is quite ambiguous, that means that researchers, game designers, parents, students, teachers, etc. have a different concept of games. In this research, we intend games as inquiry based laboratories in which participants are able to imagine, engage with, and reflect upon their experiences. Gaming and schooling have developed into two distinct "knowledge traditions" that often rely on opposing validity criteria for determining what counts and what does not count as relevant knowledge. To avoid that dichotomy, GBL should integrate different aspects that are related to the knowledge itself, to pedagogical aspects, to scenario-based and every day practice. In the above scenario we matured the idea to develop a serious game that integrates the most up-to-date technologies in new teaching trends: Virtual Learning Environments (VLEs) and Intelligent Pedagogical Agents (IPAs). The main idea of our research is a VLE that in turn is a role playing game. The role playing game is a social game in which each student becomes a player with her abilities and her tasks. In order to succeed, all the players should work to achieve a common objective/goal. The storyboard is designed in a way that there is an evolution in the role playing game and a progress in the level of learning as well. The idea of helping students in the process of learning in a different way with respect to the classical approach finds support in many psychological studies and previous work, in particular we refer to Howard Gardner theory (1983): "We might think of the topic as a room with at least five doors or entry

  8. Especially for High School Teachers

    NASA Astrophysics Data System (ADS)

    Howell, J. Emory

    1999-04-01

    Secondary School Feature Articles * Amino Acid Wordsearch, by Terry L. Helser, p 495. Games, Puzzles, and Humor In honor of April Fools' Day this issue contains 22 pages devoted to games and puzzles that can be used to teach aspects of chemistry. Most are designed for high school and first-year college students. The lead article, p 481, contains an annotated bibliography of chemistry games, complete with a vendor list. Many of the annotated games must be purchased, but the other articles that follow in this issue describe some games and puzzles that require minimal preparation using a word processor and readily available materials. Actually, JCE has a long tradition of publishing games and puzzles for chemistry teachers and their students. Read the letter by Helser and the Editor's response, p 468, for some recent background. Not having counted articles over past years, I became curious and turned to the online index, accessed by way of http://jchemed.chem.wisc.edu/. Because I wanted to search the entire 75-year life of the Journal, I searched titles for the words "game", "puzzle", and "humor" and obtained a total of 85 hits from the three searches. After eliminating titles of articles that were not applicable, I found that at least 25 games, 48 puzzles, and 5 humor articles have appeared during the past 75 years. At an average of one per year, the JCE editors hardly can be accused of frivolity, but game, puzzle, and humor articles have been published. The term "game" did not appear in any titles during 1945-1970, "puzzle" did not appear from 1927 to 1953, and there was no mention of humor (in the titles) prior to 1974. What appears to be the earliest article (1929) about a game was authored by an undergraduate student at the University of Colorado (1). It was titled "Chemical Bank", and the game pieces were tokens cut from cork stoppers. Wire hooks were inserted in the side of the token to represent valence electrons available for bonding. Carbon contained 4 hooks

  9. Nuclear Power Plant Simulation Game.

    ERIC Educational Resources Information Center

    Weiss, Fran

    1979-01-01

    Presents a nuclear power plant simulation game which is designed to involve a class of 30 junior or senior high school students. Scientific, ecological, and social issues covered in the game are also presented. (HM)

  10. Individual and School Organizational Factors that Influence Implementation of the PAX Good Behavior Game Intervention.

    PubMed

    Domitrovich, Celene E; Pas, Elise T; Bradshaw, Catherine P; Becker, Kimberly D; Keperling, Jennifer P; Embry, Dennis D; Ialongo, Nicholas

    2015-11-01

    Evidence-based interventions are being disseminated broadly in schools across the USA, but the implementation levels achieved in community settings vary considerably. The current study examined the extent to which teacher and school factors were associated with implementation dosage and quality of the PAX Good Behavior Game (PAX GBG), a universal classroom-based preventive intervention designed to improve student social-emotional competence and behavior. Specifically, dosage (i.e., number of games and duration of games) across the school year and quality (i.e., how well the game is delivered) of PAX GBG implementation across four time points in a school year were examined. Hierarchical linear modeling was used to examine the association between teacher-level factors (e.g., demographics, self-reports of personal resources, attitudes toward the intervention, and workplace perceptions) and longitudinal implementation data. We also accounted for school-level factors, including demographic characteristics of the students and ratings of the schools' organizational health. Findings indicated that only a few teacher-level factors were significantly related to variation in implementation. Teacher perceptions (e.g., fit with teaching style, emotional exhaustion) were generally related to dosage, whereas demographic factors (e.g., teachers' age) were related to quality. These findings highlight the importance of school contextual and proximal teacher factors on the implementation of classroom-based programs.

  11. Computerized History Games: Narrative Options

    ERIC Educational Resources Information Center

    Kee, Kevin

    2011-01-01

    How may historians best express history through computer games? This article suggests that the answer lies in correctly correlating historians' goals for teaching with the capabilities of different kinds of computer games. During the development of a game prototype for high school students, the author followed best practices as expressed in the…

  12. A Study of Traditional Circle Games Played in Public School Kindergartens across the United States.

    ERIC Educational Resources Information Center

    Rothlein, Liz; And Others

    1988-01-01

    Investigates traditional circle games played in 203 public school kindergartens in 35 states. Results indicate that music/movement and racing games were the major game categories; the most common frequency and duration was three times per week for 20 minutes; and the purposes of the games were to have fun, and to foster social, physical motor, and…

  13. Spirit of the Game: Empowering Students as Designers in Schools?

    ERIC Educational Resources Information Center

    Lim, Cher Ping

    2008-01-01

    The aim of this paper and the one which follows is to explore how the potential of computer games may be taken up in schools to support learning engagement among students. It is not the intention of the papers to dismiss existing classroom practices or overlook accounts of innovative practices in schools; the papers' aim is to provide educators…

  14. Video Games vs. Reading and School/Cognitive Performances: A Study on 27000 Middle School Teenagers

    ERIC Educational Resources Information Center

    Lieury, Alain; Lorant, Sonia; Trosseille, Bruno; Champault, Françoise; Vourc'h, Ronan

    2016-01-01

    Video games are a very common leisure activity among teenagers and the aim of this study is to analyse their relations with cognitive and school performances. This study is part of a broad survey, conducted on 27,000 French teenagers (14.5 years old) in middle school (9th grade). The survey contained both a questionnaire on leisure activities…

  15. New Digital Energy Game, the Use of Games to Influence Attitudes, Interests, and Student Achievement in Science

    ERIC Educational Resources Information Center

    Holmes, Venita

    2012-01-01

    Purpose: To assess how the use of games contributes to students' science learning, interests, and attitudes about science. Methodology: The study sample was middle and high-school students in a large urban school district in 2012. A total of 1191 students participated in the game. The majority of students were Hispanic females of low…

  16. Developing Strategic and Reasoning Abilities with Computer Games at Primary School Level

    ERIC Educational Resources Information Center

    Bottino, R. M.; Ferlino, L.; Ott, M.; Tavella, M.

    2007-01-01

    The paper reports a small-scale, long-term pilot project designed to foster strategic and reasoning abilities in young primary school pupils by engaging them in a number of computer games, mainly those usually called mind games (brainteasers, puzzlers, etc.). In this paper, the objectives, work methodology, experimental setting, and tools used in…

  17. Concussion Mechanisms and Activities in Youth, High School, and College Football.

    PubMed

    Lynall, Robert C; Campbell, Kody R; Wasserman, Erin B; Dompier, Thomas P; Kerr, Zachary Y

    2017-10-01

    Our purpose was to determine concussion mechanism and activity differences among three cohorts of football players: youth, high school, and college. Participants in this prospective cohort study were youth (ages 5-14 years, 118 teams, 310 team-seasons), high school (96 teams, 184 team-seasons), and college (34 teams, 71 team-seasons) football players. Athletic trainers collected athlete-exposure (AE) and concussion data during the 2012-2014 seasons. Injury mechanism referred to the object that made contact with the concussed player, resulting in the concussion. Injury activity referred to the type of football-specific activity that the player was involved in when the concussion was sustained. Injury proportion ratios (IPR) compared distributions of concussion mechanisms and activities among age levels. A total of 1429 concussions were reported over 1,981,284 AE across all levels (Rate: 0.72/1000AE). Overall, most concussions were caused by player contact (84.7%). During games, a greater proportion of youth football concussions (14.7%) were caused by surface contact than high school (7.3%, IPR = 2.02; 95% confidence interval [CI]: 1.10-3.72) and college (7.1%, IPR = 2.07, 95% CI: 1.02-4.23) football. Compared with college football concussions (90.2%), a smaller proportion of youth (80.0%, IPR = 0.89, 95% CI: 0.79-0.99) and high school (83.2%, IPR = 0.92, 95% CI: 0.86-0.99) football concussions were caused by player contact. A greater proportion of game youth football concussions (42.1%) occurred while an individual was being tackled than occurred in high school (23.2%, IPR = 1.81, 95% CI: 1.34-2.45) and college (23.0%, IPR = 1.83, 95% CI: 1.29-2.62) football. Findings were similar during practices. Compared with college football game concussions (15.8%), a smaller proportion of youth (6.3%, IPR = 0.40, 95% CI: 0.17-0.93) and high school (9.5%, IPR = 0.60, 95% CI: 0.38-0.95) football game concussions occurred while an individual was

  18. Versatility and addiction in gaming: the number of video-game genres played is associated with pathological gaming in male adolescents.

    PubMed

    Donati, Maria Anna; Chiesi, Francesca; Ammannato, Giulio; Primi, Caterina

    2015-02-01

    This study tested the predictive power of gaming versatility (i.e., the number of video game genres engaged in) on game addiction in male adolescents, controlling for time spent on gaming. Participants were 701 male adolescents attending high school (Mage=15.6 years). Analyses showed that pathological gaming was predicted not only by higher time spent on gaming, but also by participation in a greater number of video game genres. Specifically, the wider the array of video game genres played, the higher were the negative consequences caused by gaming. Findings show that versatility can be considered as one of the behavioral risk factors related to gaming addiction, which may be characterized by a composite and diversified experience with video games. This study suggests that educational efforts designed to prevent gaming addiction among youth may also be focused on adolescents' engagement in different video games.

  19. Games of Character: Team Sports, Games, and Character Development in Victorian Public Schools, 1850-1900

    ERIC Educational Resources Information Center

    Dishon, Gideon

    2017-01-01

    This article examines the ascendance of team sports as tools of "character building" in British Victorian public schools in the second half of the nineteenth century. The focus of this enquiry is the commonly overlooked pedagogical innovation underlying this process--the utilisation of "organised games" as educational tools.…

  20. Girls' High School Basketball Injury Study, 1986.

    ERIC Educational Resources Information Center

    National Athletic Trainers' Association, Inc., Greenville, NC.

    These National Athletic Trainers' Association (NATA) newsletters contain information on injuries sustained by girls who participate in high school basketball. Types of injuries are listed with a breakdown of injuries during games and practice, and of the parts of the body affected. A fact sheet is included outlining the qualifications and…

  1. Getting Comfortable with Failure and Vulnerability to Facilitate Learning and Innovation in the Game of School

    ERIC Educational Resources Information Center

    Machajewski, Szymon

    2017-01-01

    Schools are to prepare students for success. However, they often villainize failure. Instead, schools should teach students how to fail fast and safely in order to learn and to allow innovation through vulnerability. The lessons that the gaming culture has for learning will define future strategies of teaching and learning. Games are sometimes…

  2. The FIT Game: preliminary evaluation of a gamification approach to increasing fruit and vegetable consumption in school.

    PubMed

    Jones, Brooke A; Madden, Gregory J; Wengreen, Heidi J

    2014-11-01

    Incentive-based interventions designed to increase fruit and vegetable (FV) consumption tend to yield positive, short-term outcomes. Because consumption most often returns to baseline levels when incentives are removed, sustainable long-duration interventions may be needed to impact public health. Anticipating that low-cost interventions will be more appealing to schools, the present study explored a low-cost, game-based intervention. An alternating-treatments design was used to evaluate the effects of the FIT Game on objectively measured FV consumption in one elementary school (n=251) in Utah. During the Fall 2013 semester, game-based rewards were provided to heroic characters within a fictional narrative read by teachers on days when the school, as a whole, met a fruit or vegetable consumption goal in accord with the alternating-treatments design. On intervention days, fruit and vegetable consumption increased by 39% and 33%, (p<0.01, p<0.05; binomial tests), respectively. Teacher surveys indicated that students enjoyed the game and grade 1-3 teachers recommended its use in other schools. This game-based intervention provides a promising step towards developing a low-cost, effective, and sustainable FV intervention that schools can implement without outside assistance. Copyright © 2014 Elsevier Inc. All rights reserved.

  3. Serious Games: A Seminar Map for International Business Schools

    ERIC Educational Resources Information Center

    Witte, Anne E.

    2014-01-01

    One business school addressed the "zeitgeist" of the financial crisis by introducing in its inaugural seminar the cultural and ethical values too often absent from the types of transactions students are trained to manage. Drawing from cross-cultural and communication studies, the author tested "serious games"--cultural…

  4. Epidemiology of Injuries in High School Football: Does School Size Matter?

    PubMed

    King, Harold; Campbell, Stephen; Herzog, Makenzie; Popoli, David; Reisner, Andrew; Polikandriotis, John

    2015-08-01

    More than 1 million US high school students play football. Our objective was to compare the high school football injury profiles by school enrollment size during the 2013-2014 season. Injury data were prospectively gathered on 1806 student athletes while participating in football practice or games by certified athletic trainers as standard of care for 20 high schools in the Atlanta Metropolitan area divided into small (<1600 students enrolled) or large (≥1600 students enrolled) over the 2013-2014 football season. Smaller schools had a higher overall injury rate (79.9 injuries per 10,000 athletic exposures vs. 46.4 injuries per 10,000 athletic exposures; P < .001). In addition, smaller schools have a higher frequency of shoulder and elbow injuries (14.3% vs. 10.3%; P = .009 and 3.5% vs. 1.5%; P = .006, respectively) while larger schools have more hip/upper leg injuries (13.3% vs. 9.9%; P = .021). Lastly, smaller schools had a higher concussion distribution for offensive lineman (30.6% vs. 13.4%; P = .006) and a lower rate for defensive backs/safeties (9.2% vs. 25.4%; P = .008). This study is the first to compare and show unique injury profiles for different high school sizes. An understanding of school specific injury patterns can help drive targeted preventative measures.

  5. Groucho: An Energy Conservation Computer Game.

    ERIC Educational Resources Information Center

    Canipe, Stephen L.

    Groucho is a computer game designed to teach energy conservation concepts to upper elementary and junior high school students. The game is written in Applesoft Basic for the Apple II microcomputer. A complete listing of the program is provided. The game utilizes low resolution graphics to reward students for correct answers to 10 questions…

  6. Like a Rock: Far Rockaway High School

    ERIC Educational Resources Information Center

    Whelan, Debra Lau

    2007-01-01

    Students from Far Rockaway High School are just back from spring break, and media specialist Geri Ellner is busy getting ready for her first class. She's already pulled out a copy of Anthony Browne's award-winning picture book "The Shape Game" (Farrar, 2003), and now she's patiently cuing up a Disney video of "Pocahontas" on…

  7. Effectiveness of school- and family-based interventions to prevent gaming addiction among grades 4-5 students in Bangkok, Thailand.

    PubMed

    Apisitwasana, Nipaporn; Perngparn, Usaneya; Cottler, Linda B

    2018-01-01

    This study aimed to assess the effectiveness of Participatory Learning School and Family Based Intervention Program for Preventing Game Addiction by Developing Self-Regulation of gaming addiction among students of grades 4 and 5 in Bangkok. A quasi-experimental study was implemented among students of grades 4 and 5 at primary schools in Bangkok selected through multistage random sampling. Two comparable schools were randomly assigned to either the intervention or control group. Then, 310 students in the randomly selected classrooms were allocated to each group. The intervention group received the self-regulation program with school and family involvement to prevent gaming addiction. Master teachers attended in-house training on prevention of gaming addiction in children. Parents of these children received a gaming addiction prevention manual and guidelines. The program lasted 8 weeks. The control group received no intervention. Knowledge and Attitude About Gaming Questionnaire, Game Addiction Screening Test (GAST), and Game Addiction Protection Scale were utilized to assess subjects at baseline, immediately after, and 3 months post-intervention. Descriptive statistics, chi-square, and independent t -test were used to describe characteristics of the participants, and repeated measures ANOVA was analyzed to test the effectiveness of the intervention. The findings revealed that there were significant differences in knowledge, attitude, self-regulation, and gaming addiction behaviors ( p < 0.05) immediately and 3 months post-intervention. Positive effects of the intervention included increase in knowledge, attitude, and self-regulation, whereas the GAST score was significantly decreased ( p < 0.05) immediately and 3 months after the program. The program based on self-regulation and school and family participation is effective for preventing gaming addiction in students of grades 4 and 5 in Bangkok, Thailand.

  8. Increasing children's physical activity levels during recess periods in elementary schools: the effects of providing game equipment.

    PubMed

    Verstraete, Stefanie J M; Cardon, Greet M; De Clercq, Dirk L R; De Bourdeaudhuij, Ilse M M

    2006-08-01

    During recess, children can be active on a daily basis, making it an important school environmental factor for the promotion of health-related physical activity. The aim of the present study was to investigate the effects of providing game equipment on children's physical activity levels during morning recess and lunch break in elementary schools. Seven elementary schools were randomly assigned to the intervention group (four schools), including 122 children (75 boys, 47 girls, mean age: 10.8 +/- 0.6 years), and to the control group (three schools), including 113 children (46 boys, 67 girls, mean age: 10.9 +/- 0.7 years). Children's activity levels were measured before and three months after providing game equipment, using MTI accelerometers. During lunch break, children's moderate and vigorous physical activity significantly increased in the intervention group (moderate: from 38 to 50%, vigorous: from 10 to 11%), while it decreased in the control group (moderate: from 44 to 39%, vigorous: from 11 to 5%). At morning recess, providing game equipment was effective in increasing children's moderate physical activity (from 41 to 45%), while it decreased in the control group (from 41 to 34%). Providing game equipment during recess periods was found to be effective in increasing children's physical activity levels. This finding suggests that promoting physical activity through game equipment provision during recess periods can contribute to reach the daily activity levels recommended for good health.

  9. Social activities, self-efficacy, game attitudes, and game addiction.

    PubMed

    Jeong, Eui Jun; Kim, Doo Hwan

    2011-04-01

    This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed.

  10. The Impact of a Racing Feature on Middle School Science Students' Performance in an Educational Game: The Effect of Content-Free Game-Actions

    ERIC Educational Resources Information Center

    Ault, Marilyn; Craig-Hare, Jana; Frey, Bruce

    2016-01-01

    Reason Racer is an online, rate-based, multiplayer game designed to engage middle school students in the knowledge and skills related to scientific argumentation. Several game features are included as design considerations unrelated to science content or argumentation. One specific feature, a competitive racing component that occurs in between…

  11. What's Your Game Plan?: Developing Library Games Can Help Students Master Information Skills

    ERIC Educational Resources Information Center

    Siderius, Jennifer A.

    2011-01-01

    Stepping into a school library today reveals the dramatic changes in educational games since the author's elementary school days. Many current school libraries now boast computer- and video-based games, as well as geocaching, big games, or large-scale scavenger hunts that pit teams against each other in timed races to find clues about a…

  12. Barriers of Using Educational Games in Jordanian Public Schools

    ERIC Educational Resources Information Center

    Aljaraideh, Yousef Ahmed

    2014-01-01

    This study aimed to identify the barriers that prevent Jordanian teachers at primary schools in Jerash governorate from using computer games into the classroom. To achieve this goal, a descriptive analysis procedure was used in this study. The sample of study consisted of (240) English, Mathematics and social studies teachers. The questionnaire…

  13. Learning the Rules of the Game: The Nature of Game and Classroom Supports When Using a Concept-Integrated Digital Physics Game in the Middle School Science Classroom

    NASA Astrophysics Data System (ADS)

    Stewart, Phillip Michael, Jr.

    Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled Learning Science Through Computer Games and Simulations (2011). The report recommends moving beyond typical proof-of-concept studies into more exploratory and theoretically-based work to determine how best to integrate games into K-12 classrooms for learning , as well as how scaffolds from within the game and from outside the game (from peers and teachers) support the learning of applicable science. This study uses a mixed-methods, quasi-experimental design with an 8th grade class at an independent school in southern Connecticut to answer the following questions: 1. What is the nature of the supports for science content learning provided by the game, the peer, and the teacher, when the game is used in a classroom setting? 2. How do the learning gains in the peer support condition compare to the solo play condition, both qualitatively and quantitatively? The concept-integrated physics game SURGE (Scaffolding Understanding through Redesigning Games for Education) was selected for this study, as it was developed with an ear towards specific learning theories and prior work on student understandings of impulse, force, and vectors. Stimulated recall interviews and video observations served as the primary sources and major patterns emerged through the triangulation of data sources and qualitative analysis in the software QSR NVivo 9. The first pattern which emerged indicated that scaffolding from within the game and outside the game requires a pause in game action to be effective, unless that scaffolding is directly useful to the player in the moment of action. The second major pattern indicated that both amount and type of prior gaming experience has somewhat complex effects on both the uses of supports and learning outcomes. In general, a high correlation was found

  14. Computer games to teach hygiene: an evaluation of the e-Bug junior game.

    PubMed

    Farrell, David; Kostkova, Patty; Weinberg, Julius; Lazareck, Lisa; Weerasinghe, Dasun; Lecky, Donna M; McNulty, Cliodna A M

    2011-06-01

    Handwashing, respiratory hygiene and antibiotic resistance remain major public health concerns. In order to facilitate an effective outcome when teaching the basic principles of hand and respiratory hygiene, educational interventions should first target school children. As computer games are ubiquitous in most children's lives, e-Bug developed computer games targeted at teaching children handwashing, respiratory hygiene and antibiotic resistance. The games were designed for two target audiences: junior school children (9-12 year olds); and senior school children (13-15 year olds). Between May and August 2009, the finalized junior game underwent an evaluation in three UK schools (in Glasgow, Gloucester and London), involving 62 children in the schools and ∼ 1700 players accessing the junior game online. The e-Bug junior game consists of a number of levels of play, each of which promotes a set of learning outcomes (LOs). These LOs, complementary to those in the e-Bug packs, are expressed through the game mechanics (the rules of the game) rather than through story or dialogue. Although the junior game's evaluation demonstrated a statistically significant change in the knowledge for only a small number of given LOs, because many children had the required knowledge already before playing the game, this is e-Bug's first statistical study on the junior game and the first comprehensive evaluation of its kind. Future work includes a re-examination of the quiz-style questionnaires utilized in this study and an exploration of the potential knowledge change acquired strictly through engagement.

  15. SimSchool: An Opportunity for Using Serious Gaming for Training Teachers in Rural Areas

    ERIC Educational Resources Information Center

    Tyler-Wood, Tandra; Estes, Mary; Christensen, Rhonda; Knezek, Gerald; Gibson, David

    2015-01-01

    This article examines the use of simSchool as a training tool for educators working with students with special needs in rural districts. SimSchool is a game that emulates a classroom utilizing a virtual environment. The theory supporting simSchool is explored and current research associated with simSchool is reviewed. The issues surrounding…

  16. Relationships between parental attitudes, family functioning and Internet gaming disorder in adolescents attending school.

    PubMed

    Bonnaire, Céline; Phan, Olivier

    2017-09-01

    While recent data suggest a high prevalence of adolescent with Internet gaming disorder, little is known about interpersonal factors that contributes or protect to this disorder. Thus, the aim of this study was to examine the relationships between parental attitudes, adolescent perception of family functioning and Internet gaming disorder (IGD) and explore gender differences. From a sample of 434 adolescents attending school (n =434; age 13.2 years), 383 non-problematic gamers (NPG, 196 males; 187 females) were compared with 37 problematic gamers (PG, 29 males; 8 females). Family functioning was assessed with the Family Relationship Index and parental attitudes with a questionnaire measuring rules, access to video games, monitoring and banning of video games. NPG have a better family cohesion while PG have more family conflict and a poorer family relationship. While rules about gaming use are important in males, for females, banning is associated with IGD. For both sex, parental monitoring, conflicts and family relationship are associated with IGD. These findings highlight the strong influence of parental attitudes and family functioning on the occurrence of IGD in adolescents and their gender specificities. Thus, prevention programs need to take into account the importance of parents, parenting and gender specificities. Copyright © 2017 Elsevier Ireland Ltd. All rights reserved.

  17. Games for Engaged Learning of Middle School Children with Special Learning Needs

    ERIC Educational Resources Information Center

    Ke, Fengfeng; Abras, Tatiana

    2013-01-01

    In this paper, we describe an in situ study that examined the diverse design features and effects of three pre-algebra games for middle school children who have either challenges with learning or different language backgrounds. Data were collected through in-field observation, artifact analysis, school performance report and knowledge test during…

  18. Skeletal Relations: A School Librarian, a Teacher, and a Scientist Develop an Anatomy Lesson--with Games!--for Third Graders

    ERIC Educational Resources Information Center

    Wolf, Sara; Sumner, Andrea M.; de Freitas, Michelle

    2011-01-01

    Creating a game for third-grade students that school librarians and teachers can use in their school libraries and classrooms is a unique challenge, especially if that game is based on teaching anatomy. But that's exactly what an instructional team from Auburn University in Alabama decided to do. The team--which consisted of a school librarian who…

  19. A Serious Game of Success

    ERIC Educational Resources Information Center

    Nikirk, Martin

    2006-01-01

    This article discusses a computer game design and animation pilot at Washington County Technical High School as part of the advanced computer applications completer program. The focus of the instructional program is to teach students the 16 components of computer game design through a team-centered, problem-solving instructional format. Among…

  20. Effectiveness of school- and family-based interventions to prevent gaming addiction among grades 4–5 students in Bangkok, Thailand

    PubMed Central

    Apisitwasana, Nipaporn; Perngparn, Usaneya; Cottler, Linda B

    2018-01-01

    Purpose This study aimed to assess the effectiveness of Participatory Learning School and Family Based Intervention Program for Preventing Game Addiction by Developing Self-Regulation of gaming addiction among students of grades 4 and 5 in Bangkok. Methods A quasi-experimental study was implemented among students of grades 4 and 5 at primary schools in Bangkok selected through multistage random sampling. Two comparable schools were randomly assigned to either the intervention or control group. Then, 310 students in the randomly selected classrooms were allocated to each group. The intervention group received the self-regulation program with school and family involvement to prevent gaming addiction. Master teachers attended in-house training on prevention of gaming addiction in children. Parents of these children received a gaming addiction prevention manual and guidelines. The program lasted 8 weeks. The control group received no intervention. Knowledge and Attitude About Gaming Questionnaire, Game Addiction Screening Test (GAST), and Game Addiction Protection Scale were utilized to assess subjects at baseline, immediately after, and 3 months post-intervention. Descriptive statistics, chi-square, and independent t-test were used to describe characteristics of the participants, and repeated measures ANOVA was analyzed to test the effectiveness of the intervention. Results The findings revealed that there were significant differences in knowledge, attitude, self-regulation, and gaming addiction behaviors (p < 0.05) immediately and 3 months post-intervention. Positive effects of the intervention included increase in knowledge, attitude, and self-regulation, whereas the GAST score was significantly decreased (p < 0.05) immediately and 3 months after the program. Conclusion The program based on self-regulation and school and family participation is effective for preventing gaming addiction in students of grades 4 and 5 in Bangkok, Thailand. PMID:29695939

  1. A Teachable Agent Game Engaging Primary School Children to Learn Arithmetic Concepts and Reasoning

    ERIC Educational Resources Information Center

    Pareto, Lena

    2014-01-01

    In this paper we will describe a learning environment designed to foster conceptual understanding and reasoning in mathematics among younger school children. The learning environment consists of 48 2-player game variants based on a graphical model of arithmetic where the mathematical content is intrinsically interwoven with the game idea. The…

  2. Instructional games: Scientific language use, concept understanding, and attitudinal development of middle school learners

    NASA Astrophysics Data System (ADS)

    Mongillo, Geraldine

    The purpose of this qualitative study was to discover the influence of instructional games on middle school learners' use of scientific language, concept understanding, and attitude toward learning science. The rationale for this study stemmed from the lack of research concerning the value of play as an instructional strategy for older learners. Specifically, the study focused on the ways in which 6 average ability 7th grade students demonstrated scientific language and concept use during gameplay. The data were collected for this 6-week study in a southern New Jersey suburban middle school and included audio recordings of the 5 games observed in class, written documents (e.g., student created game questions, self-evaluation forms, pre- and post-assessments, and the final quiz) interviews, and researcher field notes. Data were coded and interpreted borrowing from the framework for scientific literacy developed by Bybee (1997). Based on the findings, the framework was modified to reflect the level of scientific understanding demonstrated by the participants and categorized as: Unacquainted, Nominal, Functional, and Conceptual. Major findings suggested that the participants predominantly achieved the Functional level of scientific literacy (i.e., the ability to adequately and appropriately use scientific language in both written and oral discourse) during games. Further, it was discovered that the participants achieved the Conceptual level of scientific literacy during gameplay. Through games participants were afforded the opportunity to use common, everyday language to explore concepts, promoted through peer collaboration. In games the participants used common language to build understandings that exceeded Nominal or token use of the technical vocabulary and concepts. Additionally, the participants reported through interviews and self-evaluation forms that their attitude (patterns included: Motivation, Interest, Fun, Relief from Boredom, and an Alternate Learning

  3. Games for Developing Mathematical Strategy.

    ERIC Educational Resources Information Center

    Williford, Harold

    1992-01-01

    The three middle school games described in this article focus on problem solving and mathematical reasoning skills. Included are Solomon's game, nine mens' morris, and nim-with-cards which all offer not only high student interest and strong mathematical value but also simple rules, ease of construction, and attractiveness for repeated play.…

  4. Game Addiction and Academic Achievement

    ERIC Educational Resources Information Center

    Sahin, Mehmet; Gumus, Yusuf Yasin; Dincel, Sezen

    2016-01-01

    The primary aim of this study was to investigate the correlation between game addiction and academic achievement. The secondary aim was to adapt a self-report instrument to measure game addiction. Three hundred and seventy high school students participated in this study. Data were collected via an online questionnaire that included a brief…

  5. A "Science and Society" Course for High School Students.

    ERIC Educational Resources Information Center

    Rosenthal, Dorothy B.

    1979-01-01

    Presents a rationale for teaching a course to high school students on the influence of science and technology on society. Bioethics and food, and world hunger are two of the topics included in the course outline. References are given for simulation games, readings, and audiovisual materials. (SA)

  6. A Study of Traditional Circle Games of Five-Year-Old United States Public School Kindergarten Children.

    ERIC Educational Resources Information Center

    Rothlein, Liz; Einspruch, Eric

    A total of 203 teachers of 5-year-olds in public school kindergartens representing 35 states responded to a questionnaire about traditional circle games. The teachers were asked to identify three of the favorite traditional circle games used in their classrooms and to indicate how often and how long the games were played. In addition, teachers…

  7. Promoting health in schools through a board game.

    PubMed

    Bartfay, W J; Bartfay, E

    1994-08-01

    Primary prevention and health promotion have become salient topics in Canadian society and in nursing during the past two decades. The noncommunicable chronic diseases, such as heart disease and cancer, have been linked to specific lifestyle behaviors or habits, which often develop early in life. The success of public health efforts to improve the health status of all Canadians depends substantially on the success of educational programs directed toward children. Effective teaching strategies that seek to promote health and wellness in children need to be developed and empirically evaluated. Educational games may provide an efficient vehicle for carrying out developmentally specific nursing interventions in school settings. This article begins with a brief overview of the historical origins of games, along with their advantages and disadvantages as educational strategies. The results of a pretest-posttest control group design study that evaluated the effectiveness of a board game as a primary prevention teaching strategy with 23 sixth grade children in Winnipeg, Manitoba are presented. The experimental group had significant gains in knowledge related to anatomy and physiology, diet, and lifestyle risk factors associated with the development of heart disease and cancer.

  8. What Digital Games and Literacy Have in Common: A Heuristic for Understanding Pupils' Gaming Literacy

    ERIC Educational Resources Information Center

    Apperley, Thomas; Walsh, Christopher

    2012-01-01

    This article argues that digital games and school-based literacy practices have much more in common than is reported in the research literature. We describe the role digital game paratexts--ancillary print and multimodal texts about digital games--can play in connecting pupils' gaming literacy practices to "traditional" school-based literacies…

  9. Increasing the Capacity of College Counseling through Video Game Design

    ERIC Educational Resources Information Center

    Mathis, Jonathan D.

    2010-01-01

    This article discusses game design concepts suggested to foster engagement while considering the needs of underserved high school students preparing for the college admission process. The contextual nature of college counseling efforts in urban secondary school settings provides a backdrop for consideration of the manner in which game design and…

  10. Children's Perspective of Game: A Comparison of the Public and Private Schools

    ERIC Educational Resources Information Center

    Gündüz, Nevin; Taspinar, Tugçe; Demis, Nurdan

    2017-01-01

    The purpose of this research is to determine what the game means from the perspectives of children studying at public and private schools. Four questionnaires were applied to all the third grade parents of four schools; two public and two private schools in Ankara, and questionnaires were completed and sent back by 212 parents. A total of 32…

  11. The Design and Development of a Computerized Attention-Training Game System for School-Aged Children

    ERIC Educational Resources Information Center

    Wang, Tsui-Ying; Huang, Ho-Chuan

    2013-01-01

    A computerized attention-training game system has been developed to support attention training for school-aged children. The present system offers various types of computer games that provide training in different aspects of attention, such as selective attention, sustained attention, and divided attention. The N-tier architecture of the Web-based…

  12. Using Games To Teach Chemistry: An Annotated Bibliography

    NASA Astrophysics Data System (ADS)

    Russell, Jeanne V.

    1999-04-01

    A list of published or marketed games based on a chemistry motif is presented. Each game is listed according to its level, subject matter, and title. A bibliographic notation and a short description are given for each game. For Introductory/High School/General Chemistry, 45 games are listed under the subjects General Knowledge; Elements & Atomic Structure (not Symbols); Nomenclature, Formulas, & Equation Writing; Chemical Reactions: Solutions & Solubilities; and Other Subjects. Seventeen games are listed under Organic Chemistry and 4 games under Other Chemistry Games. Computer games designed for outdated computers (PDP-11, TRS-80, and Apple II) are not included.

  13. Playing in School or at Home? An Exploration of the Effects of Context on Educational Game Experience

    ERIC Educational Resources Information Center

    De Grove, Frederik; Van Looy, Jan; Neys, Joyce; Jansz, Jeroen

    2012-01-01

    The goal of this study is to gain insight into the effects of context on educational game experience. Using a quasi-experimental setup, it compares the playing and learning experiences of adolescent players of the awareness-raising game PING in a domestic (N=135) and a school (N=121) context. Results indicate that both gaming (identification,…

  14. A Study on the Playing of Computer Games, Class Success and Attitudes of Parents to Primary School Students

    ERIC Educational Resources Information Center

    Pepe, Kadir

    2011-01-01

    This study is a descriptive study based on the screening model, and was conducted in order to inquire the effect of games and the relation between gender and class success variables and game preferences in primary school students. The universe of the study was the primary schools in city center in Province of Burdur and the sample group of the…

  15. A Path Model of School Violence Perpetration: Introducing Online Game Addiction as a New Risk Factor.

    PubMed

    Kim, Jae Yop; Lee, Jeen Suk; Oh, Sehun

    2015-08-10

    Drawing on the cognitive information-processing model of aggression and the general aggression model, we explored why adolescents become addicted to online games and how their immersion in online games affects school violence perpetration (SVP). For this purpose, we conducted statistical analyses on 1,775 elementary and middle school students who resided in northern districts of Seoul, South Korea. The results validated the proposed structural equation model and confirmed the statistical significance of the structural paths from the variables; that is, the paths from child abuse and self-esteem to SVP were significant. The levels of self-esteem and child abuse victimization affected SVP, and this effect was mediated by online game addiction (OGA). Furthermore, a multigroup path analysis showed significant gender differences in the path coefficients of the proposed model, indicating that gender exerted differential effects on adolescents' OGA and SVP. Based on these results, prevention and intervention methods to curb violence in schools have been proposed. © The Author(s) 2015.

  16. Feasibility of school-based computer-assisted robotic gaming technology for upper limb rehabilitation of children with cerebral palsy.

    PubMed

    Preston, Nick; Weightman, Andrew; Gallagher, Justin; Holt, Raymond; Clarke, Michael; Mon-Williams, Mark; Levesley, Martin; Bhakta, Bipinchandra

    2016-01-01

    We investigated the feasibility of using computer-assisted arm rehabilitation (CAAR) computer games in schools. Outcomes were children's preference for single player or dual player mode, and changes in arm activity and kinematics. Nine boys and two girls with cerebral palsy (6-12 years, mean 9 years) played assistive technology computer games in single-user mode or with school friends in an AB-BA design. Preference was determined by recording the time spent playing each mode and by qualitative feedback. We used the ABILHAND-kids and Canadian Occupational Performance Measure to evaluate activity limitation, and a portable laptop-based device to capture arm kinematics. No difference was recorded between single-user and dual-user modes (median daily use 9.27 versus 11.2 min, p = 0.214). Children reported dual-user mode was preferable. There were no changes in activity limitation (ABILHAND-kids, p = 0.424; COPM, p = 0.484) but we found significant improvements in hand speed (p = 0.028), smoothness (p = 0.005) and accuracy (p = 0.007). School timetables prohibit extensive use of rehabilitation technology but there is potential for its short-term use to supplement a rehabilitation program. The restricted access to the rehabilitation games was sufficient to improve arm kinematics but not arm activity. Implications for Rehabilitation School premises and teaching staff present no obstacles to the installation of rehabilitation gaming technology. Twelve minutes per day is the average amount of time that the school time table permits children to use rehabilitation gaming equipment (without disruption to academic attendance). The use of rehabilitation gaming technology for an average of 12 minutes daily does not appear to benefit children's functional performance, but there are improvements in the kinematics of children's upper limb.

  17. Step It Up! Using the Good Behavior Game to Increase Physical Activity with Elementary School Students at Recess

    ERIC Educational Resources Information Center

    Galbraith, Leslie A.; Normand, Matthew P.

    2017-01-01

    We evaluated the effects of a modified version of the Good Behavior Game (GBG) on the number of steps taken by students during school recess. We divided a class into two teams, and awarded the team with the highest step counts at the end of each game raffle tickets for a school-wide lottery. The GBG was compared to recess periods without the game…

  18. Learning Masculinities in a Japanese High School Rugby Club

    ERIC Educational Resources Information Center

    Light, Richard

    2008-01-01

    This paper draws on research conducted on a Tokyo high school rugby club to explore diversity in the masculinities formed through membership in the club. Based on the premise that particular forms of masculinity are expressed and learnt through ways of playing (game style) and the attendant regimes of training, it examines the expression and…

  19. Biochemistry Games: "AZ-Quiz" and "Jeopardy!"

    ERIC Educational Resources Information Center

    Rostejnska, Milada; Klimova, Helena

    2011-01-01

    "AZ-Quiz" and "Jeopardy!" are popular television shows and serve as the basis for in-class games designed to support and diversify chemistry instruction at the high school level. Both games were created in Microsoft PowerPoint, which is an easily accessible and controllable instrument that enables the creation of engaging animation. The use of…

  20. Online Games as a Component of School Textbooks: A Test Predicting the Diffusion of Interactive Online Games Designed for the Textbook Reformation in South Korea

    ERIC Educational Resources Information Center

    Kim, Do Kyun; Dinu, Lucian F.; Chung, Wonjon

    2013-01-01

    Currently, the South Korean government is in the process of transforming school textbooks from a paper-based platform to a computer-based digital platform. Along with this effort, interactive online educational games (edu-games) have been examined as a potential component of the digital textbooks. Based on the theory of diffusion of innovations,…

  1. A Rating Tool for Sharing Experiences with Serious Games

    ERIC Educational Resources Information Center

    Hendrix, Maurice; Backlund, Per; Vampula, Boris

    2014-01-01

    The potential of Computer Games for non-entertainment purposes, such as education, is well established. A wide variety of games have been developed for the educational market, covering subjects such as mathematics and languages. However, while a growing industry developing educational games exist, the practical uptake in schools is not as high as…

  2. `Voyager': an educational card game

    NASA Astrophysics Data System (ADS)

    Smith, David Ryan

    2003-01-01

    `Voyager' is an educational card game involving scientific satellites, developed for use in schools with children aged 9 to 13 years. The idea of the game is to improve pupils' knowledge about the large number of scientific satellites there are in space in a fun way, while also practising numeracy skills. Several copies of the game were produced using funding obtained from the Particle Physics and Astronomy Research Council (PPARC) as a Public Understanding of Science (PUS) award. These initial `trial' versions of the game were taken to three different schools where feedback obtained from both pupils and staff was used to produce a final copy of the game that can be distributed to other schools along with a set of companion notes to form the basis of a science lesson. This article reports the findings of the school trials and indicates possible future developments of other scientific card games that could be beneficial to the classroom.

  3. Periodic Table Target: A Game that Introduces the Biological Significance of Chemical Element Periodicity

    ERIC Educational Resources Information Center

    Sevcik, Richard S.; McGinty, Ragan L.; Schultz, Linda D.; Alexander, Susan V.

    2008-01-01

    Periodic Table Target, a game for middle school or high school students, familiarizes students with the form of the periodic table and the biological significance of different elements. The Periodic Table Target game board is constructed as a class project, and the game is played to reinforce the content. Students are assigned several elements…

  4. Incidence of injuries in high school softball and baseball players.

    PubMed

    Shanley, Ellen; Rauh, Mitchell J; Michener, Lori A; Ellenbecker, Todd S

    2011-01-01

    Participation in high school sports has grown 16.1% over the last decade, but few studies have compared the overall injury risks in girls' softball and boys' baseball. To examine the incidence of injury in high school softball and baseball players. Cohort study. Greenville, South Carolina, high schools. Softball and baseball players (n = 247) from 11 high schools. Injury rates, locations, types; initial or subsequent injury; practice or game setting; positions played; seasonal trends. The overall incidence injury rate was 4.5/1000 athlete-exposures (AEs), with more injuries overall in softball players (5.6/1000 AEs) than in baseball players (4.0/1000 AEs). Baseball players had a higher initial injury rate (75.9/1000 AEs) than softball players (66.4/1000 AEs): rate ratio (RR) = 0.88, 95% confidence interval (CI) = 0.4, 1.7. The initial injury rate was higher than the subsequent injury rate for the overall sample (P < .0001) and for softball (P < .0001) and baseball (P < .001) players. For both sports, the injury rate during games (4.6/1000 AEs) was similar to that during practices (4.1/1000 AEs), RR = 1.22, 95% CI = 0.7, 2.2. Softball players were more likely to be injured in a game than were baseball players (RR = 1.92, 95% CI = 0.8, 4.3). Most injuries (77%) were mild (3.5/1000 AEs). The upper extremity accounted for the highest proportion of injuries (63.3%). The incidence of injury for pitchers was 37.3% and for position players was 15.3%. The rate of injury was highest during the first month of the season (7.96/1000 AEs). The incidence of injury was low for both softball and baseball. Most injuries were minor and affected the upper extremity. The injury rates were highest in the first month of the season, so prevention strategies should be focused on minimizing injuries and monitoring players early in the season.

  5. Incidence of Injuries in High School Softball and Baseball Players

    PubMed Central

    Shanley, Ellen; Rauh, Mitchell J.; Michener, Lori A.; Ellenbecker, Todd S.

    2011-01-01

    Context: Participation in high school sports has grown 16.1% over the last decade, but few studies have compared the overall injury risks in girls' softball and boys' baseball. Objective: To examine the incidence of injury in high school softball and baseball players. Design: Cohort study. Setting: Greenville, South Carolina, high schools. Patients or Other Participants: Softball and baseball players (n = 247) from 11 high schools. Main Outcome Measure(s): Injury rates, locations, types; initial or subsequent injury; practice or game setting; positions played; seasonal trends. Results: The overall incidence injury rate was 4.5/1000 athlete-exposures (AEs), with more injuries overall in softball players (5.6/1000 AEs) than in baseball players (4.0/1000 AEs). Baseball players had a higher initial injury rate (75.9/1000 AEs) than softball players (66.4/1000 AEs): rate ratio (RR) = 0.88, 95% confidence interval (CI) = 0.4, 1.7. The initial injury rate was higher than the subsequent injury rate for the overall sample (P < .0001) and for softball (P < .0001) and baseball (P < .001) players. For both sports, the injury rate during games (4.6/1000 AEs) was similar to that during practices (4.1/1000 AEs), RR = 1.22, 95% CI = 0.7, 2.2. Softball players were more likely to be injured in a game than were baseball players (RR = 1.92, 95% CI = 0.8, 4.3). Most injuries (77%) were mild (3.5/1000 AEs). The upper extremity accounted for the highest proportion of injuries (63.3%). The incidence of injury for pitchers was 37.3% and for position players was 15.3%. The rate of injury was highest during the first month of the season (7.96/1000 AEs). Conclusions: The incidence of injury was low for both softball and baseball. Most injuries were minor and affected the upper extremity. The injury rates were highest in the first month of the season, so prevention strategies should be focused on minimizing injuries and monitoring players early in the season. PMID:22488191

  6. Cosmic Chemistry: A Proactive Approach to Summer Science for High School Students

    ERIC Educational Resources Information Center

    Parsley, Danette; Ristvey, John

    2014-01-01

    Though school is out for the summer, ninth- and tenth-grade students at Union Intermediate High School are burning off energy playing a game of tag on the soccer field. But that is not all they are doing. They are also synthesizing and applying key chemistry concepts they have just learned related to the conditions of the early solar system. They…

  7. Achievement Goals Influence Mastery Experience via Two Paths in Digital Creativity Games among Elementary School Students

    ERIC Educational Resources Information Center

    Yeh, Y. -c.; Lin, C. S.

    2018-01-01

    Although cultivating creativity is greatly emphasized in elementary school education and that digital games can be a promising tool for improving creativity, little research has been conducted to identify and explore how player-related factors might influence the learning outcomes of digital creativity games. This study identifies 3 individual…

  8. Learning about the game: designing science games for a generation of gamers

    NASA Astrophysics Data System (ADS)

    Chmiel, Marjee

    2012-12-01

    This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the need to better understand how children interact with non-educational games, outside of the school setting. This includes issues such as "gamer culture" and game play styles. The better we understand these issues, the better educational game designers and implementers can imagine the kinds of behaviors that might be elicited from students when we bring educational games into their classroom. In this focus, the student is the unit of analysis, but it is the student in and out of the classroom: the way the student understands video games when she is at home, playing with friends, and at school. The second area focuses on the study of the classroom as a unit of analysis. As the authors of this study reveal, classroom cultures affect the reception and success of an educational game. This is to ask, how does a game play when students have to play it in pairs or groups for a lack of resources? What is the role of the teacher in the success of video game implementation? How does a game react to multiple server requests in a short period of time? These are issues that are still largely unexplored in the educational game design literature.

  9. Relation between Video Game Addiction and Interfamily Relationships on Primary School Students

    ERIC Educational Resources Information Center

    Zorbaz, Selen Demirtas; Ulas, Ozlem; Kizildag, Seval

    2015-01-01

    This study seeks to analyze whether or not the following three variables of "Discouraging Family Relations," "Supportive Family Relations," "Total Time Spent on the Computer," and "Grade Point Average (GPA)" predict elementary school students' video game addiction rates, and whether or not there exists a…

  10. The Quark Box--A Particle Physics Game.

    ERIC Educational Resources Information Center

    Swedler, James A.

    This game is designed to be used in junior and senior high school science classes with the purpose of introducing quark theory to students. This material expands on atomic theory and subatomic structure. Quarks are the fundamental building blocks of protons and neutrons. The game will teach students about the standard model of elementary…

  11. Effect of computer game playing on baseline laparoscopic simulator skills.

    PubMed

    Halvorsen, Fredrik H; Cvancarova, Milada; Fosse, Erik; Mjåland, Odd

    2013-08-01

    Studies examining the possible association between computer game playing and laparoscopic performance in general have yielded conflicting results and neither has a relationship between computer game playing and baseline performance on laparoscopic simulators been established. The aim of this study was to examine the possible association between previous and present computer game playing and baseline performance on a virtual reality laparoscopic performance in a sample of potential future medical students. The participating students completed a questionnaire covering the weekly amount and type of computer game playing activity during the previous year and 3 years ago. They then performed 2 repetitions of 2 tasks ("gallbladder dissection" and "traverse tube") on a virtual reality laparoscopic simulator. Performance on the simulator were then analyzed for association to their computer game experience. Local high school, Norway. Forty-eight students from 2 high school classes volunteered to participate in the study. No association between prior and present computer game playing and baseline performance was found. The results were similar both for prior and present action game playing and prior and present computer game playing in general. Our results indicate that prior and present computer game playing may not affect baseline performance in a virtual reality simulator.

  12. The effects of computer game elements in physics instruction software for middle schools: A study of cognitive and affective gains

    NASA Astrophysics Data System (ADS)

    Vasquez, David Alan

    Can the educational effectiveness of physics instruction software for middle schoolers be improved by employing "game elements" commonly found in recreational computer games? This study utilized a selected set of game elements to contextualize and embellish physics word problems with the aim of making such problems more engaging. Game elements used included: (1) a fantasy-story context with developed characters; and (2) high-end graphics and visual effects. The primary purpose of the study was to find out if the added production cost of using such game elements was justified by proportionate gains in physics learning. The theoretical framework for the study was a modified version of Lepper and Malone's "intrinsically-motivating game elements" model. A key design issue in this model is the concept of "endogeneity", or the degree to which the game elements used in educational software are integrated with its learning content. Two competing courseware treatments were custom-designed and produced for the study; both dealt with Newton's first law. The first treatment (T1) was a 45 minute interactive tutorial that featured cartoon characters, color animations, hypertext, audio narration, and realistic motion simulations using the Interactive PhysicsspTM software. The second treatment (T2) was similar to the first except for the addition of approximately three minutes of cinema-like sequences where characters, game objectives, and a science-fiction story premise were described and portrayed with high-end graphics and visual effects. The sample of 47 middle school students was evenly divided between eighth and ninth graders and between boys and girls. Using a pretest/posttest experimental design, the independent variables for the study were: (1) two levels of treatment; (2) gender; and (3) two schools. The dependent variables were scores on a written posttest for both: (1) physics learning, and (2) attitude toward physics learning. Findings indicated that, although

  13. [New Developments in Video Games for Psychotherapy].

    PubMed

    Brezinka, Veronika

    2016-01-01

    A literature survey on new developments in the area of video games and psychotherapy of children and adolescents was conducted. Despite the omnipresence of computers and the internet, development of therapeutic games seems rather slow. The video game Treasure Hunt was introduced in 2008 to support treatment of children with internalizing and externalizing disorders. Camp Cope-A-Lot was developed for treatment of anxious children, whereas the self-help game SPARX is directed at depressed adolescents. Rage-Control is a biofeedback game for children with anger problems. The game Zoo U aims to assess and train social skills of primary school children. Ricky and the Spider for young children with obsessive compulsive disorder is meant to support the cognitive-behavioural treatment of these patients. Clash- Back is a French game for adolescents with externalizing problems. Possible reasons for the relatively slow development of therapeutic games are the high methodological demands concerning an evaluation as well as the high costs of game development. Nonetheless, computers and the internet are bound to influence psychotherapy with children and adolescents in the long run.

  14. Characteristics of Internet use in relation to game genre in Korean adolescents.

    PubMed

    Lee, Moon-Soo; Ko, Young-Hoon; Song, Hyoung-Seok; Kwon, Ku-Hyung; Lee, Hyeon-Soo; Nam, Min; Jung, In-Kwa

    2007-04-01

    As the number of internet users increases, a new game genre using the internet as a networking tool is emerging. Some game genres are regarded as having greater addiction potentials than others. Games and the internet are closely related. We investigated games frequently used by adolescents and classified each of them with the help of game professionals. We also examined internet use patterns to identify relationships between game genre and internet use patterns. 627 middle school and high school students (male 488, female 139) completed questionnaires concerning computer and game use patterns and Korean internet addiction scales. Game genres were divided into eight criteria (simulation, role playing game, web board, community, action, adventure, shooting, and sports). Using Korean internet addiction scales, 627 participants were divided into a normal group (474), a potential risk group (128), and a high-risk group (25). Each group showed significant differences in total internet addiction scores. We classified players into specific game users based upon the game types they most prefer. Role playing game users showed significantly higher internet addiction scores than web board and sports game users. Game and internet addictions are also connected with interpersonal relationship patterns. We suggest that users of some game genre have unique psychological addiction potentials that are different from others and that this influences both game selection and internet use.

  15. Games for Learning

    ERIC Educational Resources Information Center

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  16. Birka: A Trading Game for Economics Students

    ERIC Educational Resources Information Center

    Alden, Lori

    2005-01-01

    In this article, the author introduces Birka, a strategic trading game for high school economics students in either regular or advanced placement classes. For the game, students assume the role of Vikings who have returned to the medieval outpost of Birka to trade the loot from villages they have plundered. Playing cards represent the loot:…

  17. Game Design through Mentoring and Collaboration

    ERIC Educational Resources Information Center

    Clark, Kevin; Sheridan, Kimberly

    2010-01-01

    The findings from an after-school program entitled Game Design through Mentoring and Collaboration (GDMC) funded by the National Science Foundation's Innovative Technology Experiences for Students and Teachers (ITEST) program. A total of 139 middle and high schools students in the Washington, D.C. metropolitan area to learn the basics of…

  18. Online and Offline Gaming Social Preferences of Students

    ERIC Educational Resources Information Center

    Shaffer, Jeannette R.

    2012-01-01

    The objective of this study was to examine the relationship between the self-reported demographic characteristics of high school students that play games online and their social preferences when playing offline and online. Adolescents are using communication tools while playing games to meet new people, learn new strategies, and maintain…

  19. High-testosterone men reject low ultimatum game offers.

    PubMed

    Burnham, Terence C

    2007-09-22

    The ultimatum game is a simple negotiation with the interesting property that people frequently reject offers of 'free' money. These rejections contradict the standard view of economic rationality. This divergence between economic theory and human behaviour is important and has no broadly accepted cause. This study examines the relationship between ultimatum game rejections and testosterone. In a variety of species, testosterone is associated with male seeking dominance. If low ultimatum game offers are interpreted as challenges, then high-testosterone men may be more likely to reject such offers. In this experiment, men who reject low offers ($5 out of $40) have significantly higher testosterone levels than those who accept. In addition, high testosterone levels are associated with higher ultimatum game offers, but this second finding is not statistically significant.

  20. Students Learning to Program by Developing Games: Results of a Year-Long Project in Primary School Settings

    ERIC Educational Resources Information Center

    Fokides, Emmanuel

    2017-01-01

    Aim/Purpose: The purpose of this study was to examine whether the authoring of computer games in a mainstream primary school setting can support the learning of game design and programming concepts. Background: Despite the benefits for students when they learn how to program and the significant body of research regarding this matter, these…

  1. Using Communicative Games in Improving Students' Speaking Skills

    ERIC Educational Resources Information Center

    Dewi, Ratna Sari; Kultsum, Ummi; Armadi, Ari

    2017-01-01

    The aims of the study are to know whether communicative games have an impact on teaching speaking skill and describe how communicative games give an influence on speaking skills of students at junior high schools in Jakarta, Indonesia. Classroom Action Research (CAR) was implemented based on Kurt. L model. The procedures used were planning,…

  2. Minding Your Own Small Business. Simulation Game 1.

    ERIC Educational Resources Information Center

    Athena Corp., Bethesda, MD.

    Designed as an integral part of a one-semester course in small business ownership and management for high school students, this first of two simulation games is intended to be introduced after the students have received a general introduction to the principles of small business ownership and management. The game is divided into two…

  3. Minding Your Own Small Business. Simulation Game 2.

    ERIC Educational Resources Information Center

    Athena Corp., Bethesda, MD.

    Designed as an integral part of a one-semester course in small business ownership and management for high school students, this second of two simulation games is intended to be introduced at the end of Unit 2, "The Market is People," and completed in Unit 3, "Dollars and Decisions." The game is divided into two…

  4. Video Games to Reading: Reaching out to Reluctant Readers

    ERIC Educational Resources Information Center

    Jolley, Kristie

    2008-01-01

    Junior high school teacher Kristie Jolley believes students become more willing and motivated to practice reading strategies when they are "comfortable within their realm of literacy." Background knowledge of video games helps students succeed in understanding and enjoying game-based texts, which she incorporates into her classroom library as…

  5. Rules of the Game: Effects of a Game-based Metaphor on Instructional Activity Design and the Use of Student Mentors on Learning Outcomes in a Middle School General Science Class

    NASA Astrophysics Data System (ADS)

    Dowling, Angie

    This study investigated the effects of a game-like environment on instructional activity design and the use of student mentors on learning outcomes in a middle school general science class. The participants for this study were 165 students, ages 13-14 years old, who were enrolled in 8th grade at a mid-Atlantic middle school. Two research questions were used to conduct the research: 1. Can science content be designed and successfully delivered instructionally using a game-like learning environment? 2. Does the use of student mentors/assistants help direct and maintain the flow of the class away from the technological issues toward the necessary learning outcomes while also increasing the science content understanding acquired by the mentors while also increasing class and student engagement? For this study an introductory biology unit was designed using a game-like curricular structure. Student mentors were utilized in order to aid focus on the content and not the technology. The results indicated that the instructional design of the unit using a game-like environment was successful and students exhibited learning. The mentor students were instrumental in steering their fellow students away from the “Siren’s Call” of the instrument (in this case StarLogo) and enabled increased focus on the content. Keywords: Trivial games, Serious Games, Epistemic Games, Student Mentors, StarLogo, Elaboration Theory.

  6. International Cooperative Games.

    ERIC Educational Resources Information Center

    Hoppe, Christine

    The book "Of Play and Playfulness" (Eastern Cooperative Recreation School, 1990) is recommended as a source of ideas for second language learning games. It describes folk dances, ideas for crafts, puppetry, games, and a variety of other activities from many countries. Several games from the book, easy to teach in a foreign language or…

  7. Combating Violence at School Sports Events

    ERIC Educational Resources Information Center

    Stover, Del

    2006-01-01

    It is absolutely critical that high school games be organized in the safest way possible--both for the students, the staff who are directly involved and for all the spectators who watch these games. School officials have become vigilant with safety measures as a string of violent incidents has occurred in several school athletic events across the…

  8. Motivating EFL Students: E-Learning Enjoyment as a Predictor of Vocabulary Learning through Digital Video Games

    ERIC Educational Resources Information Center

    Ebrahimzadeh, Mohsen; Alavi, Sepideh

    2016-01-01

    The present study examined e-learning enjoyment to see if it could predict high school students' vocabulary learning through a digital video game. Furthermore, the difference between those who played and those who watched the game was assessed. Participants of the study were male, high school, EFL students (N = 136, age 12-18) randomly assigned to…

  9. Healthy lifestyle promotion in primary schools through the board game Kaledo: a pilot cluster randomized trial.

    PubMed

    Viggiano, Emanuela; Viggiano, Alessandro; Di Costanzo, Anna; Viggiano, Adela; Viggiano, Andrea; Andreozzi, Eleonora; Romano, Vincenzo; Vicidomini, Claudia; Di Tuoro, Daniela; Gargano, Giuliana; Incarnato, Lucia; Fevola, Celeste; Volta, Pietro; Tolomeo, Caterina; Scianni, Giuseppina; Santangelo, Caterina; Apicella, Maria; Battista, Roberta; Raia, Maddalena; Valentino, Ilaria; Palumbo, Marianna; Messina, Giovanni; Messina, Antonietta; Monda, Marcellino; De Luca, Bruno; Amaro, Salvatore

    2018-01-20

    The board game Kaledo was proven to be effective in improving nutrition knowledge and in modifying dietary behavior in students attending middle and high school. The present pilot study aims to reproduce these results in younger students (7-11 years old) attending primary school. A total of 1313 children from ten schools were recruited to participate in the present study. Participants were randomized into two groups: (1) the treatment group which consisted of playing Kaledo over 20 sessions and (2) the no intervention group. Anthropometric measures were carried out for both groups at baseline (prior to any treatment) and at two follow-up post-assessments (8 and 18 months). All the participants completed a questionnaire concerning physical activity and a 1-week food diary at each assessment. The primary outcomes were (i) BMI z-score, (ii) scores on physical activity, and (iii) scores on a dietary questionnaire. BMI z-score was significantly lower in the treated group compared to the control group at 8 months. Frequency and duration of self-reported physical activity were also significantly augmented in the treated group compared to the control group at both post-assessments. Moreover, a significant increase in the consumption of healthy food and a significant decrease in junk food intake were observed in the treated group. The present results confirm the efficacy of Kaledo in younger students in primary schools, and it can be used as a useful nutritional tool for obesity prevention programs in children. What is Known: • Kaledo is a new educational board game to improve nutrition knowledge and to promote a healthy lifestyle. • In two cluster randomized trials conducted in Campania region (Italy), we showed that Kaledo could improve nutrition knowledge and dietary behavior and have a positive effect on the BMI z-score in children with age ranging from 9 to 14 years old attending school. • Kaledo may be used as an effective tool for obesity prevention

  10. Port Sivad: A Locational Decision Game for a Noxious Public Facility

    ERIC Educational Resources Information Center

    Jakubs, John F.; And Others

    1977-01-01

    Described is a simulation game concerned with the expeditious location of a sewage plant in a hypothetical urban area. Over 15 college or high school students can play the game, which involves government bargaining, citizen reaction, and side payments. (Author/AV)

  11. The Effect of Digital Video Games on EFL Students' Language Learning Motivation

    ERIC Educational Resources Information Center

    Ebrahimzadeh, Mohsen; Alavi, Sepideh

    2017-01-01

    The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…

  12. Video Game Discourses and Implications for Game-Based Education

    ERIC Educational Resources Information Center

    Whitton, Nicola; Maclure, Maggie

    2017-01-01

    Increasingly prevalent educational discourses promote the use of video games in schools and universities. At the same time, populist discourses persist, particularly in print media, which condemn video games because of putative negative effects on behaviour and socialisation. These contested discourses, we suggest, influence the acceptability of…

  13. Computer-Game-Based Tutoring of Mathematics

    ERIC Educational Resources Information Center

    Ke, Fengfeng

    2013-01-01

    This in-situ, descriptive case study examined the potential of implementing computer mathematics games as an anchor for tutoring of mathematics. Data were collected from middle school students at a rural pueblo school and an urban Hispanic-serving school, through in-field observation, content analysis of game-based tutoring-learning interactions,…

  14. Digital Game Playing Motives among Adolescents: Relations to Parent-Child Communication, School Performance, Sleeping Habits, and Perceived Health

    ERIC Educational Resources Information Center

    Wallenius, Marjut; Rimpela, Arja; Punamaki, Raija-Leena; Lintonen, Tomi

    2008-01-01

    The aims of this research were to describe Finnish adolescents' different motives for digital game playing, and to examine relations between digital game playing and parent-child communication, school performance, sleeping habits, and perceived health. A questionnaire was used to assess a nationwide postal sample of 12-18-year-old Finns (6761…

  15. Board Game in Physics Classes—a Proposal for a New Method of Student Assessment

    NASA Astrophysics Data System (ADS)

    Dziob, Daniel

    2018-03-01

    The aim of this study was to examine the impact of assessing students' achievements in a physics course in the form of a group board game. Research was conducted in two groups of 131 high school students in Poland. In each school, the research sample was divided into experimental and control groups. Each group was taught by the same teacher and participated in the same courses and tests before the game. Just after finishing the course on waves and vibrations (school 1) and optics (school 2), experimental groups took part in a group board game to assess their knowledge. One week after the game, the experimental and control groups (not involved in the game) took part in the post-tests. Students from the experimental groups performed better in the game than in the tests given before the game. As well their results in the post-tests were significantly higher statistically than students from the control groups. Simultaneously, student's opinions in the experimental groups about the board game as an assessment method were collected in an open-descriptive form and in a short questionnaire, and analyzed. Results showed that students experienced a positive attitude toward the assessment method, a reduction of test anxiety and an increase in their motivation for learning.

  16. Examination of Students' Digital Gaming Habits at Secondary School Level in Elazig Province of Turkey

    ERIC Educational Resources Information Center

    Mikail, Tel

    2015-01-01

    In this study, the opinions of the secondary school students on digital games were examined. The research is a screening model research and has a descriptive feature. It was carried out with 521 secondary school students in Elazig (a province in eastern part of Turkey) [MSS1] in 2013. Almost all of the participants use computer. More than half of…

  17. Sex, Lies and Video Games

    ERIC Educational Resources Information Center

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  18. Practicality in Virtuality: Finding Student Meaning in Video Game Education

    ERIC Educational Resources Information Center

    Barko, Timothy; Sadler, Troy D.

    2013-01-01

    This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered…

  19. Wolf Trek Game.

    ERIC Educational Resources Information Center

    DeRosa, Bill

    1988-01-01

    Describes a learning center game which is designed to help elementary school students learn about wolves. Includes playing instructions, game board, and questions and answers. Also included is a record of wolf calls narrated by actor Robert Redford. (TW)

  20. Game Playing Techniques in Secondary School Counseling Groups

    ERIC Educational Resources Information Center

    Messing, Jeffrey; Elliott, Jacob J.

    1971-01-01

    Games are described as techniques for structuring a group situation to assist in acquiring cohesiveness. Discussed briefly are the Who Am I Game," the Lemon Game," the Face the Wall Game," and Would This Person Game." (Author/CJ)

  1. Energy Expenditure in Playground Games in Primary School Children Measured by Accelerometer and Heart Rate Monitors.

    PubMed

    García-Prieto, Jorge Cañete; Martinez-Vizcaino, Vicente; García-Hermoso, Antonio; Sánchez-López, Mairena; Arias-Palencia, Natalia; Fonseca, Juan Fernando Ortega; Mora-Rodriguez, Ricardo

    2017-10-01

    The aim of this study was to examine the energy expenditure (EE) measured using indirect calorimetry (IC) during playground games and to assess the validity of heart rate (HR) and accelerometry counts as indirect indicators of EE in children´s physical activity games. 32 primary school children (9.9 ± 0.6 years old, 19.8 ± 4.9 kg · m -2 BMI and 37.6 ± 7.2 ml · kg -1 · min -1 VO 2max ). Indirect calorimetry (IC), accelerometry and HR data were simultaneously collected for each child during a 90 min session of 30 playground games. Thirty-eight sessions were recorded in 32 different children. Each game was recorded at least in three occasions in other three children. The intersubject coefficient of variation within a game was 27% for IC, 37% for accelerometry and 13% for HR. The overall mean EE in the games was 4.2 ± 1.4 kcals · min -1 per game, totaling to 375 ± 122 kcals/per 90 min/session. The correlation coefficient between indirect calorimetry and accelerometer counts was 0.48 (p = .026) for endurance games and 0.21 (p = .574) for strength games. The correlation coefficient between indirect calorimetry and HR was 0.71 (p = .032) for endurance games and 0.48 (p = .026) for strength games. Our data indicate that both accelerometer and HR monitors are useful devices for estimating EE during endurance games, but only HR monitors estimates are accurate for endurance games.

  2. The Rules of the Game

    ERIC Educational Resources Information Center

    Tay, Lee Yong; Lim, Cher Ping

    2012-01-01

    This response to Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg and Nicole Husain's paper, "Challenges and opportunities: Using a science-based video game in secondary school settings," explores the issues encountered while a science-based video game is introduced in secondary school settings. It highlights the importance of the context, the…

  3. Game-Like Technology Innovation Education

    ERIC Educational Resources Information Center

    Magnussen, Rikke

    2011-01-01

    This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students…

  4. Proceedings of the National Gaming Council's Eleventh Annual Symposium.

    ERIC Educational Resources Information Center

    Kidder, Steven J.; Nafziger, Alyce W., Comp.

    The Academic Games program (which aims at developing and testing simulation games for the schools) of the Center for Social Organization of Schools has sponsored this report of the proceedings of the National Gaming Council's Eleventh Annual Symposium. Sessions of the symposium considered simulations and games in education, management,…

  5. Authentic Game-Based Learning and Teachers' Dilemmas in Reconstructing Professional Practice

    ERIC Educational Resources Information Center

    Chee, Yam San; Mehrotra, Swati; Ong, Jing Chuan

    2015-01-01

    Teachers who attempt pedagogical innovation with authentic digital games face significant challenges because such games instantiate open systems of learner activity, inviting enquiry learning rather than knowledge acquisition. However, school environments are normatively sanctioned cultural spaces where direct instruction and high-stakes tests are…

  6. Teaching Game Sense in Soccer

    ERIC Educational Resources Information Center

    Pill, Shane

    2012-01-01

    "Game sense" is a sport-specific iteration of the teaching games for understanding model, designed to balance physical development of motor skill and fitness with the development of game understanding. Game sense can foster a shared vision for sport learning that bridges school physical education and community sport. This article explains how to…

  7. The Ultimate Flag Games.

    ERIC Educational Resources Information Center

    Angel, Kenny; Sutton, Nancy

    This paper describes six Ultimate Flag Games which offer a change from traditional games and sports that are usually geared toward athletically inclined students. These new games, aimed at middle school through college students, allow for success from the least-skilled through the most athletically talented students. Players are ability grouped…

  8. Attracting school children on interesting places through 2D side-scrolling mobile game

    NASA Astrophysics Data System (ADS)

    Saintim, Allysharone; Othman, Muhammad Fakri; Senan, Norhalina; Suparjoh, Suriawati

    2017-10-01

    Sabah is popular with its beautiful vacation gateway. However there is no game application that related to the interesting places in Sabah as a way for to attract school children about interesting places in Sabah. Therefore, Ally's Adventure in Sabah which is a 2D mobile game application has been developed to solve this problem. Ally's Adventure application consist a total 4 levels that developed based on 4 different popular places in Sabah and it have been implemented in Android platform. Game Development Life Cycle (GDLC) has been used as the methodology in the application development process. The beta version of Ally's Adventure had been tested by its target user; 10 to 15 years old in order to achieved the objectives of its development purposes. It received a good amount of positive feedback and few improvements had been done to the beta version of Ally's Adventure in Sabah.

  9. The Effects of Playing Multiple High School Sports on National Basketball Association Players' Propensity for Injury and Athletic Performance.

    PubMed

    Rugg, Caitlin; Kadoor, Adarsh; Feeley, Brian T; Pandya, Nirav K

    2018-02-01

    Athletes who specialize in their sport at an early age may be at risk for burnout, overuse injury, and reduced attainment of elite status. Timing of sport specialization has not been studied in elite basketball athletes. National Basketball Association (NBA) players who played multiple sports during adolescence would be less likely to experience injury and would have higher participation rates in terms of games played and career length compared with single-sport athletes. Descriptive epidemiology study. First-round draft picks from 2008 to 2015 in the NBA were included in the study. From publically available records from the internet, the following data were collected for each athlete: participation in high school sports, major injuries sustained in the NBA, percentage of games played in the NBA, and whether the athlete was still active in the NBA. Athletes who participated in sports in addition to basketball during high school were defined as multisport athletes and were compared with athletes who participated only in basketball in high school. Two hundred thirty-seven athletes were included in the study, of which 36 (15%) were multisport athletes and 201 (85%) were single-sport athletes in high school. The multisport cohort played in a statistically significantly greater percentage of total games (78.4% vs 72.8%; P < .001). Participants in the multisport cohort were less likely to sustain a major injury during their career (25% vs 43%, P = .03). Finally, a greater percentage of the multisport athletes were active in the league at time of data acquisition, indicating increased longevity in the NBA (94% vs 81.1%; P = .03). While a minority of professional basketball athletes participated in multiple sports in high school, those who were multisport athletes participated in more games, experienced fewer major injuries, and had longer careers than those who participated in a single sport. Further research is needed to determine the reasons behind these differences.

  10. Video game addiction and psychological distress among expatriate adolescents in Saudi Arabia.

    PubMed

    Saquib, Nazmus; Saquib, Juliann; Wahid, AbdulWaris; Ahmed, Abdulrahman Akmal; Dhuhayr, Hamad Emad; Zaghloul, Mohamed Saddik; Ewid, Mohammed; Al-Mazrou, Abdulrahman

    2017-12-01

    Few studies have estimated screen time among Arab adolescents, and no studies, to date, have published data on addiction to video games or Internet games among Arab adolescents. This study aimed to assess the prevalence of addiction to video games and its correlation with mental health in a sample of expatriate high school students from the Al-Qassim region of Saudi Arabia. The survey was conducted in 2016 among 276 students enrolled in ninth through twelfth grades in the International Schools in Buraidah, Al-Qassim. Students who returned signed consent forms from their parents filled out a self-administered questionnaire that included validated scales on addiction to video games, general health, and lifestyle. The proportion between the sexes and the schools were roughly equal. Around 32% were overweight or obese, 75% had screen time ≥ 2 h/day, and 20% slept < 5 h/night. Sixteen per cent (16%) were addicted to video games and 54% had psychological distress. Addiction to video games was strongly associated with psychological distress (OR = 4.1, 95% CI = 1.80, 9.47). Other significant correlates were female gender, higher screen time, and shorter sleep hours. The proportion of students with psychological distress was high. Future studies should investigate other potential correlates of distress such personal traits, family relations, and academic performance.

  11. Pathological video-game use among youth ages 8 to 18: a national study.

    PubMed

    Gentile, Douglas

    2009-05-01

    Researchers have studied whether some youth are "addicted" to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.

  12. Teaching high-school Geoscience through a group-based activity: the Geotrivia experiment

    NASA Astrophysics Data System (ADS)

    Bakopoulou, Athanasia

    2015-04-01

    Geotrivia is an educational game which aims at the enhancement of geoscience teaching in secondary education, through an interactive group-based activity. As behavioural teaching methods no longer excite students in a multitask society, new approaches should be implemented to keep up with novel learning methodologies and team-based techniques. Thus, the main aim of the experiment was to come up with an alternative learning process on geology and geography in order to upgrade and attract more students to Geosciences. Geotrivia is based on the techniques of motivation (competition to be the winner) and enjoyable educational time (it is funny to play a game) in terms of team-based student collaboration. Pedagogical aims of Geotrivia consist of team-based work, independency, autonomy and initiative, active participation, student self-evaluation and metacognition. Geotrivia is a card game, consisting of about 150 playing cards, a whistle and an hourglass. Each playing card contains a geology- or geography-related question and the answer to the question is given in the lower part of the card. Class students are divided in about 4 groups of about 5 students each. The aim of each group is to collect as many cards as possible. The hourglass is flipped and a member of the team takes the pack of cards and uses it to ask questions to his team; the other members have to answer as many questions. The team wins a card when they give a correct answer. The game is played at the end of each curriculum unit; a comprehensive version of the game is held at end of the school year. Most -but not all- questions are based on the course syllabus, which deals with the geology and geography of Europe at junior high school level (e.g. what is the cause of high seismicity in Greece?). Accordingly, Geotrivia questions can be adjusted to each country school book of geology - geography at any grade. To evaluate the results of Geotrivia, we used the methodology of pretest and posttest, an

  13. Learning via Game Design: From Digital to Card Games and Back Again

    ERIC Educational Resources Information Center

    Marchetti, Emanuela; Valente, Andrea

    2015-01-01

    In this paper we consider the problem of making design of digital games accessible to primary school children and their teachers, and we argue for the need of digital games that are easy to alter by young learners. We know from previous research projects that digital games do not enable children to express their creativity at full, in contrast…

  14. Video Game Packaging Design

    ERIC Educational Resources Information Center

    Osterer, Irv

    2012-01-01

    High-school students are a dominant force in the gaming industry, accounting for annual sales in the millions. Retailers devote large areas of commercial space to keep pace with this lucrative part of the entertainment business. Recognizing the popularity of this phenomenon with the younger generation, it proved an ideal vehicle to explore…

  15. Game-Based Learning: A Different Perspective

    ERIC Educational Resources Information Center

    Royle, Karl

    2008-01-01

    Because the goals of games and the object of school-based learning are fundamentally mismatched, efforts to integrate games into the curriculum have largely fallen flat despite the best intentions of teachers and the gaming industry. Arguing that educational game designers should be investigating ways to get education into games rather than…

  16. Indian & Metis Trivia Game.

    ERIC Educational Resources Information Center

    Manitoba Dept. of Education and Training, Winnipeg.

    This booklet consists of 220 questions about Native North Americans and Metis people that can be used as learning activities for elementary and secondary school students. Suggestions for using the questions include playing games in pairs or teams, locating resources to find answers to questions, playing trivia games and board games, and using…

  17. Small-sided games in football as a method to improve high school students’ instep passing skills

    NASA Astrophysics Data System (ADS)

    Ridwan, M.; Darmawan, G.; Fuadi, Z.

    2018-01-01

    This study analyzed the influence of small sided games application toward increasing the learning result of instep passing in football. The research used one group pretest-posttest design. The data were obtained once a week for 135 minutes of small sided games and this activity had been held for four weeks with a final test in the final meeting. According to descriptive data result, there were increases of the mean. The data showed the increase of the application of small sided games resulted in not only the mean of the descriptive data but also the result of T-test. The significant of T-test is 0,000. It means less than 0,05 then the hypothesis Ha received and Ho rejected automatically. The presentation showed that 48,15% data is increasing by small-sided games application. The small-sided games were proven to be the right tool to increase instep passing football technique. We suggested to the apply that kind of games of football learning on physical education subject, especially for pre-university students.

  18. "The Hunger Games" and Project-Based Learning

    ERIC Educational Resources Information Center

    Educational Horizons, 2013

    2013-01-01

    Mary Mobley teaches English and Michael Chambers teaches world history at Manor New Technology High School, a STEM school, in Manor, Texas. In this article, they talk about how they used "The Hunger Games" by Suzanne Collins to teach their students about forms of government between World War I and World War II, and "Edutopia"…

  19. Designing Personalized Learning Products for Middle School Mathematics: The Case for Networked Learning Games

    ERIC Educational Resources Information Center

    Evans, Michael A.; Pruett, Jordan; Chang, Mido; Nino, Miguel

    2014-01-01

    Middle school mathematics education is subject to ongoing reform based on advances in digital instructional technologies, especially learning games, leading to recent calls for investment in "personalized learning." Through an extensive literature review, this investigation identified three priority areas that should be taken into…

  20. Challenges and Opportunities: Using a Science-Based Video Game in Secondary School Settings

    ERIC Educational Resources Information Center

    Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole

    2012-01-01

    Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge…

  1. A Model for Critical Games Literacy

    ERIC Educational Resources Information Center

    Apperley, Tom; Beavis, Catherine

    2013-01-01

    This article outlines a model for teaching both computer games and videogames in the classroom for teachers. The model illustrates the connections between in-game actions and youth gaming culture. The article explains how the out-of-school knowledge building, creation and collaboration that occurs in gaming and gaming culture has an impact on…

  2. Serious games for Geophysics

    NASA Astrophysics Data System (ADS)

    Lombardo, Valerio; Rubbia, Giuliana

    2015-04-01

    Childhood stage is indispensable in the education of human beings and especially critical to arise scientific interest in children. We discuss the participatory design of a didactic videogame, i.e. a "serious" game to teach geophysics and Earth sciences to high and low-school students. Geophysics is the application of the laws and techniques of physics to uncover knowledge about the earth's dynamic processes and subsurface structure. It explores phenomena such as earthquakes, volcanoes, tsunamis to improve our understanding of the earth's physical processes and our ability to predict reoccurrences. Effective mitigation of risks from catastrophic geologic hazards requires knowledge and understanding of local geology and geologic processes. Scientific outreach can be defined as discourse activity, whose main objective is to communicate some knowledge previously produced in scientific contexts to a non-expert massive audience. One of the difficulties science educators need to overcome is to explain specific concepts from a given discipline in a language simple and understandable for their audience. Digital games today play a large role in young people's lives. Games are directly connected to the life of today's adolescents. Therefore, digital games should be included and broached as a subject in the classroom. The ardor and enthusiasm that digital games evoke in teenagers has indeed brought many researchers, school leaders and teachers to the question "how video games" can be used to engage young people and support their learning inside the classroom. Additionally, studies have shown that digital games can enhance various skills such as the ability to concentrate, stamina, tactical aptness, anticipatory thinking, orientation in virtual spaces, and deductive reasoning. Thus, videogames become an effective didactic mechanism and should have a place in the classroom. The project aims to explore the potentials of entertainment technologies in educational processes

  3. "No Fun Games": Engagement Effects of Two Gameful Assessment Prototypes

    ERIC Educational Resources Information Center

    Guerreiro, Meg; Nordengren, Chase

    2018-01-01

    Assessments with features of games propose to address student motivation deficits common in traditional assessments. This study examines the impact of two "gameful assessment" prototypes on student engagement and teacher perceptions among 391 Grades 3-7 students and 14 teachers in one Midwestern and one Northwestern school. Using mixed…

  4. More than just fun and games: the longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades.

    PubMed

    Adachi, Paul J C; Willoughby, Teena

    2013-07-01

    Some researchers have proposed that video games possess good learning principles and may promote problem solving skills. Empirical research regarding this relationship, however, is limited. The goal of the presented study was to examine whether strategic video game play (i.e., role playing and strategy games) predicted self-reported problem solving skills among a sample of 1,492 adolescents (50.8 % female), over the four high school years. The results showed that more strategic video game play predicted higher self-reported problem solving skills over time than less strategic video game play. In addition, the results showed support for an indirect association between strategic video game play and academic grades, in that strategic video game play predicted higher self-reported problem solving skills, and, in turn, higher self-reported problem solving skills predicted higher academic grades. The novel findings that strategic video games promote self-reported problem solving skills and indirectly predict academic grades are important considering that millions of adolescents play video games every day.

  5. Implementing Game Design in School: A Worked Example (Mise en oeuvre de la conception de jeu à l'école: un exemple pratique)

    ERIC Educational Resources Information Center

    Herro, Danielle C.

    2015-01-01

    This case uses a worked or "working example" model (Gee, 2010), documenting the implementation of a novel game design curriculum in the United States. Created by an Instructional Technology Administrator (ITA) and two classroom teachers, it was subsequently offered to high school students. With an aim of providing in-depth understanding…

  6. Late bedtimes, short sleeping time, and longtime video-game playing are associated with low back pain in school-aged athletes.

    PubMed

    Yabe, Yutaka; Hagiwara, Yoshihiro; Sekiguchi, Takuya; Momma, Haruki; Tsuchiya, Masahiro; Kuroki, Kaoru; Kanazawa, Kenji; Koide, Masashi; Itaya, Nobuyuki; Itoi, Eiji; Nagatomi, Ryoichi

    2018-05-01

    Low back pain is a significant problem for school-aged athletes. Although some risk factors relating to sports activities have been reported, the effect of lifestyles on low back pain in school-aged athletes is not clear. The purpose of this study was to elucidate the association between lifestyles, such as wake-up time, bedtime, sleeping time, and TV-viewing or video-game-playing time per day and low back pain of school-aged athletes. A cross-sectional study was conducted with school-aged athletes (aged 6-15 years, n = 6441) using a self-reported questionnaire and multivariate logistic regression models were used for analyses. Variables considered in the models were gender, age, body mass index, team levels, number of days in practice per week, number of hours in practice per day, and lifestyles. The frequency of low back pain was 5.0% (n = 322). Late bedtime, short sleeping time, and long video-game-playing time per day were significantly associated with low back pain. There was no significant association between low back pain and wake-up time or TV-viewing time per day. Unhealthy life-style choices, such as late bedtimes, short sleeping time, and longtime video-game playing, were associated with low back pain in school-aged athletes.

  7. Video Game Strategies as Predictors of Academic Achievement

    ERIC Educational Resources Information Center

    Hamlen, Karla R.

    2014-01-01

    The purpose of this study was to investigate relationships between strategies students use to overcome challenges in both video games and homework assignments, and whether or not these are predictors of academic performance in school. Data were collected through an online survey of students, primarily in middle and high school, assessing both…

  8. Bingo! Select Games for Mathematical Thinking

    ERIC Educational Resources Information Center

    Jackson, Christa; Taylor, Cynthia; Buchheister, Kelley

    2013-01-01

    Games can both generate excitement among students and motivate them to participate in mathematics. Although games have been used primarily to "review" mathematical concepts at the middle school level, games should, and often do, have other instructional purposes. When teachers use mathematical games as an instructional strategy, they are…

  9. Physical Activity Levels in Coeducational and Single-Gender High School Physical Education Settings

    ERIC Educational Resources Information Center

    Hannon, James; Ratliffe, Thomas

    2005-01-01

    The purpose of this study was to investigate the effects of coeducational (coed) and single-gender game-play settings on the activity levels of Caucasian and African American high school physical education students. Students participated in flag football, ultimate Frisbee, and soccer units. Classes were as follows: there were two coed classes, two…

  10. Smartphone use and smartphone addiction in middle school students in Korea: Prevalence, social networking service, and game use.

    PubMed

    Cha, Seong-Soo; Seo, Bo-Kyung

    2018-01-01

    This study aimed to examine smartphone use patterns, smartphone addiction characteristics, and the predictive factors of the smartphone addiction in middle school students in South Korea. According to the Smartphone Addiction Proneness Scale scores, 563 (30.9%) were classified as a risk group for smartphone addiction and 1261 (69.1%) were identified as a normal user group. The adolescents used mobile messengers for the longest, followed by Internet surfing, gaming, and social networking service use. The two groups showed significant differences in smartphone use duration, awareness of game overuse, and purposes of playing games. The predictive factors of smartphone addiction were daily smartphone and social networking service use duration, and the awareness of game overuse.

  11. Smartphone use and smartphone addiction in middle school students in Korea: Prevalence, social networking service, and game use

    PubMed Central

    Cha, Seong-Soo; Seo, Bo-Kyung

    2018-01-01

    This study aimed to examine smartphone use patterns, smartphone addiction characteristics, and the predictive factors of the smartphone addiction in middle school students in South Korea. According to the Smartphone Addiction Proneness Scale scores, 563 (30.9%) were classified as a risk group for smartphone addiction and 1261 (69.1%) were identified as a normal user group. The adolescents used mobile messengers for the longest, followed by Internet surfing, gaming, and social networking service use. The two groups showed significant differences in smartphone use duration, awareness of game overuse, and purposes of playing games. The predictive factors of smartphone addiction were daily smartphone and social networking service use duration, and the awareness of game overuse. PMID:29435355

  12. The Effectiveness of Instructional Games: A Literature Review and Discussion

    DTIC Science & Technology

    2005-11-01

    1989) conducted surveys of training managers, businesses, and business schools on their use of games. Of the 223 training managers who responded, 54.7...games and 1,700 four-year business schools used games in their programs. Wolfe (1997) observed that by 1974 hundreds of articles on business gaming had

  13. At the Intersection of Networks and Highly Interactive Online Games

    NASA Astrophysics Data System (ADS)

    Armitage, Grenville

    The game industry continues to evolves its techniques for extracting the most realistic 'immersion' experience for players given the vagaries on best-effort Internet service. A key challenge for service providers is understanding the characteristics of traffic imposed on networks by games, and their service quality requirements. Interactive online games are particularly susceptible to the side effects of other non-interactive (or delay- and loss-tolerant) traffic sharing next- generation access links. This creates challenges out toward the edges, where high-speed home LANs squeeze through broadband consumer access links to reach the Internet. In this chapter we identify a range of research work exploring many issues associated with the intersection of highly interactive games and the Internet, and hopefully stimulate some further thinking along these lines.

  14. Prevalence of Addiction to the Internet, Computer Games, DVD, and Video and Its Relationship to Anxiety and Depression in a Sample of Iranian High School Students.

    PubMed

    Ahmadi, Jamshid; Amiri, Amin; Ghanizadeh, Ahmad; Khademalhosseini, Mitra; Khademalhosseini, Zeinab; Gholami, Zeinab; Sharifian, Maryam

    2014-01-01

    The objective of this study was to assess the prevalence of addiction to the Internet, computer games, DVD, and video and its relationship to anxiety and depression in a sample of Iranian high school students. In this cross-sectional study 1020 high school students (males and females) were selected randomly from different areas of Shiraz city in southern Iran. They were interviewed according to the Diagnostic and Statistical Manual of Mental Disorders, 4(th) ed (DSM-IV) criteria. About 50% of the students were females, 277 students (27.2%) were studying in the first year of high school, 242 (23.7%) were in the second year, and others in the third year. The prevalence of anxiety was significantly higher in females than in males (p < 0.05). The prevalence of anxiety was lower among students of the third year (p < 0.05). The prevalence of depression was significantly higher in students with lower economic status defined as family monthly income. Internet dependence was seen only in 5 students. The prevalence of anxiety was significantly higher in the students who used internet for chatting, amusement, and reading news (p < 0.05). The prevalence of anxiety was significantly higher in students who were DVD or video CD dependents (p < 0.05). The students who used especial drugs or had especial diseases had higher rates of depression and anxiety (p < 0.05). Internet addiction may cause depression and anxiety in high school students. It seems necessary to develop an Internet addiction prevention program for adolescents taking into account the psychological factors such as depression and Internet use habits.

  15. Exposure of Athletic Trainers to Potentially Infectious Bodily Fluids in the High School Setting.

    ERIC Educational Resources Information Center

    Middlemas, David A.; Jessee, K. Brian; Mulder, Diane K.; Rehberg, Robb S.

    1997-01-01

    Examined high school athletic trainers' exposure to potentially infectious bodily fluids. Data on number of potential exposures per game and practice, number of athletes removed from competition for bleeding, and number of times athletes changed uniforms indicated that trainers had significant chances of being exposed to potentially infectious…

  16. Fun & Games

    ERIC Educational Resources Information Center

    Jacobs, Amy; Kohl, Julie

    2007-01-01

    This article discusses how math skills, teamwork and higher-level thinking come together when students create strategic board games. In this article, the authors provide a glimpse of what it was like to be part of "To the Sun!," a game designed by students in the fifth-grade class at Olive Martin School in Lake Villa, IL. Students combined a math…

  17. Emotional competence and online game use in adolescents.

    PubMed

    Seo, Mia; Kang, Hee Sun; Chae, Sun-Mi

    2012-12-01

    The purpose of this study was to explore the relations between emotional competence and online game use in adolescents. This study is a cross-sectional descriptive survey using a convenience sample. The participants were 2199 adolescents in South Korea. Online game use and emotional competence including positive emotion, emotional expression, and emotional intelligence were measured. The study results indicated that emotional competence was negatively correlated with excessive online game use. All variables of emotional competence were significantly lower in high-risk users compared with general users. In addition, female adolescents were rated significantly higher in emotional competence among general users, but there were no significant gender differences among high-risk users. The results of our study imply that high-risk game users have lower levels of emotional intelligence than general users do. The results of this study suggest that emotion is an important factor to which practitioners in psychomedical fields and nursing should pay attention. Therefore, nurses in schools and communities should regularly screen the emotions of adolescents who habitually play online games and develop a program to enhance emotional competence associated with online games.

  18. An Educational Card Game for Learning Families of Chemical Elements

    ERIC Educational Resources Information Center

    Mariscal, Antonio Joaquin Franco; Martinez, Jose Maria Oliva; Marquez, Serafin Bernal

    2012-01-01

    This paper describes an educational card game designed to help high school students (grade 10, 15-16 years old) "understand," as opposed to memorize, the periodic table. The game may also be used to identify different chemical elements found in daily life objects. As an additional value, students learn the names and symbols of the displayed…

  19. The relationship between violent video games, acculturation, and aggression among Latino adolescents.

    PubMed

    Escobar-Chaves, S Liliana; Kelder, Steve; Orpinas, Pamela

    2002-12-01

    Multiple factors are involved in the occurrence of aggressive behavior. The purpose of this study was to evaluate the hypotheses that Latino middle school children exposed to higher levels of video game playing will exhibit a higher level of aggression and fighting compared to children exposed to lower levels and that the more acculturated middle school Latino children will play more video games and will prefer more violent video games compared to less acculturated middle school Latino children. This study involved 5,831 students attending eight public schools in Texas. A linear relationship was observed between the time spent playing video games and aggression scores. Higher aggression scores were significantly associated with heavier video playing for boys and girls (p < 0.0001). The more students played video games, the more they fought at school (p < 0.0001). As Latino middle school students were more acculturated, their preference for violent video game playing increased, as well as the amount of time they played video games. Students who reported speaking more Spanish at home and with their friends were less likely to spend large amounts of time playing video games and less likely to prefer violent video games (p < 0.05).

  20. Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity.

    PubMed

    Pope, Lizzy; Garnett, Bernice; Dibble, Marguerite

    2017-08-29

    Involving youth in the development of a mobile game designed to increase physical activity may increase relevancy and adoption. To share the development process used to create a gaming app aimed at incentivizing physical activity in high school students. Five focus groups were conducted with high school students (N=50) to understand gaming behaviors. A subset of students from the focus groups chose to complete a Web-based survey (N=10). Four different versions of gaming artwork and concept design based on student input were pilot tested (N=35), and group consensus building determined the direction of the game. The 4 game versions differed in their artwork style and gaming concept with some requiring competition versus cooperation, or being more individual versus team based. Group consensus building meant that all artwork and game concept options were displayed at the front of a classroom. Students could then vote for their top artwork and concept choices by putting stickers on the top 1 or 2 artwork and concept options that they liked best. Once all votes were cast, investigators discussed the voting results with students, and brainstormed ways to incorporate popular aspects of the 3 "losing" artwork and game concepts into the winning ideas. Focus group transcripts were analyzed for common themes. Artwork and gaming concept-voting data was tallied at the time of voting to share with students in real time. Focus groups and survey results revealed important themes for a successful gaming app: (1) competition, (2) balanced in-game rewards, (3) accessibility, and (4) aesthetic features. Consensus voting indicated the popularity of a collaborative competitive content design (35/66, 53%) and playful art (27/71, 38%). To ensure saliency and effectiveness of game-based physical activity interventions, youth need to be included in design and implementation. Furthermore, the unique preferences and social constructs of high school students need to be considered during

  1. Engaging Adolescents to Inform the Development of a Mobile Gaming App to Incentivize Physical Activity

    PubMed Central

    Dibble, Marguerite

    2017-01-01

    Background Involving youth in the development of a mobile game designed to increase physical activity may increase relevancy and adoption. Objective To share the development process used to create a gaming app aimed at incentivizing physical activity in high school students. Methods Five focus groups were conducted with high school students (N=50) to understand gaming behaviors. A subset of students from the focus groups chose to complete a Web-based survey (N=10). Four different versions of gaming artwork and concept design based on student input were pilot tested (N=35), and group consensus building determined the direction of the game. The 4 game versions differed in their artwork style and gaming concept with some requiring competition versus cooperation, or being more individual versus team based. Group consensus building meant that all artwork and game concept options were displayed at the front of a classroom. Students could then vote for their top artwork and concept choices by putting stickers on the top 1 or 2 artwork and concept options that they liked best. Once all votes were cast, investigators discussed the voting results with students, and brainstormed ways to incorporate popular aspects of the 3 “losing” artwork and game concepts into the winning ideas. Results Focus group transcripts were analyzed for common themes. Artwork and gaming concept-voting data was tallied at the time of voting to share with students in real time. Focus groups and survey results revealed important themes for a successful gaming app: (1) competition, (2) balanced in-game rewards, (3) accessibility, and (4) aesthetic features. Consensus voting indicated the popularity of a collaborative competitive content design (35/66, 53%) and playful art (27/71, 38%). Conclusions To ensure saliency and effectiveness of game-based physical activity interventions, youth need to be included in design and implementation. Furthermore, the unique preferences and social constructs of high

  2. Being a Game Changer

    ERIC Educational Resources Information Center

    Herrig, Brian; Taranto, Greg

    2012-01-01

    One of the key features that draws many people to play video games is the fact that they are interactive. Video games allow the user to be actively engaged and in control of the action (Prensky, 2006). Seventh grade students at Canonsburg Middle School are actively engaging in the creation of video games. The students are engaged at a much deeper…

  3. The Oil Game: Generating Enthusiasm for Geosciences in Urban Youth in Newark, NJ

    ERIC Educational Resources Information Center

    Gates, Alexander E.; Kalczynski, Michael J.

    2016-01-01

    A hands-on game based upon principles of oil accumulation and drilling was highly effective at generating enthusiasm toward the geosciences in urban youth from underrepresented minority groups in Newark, NJ. Participating 9th-grade high school students showed little interest in the geosciences prior to participating in the oil game, even if they…

  4. The Effect of Simulation-Games Environment on Students' Achievement in and Attitudes to Mathematics in Secondary Schools

    ERIC Educational Resources Information Center

    Akinsola, M. K.; Animasahun, I. A.

    2007-01-01

    This study sought to determine the effect of simulation-games environment on students' achievement in attitudes to mathematics in secondary school. Data was collected from a sample of 147 students in senior secondary school in Osun-State, Nigeria. t-test and analysis of variance was used to analyze the data collected for the study. The finding…

  5. The Effect of Simulation-Games Environment on Students Achievement in and Attitudes to Mathematics in Secondary Schools

    ERIC Educational Resources Information Center

    Akinsola, M. K.; Animasahun, I. A.

    2007-01-01

    This study sought to determine the effect of simulation-games environment on students' achievement in attitudes to mathematics in secondary school. Data was collected from a sample of 147 students in senior secondary school in Osun-State, Nigeria. t-test and analysis of variance was used to analyze the data collected for the study. The finding…

  6. The development of indonesian online game addiction questionnaire.

    PubMed

    Jap, Tjibeng; Tiatri, Sri; Jaya, Edo Sebastian; Suteja, Mekar Sari

    2013-01-01

    Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and game addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online games (r = 0.39; p<0.01), average days per week in playing online games (ρ = 0.43; p<0.01), average hours per days in playing online games (ρ = 0.41; p<0.01), and monthly expenditure for online games (ρ = 0.30; p<0.01). Furthermore, we created a clinical cut-off estimate by combining criteria and population norm. The clinical cut-off estimate showed that the score of 14 to 21 may indicate mild online game addiction, and the score of 22 and above may indicate online game addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application.

  7. The Development of Indonesian Online Game Addiction Questionnaire

    PubMed Central

    Jap, Tjibeng; Tiatri, Sri; Jaya, Edo Sebastian; Suteja, Mekar Sari

    2013-01-01

    Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and game addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55) and acceptable reliability (α = 0.73). It is also moderately correlated with the participant's longest time record to play online games (r = 0.39; p<0.01), average days per week in playing online games (ρ = 0.43; p<0.01), average hours per days in playing online games (ρ = 0.41; p<0.01), and monthly expenditure for online games (ρ = 0.30; p<0.01). Furthermore, we created a clinical cut-off estimate by combining criteria and population norm. The clinical cut-off estimate showed that the score of 14 to 21 may indicate mild online game addiction, and the score of 22 and above may indicate online game addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application. PMID:23560113

  8. Impact of Education on School-aged Children's Knowledge of and Participation in "The Choking Game".

    PubMed

    Butler, Kendall; Raingruber, Bonnie; Butler, Eric; Wilson, Machelle

    2016-06-01

    To better understand school-aged children's awareness of and attitudes about the Choking Game (TCG). To determine if education can increase awareness of the risk of injury when playing TCG and to determine if education can decrease interest in TCG participation. Anonymous pre- and post-education surveys. Two middle/high schools; one in Utah and one in California. 291 participants (163 in Utah, 128 in California) aged 9-18, 68% under age 15, 32% 15 and older; 65% white, 35% non-white; 52% female, 48% male. 76% of participants knew about TCG, of those 62% heard about it at school. 32% knew someone who had played, and twelve (4%) had played, usually with others. Most frequently cited as reasons for participation were curiosity, peer pressure, and competition. School was the most common location for playing. In California education significantly increased risk awareness, and significant positive attitude changes were observed regarding interest in playing TCG. Utah participants also exhibited attitude changes in the desired direction (less interest in playing TCG, would warn friends, and realized it was not safe to stop breathing), although results were not statistically significant, possibly due to previous education and four recent and highly publicized TCG deaths in the community. Results indicate that interactive, standardized, and skills-based education can increase student awareness of TCG risks and decrease interest in participation. Students reported that the schools were often where they first heard about TCG and where TCG was commonly played. Educators and associated health care professionals should therefore be encouraged to provide preventative education as part of school curricula.

  9. Recreational Games for Physical Education

    ERIC Educational Resources Information Center

    Hume, Donald

    2005-01-01

    Recreational games can be incorporated into physical education programs to encourage play and activity among students during their leisure time. Students can play their own games during recess, before or after school, during intramural programs, or in their neighborhood with family and friends. This article describes five such games namely:…

  10. Student Perceptions of Using Games to Address Science Literacy

    NASA Astrophysics Data System (ADS)

    Keller, Cara M.

    The purpose of this qualitative evaluative case study was to gain insight into how students perceived the efficacy of using games to address their science literacy concerns. Scientists in the United States are concerned with the lack of science literacy. The No Child Left Behind Act of 2001 requires proficiency in reading, mathematics, language arts, and science by the completion of the 2013--2014 school year. The high school participating in this study received substandard test scores on both the 2009 state graduation test and the science portion of the ACT test. The research question included understanding how students perceive the use of games in addressing their science literacy needs. The data from the student journals, field notes, and transcribed class discussions were analyzed using a 6 step method that included coding the data into main themes. The triangulated data were used to both gain insight into student perspective and inform game development. Constructivist theories formed the conceptual framework of the study. The findings of the study suggested that games may prove a valuable tool in science literacy attainment. The study indicated that games were perceived by the students to be effective tools in meeting their learning needs. Implications for positive social change included providing students, educators, and administrators with game resources that can be used to meet the science learning needs of struggling students, thereby improving science scores on high stakes tests.

  11. Conflicts in Chemistry: The Case of Plastics, a Role-Playing Game for High School Chemistry Students

    ERIC Educational Resources Information Center

    Cook, Deborah H.

    2014-01-01

    Conflicts in Chemistry: The Case of Plastics, an innovative role-playing activity for high school students, was developed by the Chemical Heritage Foundation to promote increased public understanding of chemistry. The pilot program included three high school teachers and their students at three different schools and documented implementation and…

  12. Learning by gaming - evaluation of an online game for children.

    PubMed

    Lazareck, Lisa J; Farrell, David; Kostkova, Patty; Lecky, Donna M; McNulty, Cliodna A M; Weerasinghe, Dasun

    2010-01-01

    Playing computer games is widely popular among children and teenagers as an entertainment activity; meanwhile, playing computer games also provides a learning opportunity. For example, the rules of the game have to be learned by the player in order to improve his/her performance. Based on that principle, the City eHealth Research Centre (CeRC) developed a web game for 13-15 year olds, whereby the player becomes an investigator who attends the scene of an incident that involves microbes. There are four missions in total, each involving a mystery that the player needs to solve and learning objectives that need to be taught - such as antibiotic resistance and the importance of hygiene. This paper presents the results from a game evaluation that took place between July of 2009, in four UK schools (Glasgow, Gloucester, London), with 129 students; whereby 98% of the students commented positively about playing the game. Subsequently, CeRC has improved the game and developed an interactive educational games portal (www.edugames4all.com) for different age groups of web game enthusiasts.

  13. Teaching the Biological Consequences of Alcohol Abuse through an Online Game: Impacts among Secondary Students

    PubMed Central

    Klisch, Yvonne; Miller, Leslie M.; Beier, Margaret E.; Wang, Shu

    2012-01-01

    A multimedia game was designed to serve as a dual-purpose intervention that aligned with National Science Content Standards, while also conveying knowledge about the consequences of alcohol consumption for a secondary school audience. A tertiary goal was to positively impact adolescents' attitudes toward science through career role-play experiences within the game. In a pretest/delayed posttest design, middle and high school students, both male and female, demonstrated significant gains on measures of content knowledge and attitudes toward science. The best predictors of these outcomes were the players' ratings of the game's usability and satisfaction with the game. The outcomes suggest that game interventions can successfully teach standards-based science content, target age-appropriate health messages, and impact students' attitudes toward science. PMID:22383621

  14. Teaching the biological consequences of alcohol abuse through an online game: impacts among secondary students.

    PubMed

    Klisch, Yvonne; Miller, Leslie M; Beier, Margaret E; Wang, Shu

    2012-01-01

    A multimedia game was designed to serve as a dual-purpose intervention that aligned with National Science Content Standards, while also conveying knowledge about the consequences of alcohol consumption for a secondary school audience. A tertiary goal was to positively impact adolescents' attitudes toward science through career role-play experiences within the game. In a pretest/delayed posttest design, middle and high school students, both male and female, demonstrated significant gains on measures of content knowledge and attitudes toward science. The best predictors of these outcomes were the players' ratings of the game's usability and satisfaction with the game. The outcomes suggest that game interventions can successfully teach standards-based science content, target age-appropriate health messages, and impact students' attitudes toward science.

  15. The Incidence of Spearing during a High School's 1975 and 1990 Football Seasons.

    ERIC Educational Resources Information Center

    Heck, Jonathan F.

    1996-01-01

    Reports a study that examined the incidence of spearing between two high school football seasons, one before and one after a rule change banning spearing. Reviews of 18 game films of a New Jersey team from 1975 and 1990 indicated that, overall, the rule change did not have a favorable impact on the incidence of spearing. (SM)

  16. The Higher Education of Gaming

    ERIC Educational Resources Information Center

    Squire, Kurt D.; Giovanetto, Levi

    2008-01-01

    New models of schooling are necessary as educational institutions attempt to transition into the digital age. This article is an ethnography of Apolyton University, an informal online university of gamers created to enhance pleasure from the game experience, teach the game, and improve upon the game's standard rule set. It identifies the life…

  17. Viewpoints: Teaching and Learning with Games?

    ERIC Educational Resources Information Center

    Williamson, Ben

    2007-01-01

    In this article, findings from a recent one-year research project that investigated the use of games in a variety of school settings are described and discussed. The project involved four schools and 12 teachers designing classroom activities around specific games to support learners both within the formal national curriculum and in the context of…

  18. Behavioral school psychology goes outdoors: the effect of organized games on playground aggression.

    PubMed

    Murphy, H A; Hutchison, J M; Bailey, J S

    1983-01-01

    This research focuses on the inappropriate, largely aggressive, behaviors of 344 K-2 children assigned to a playground prior to the beginning of the school day. Initially, a system for observing large numbers of children freely roaming over a large, open area was developed. This observational method was then used to determine the effectiveness of providing organized games for reducing potentially dangerous playground behaviors. Using a reversal (ABAB) design, it was found that the games, rope jumping, and foot racing, along with an infrequently used time-out procedure, significantly reduced the frequency of inappropriate incidents. It is suggested that when dealing with large groups, antecedent environmental manipulations may be more practical than providing consequences for the behaviors exhibited by identified individuals.

  19. Quantum computer games: Schrödinger cat and hounds

    NASA Astrophysics Data System (ADS)

    Gordon, Michal; Gordon, Goren

    2012-05-01

    The quantum computer game 'Schrödinger cat and hounds' is the quantum extension of the well-known classical game fox and hounds. Its main objective is to teach the unique concepts of quantum mechanics in a fun way. 'Schrödinger cat and hounds' demonstrates the effects of superposition, destructive and constructive interference, measurements and entanglement. More advanced concepts, like particle-wave duality and decoherence, can also be taught using the game as a model. The game that has an optimal solution in the classical version, can have many different solutions and a new balance of powers in the quantum world. Game-aided lectures were given to high-school students which showed that it is a valid and entertaining teaching platform.

  20. Learning through Play for School Readiness: A Training Program for Parents and Other Caregivers of Preschool Children. Learning Games To Strengthen Children's School Readiness Skills. [Videotape with Facilitator's Manual].

    ERIC Educational Resources Information Center

    Singer, Jerome; Singer, Dorothy

    This video-based program trains parents and other child caregivers to engage 3- to 5-year-olds in simple, motivating learning games to strengthen cognitive, social, and motor school-readiness skills. The training materials consist of a manual for training facilitators and a training video demonstrating how to play each learning game with preschool…

  1. Board and card games for studying electrochemistry: Preliminary research and early design

    NASA Astrophysics Data System (ADS)

    Kurniawan, Rizmahardian Ashari; Kurniasih, Dedeh; Jukardi

    2017-12-01

    Games in the chemistry classroom can offer engaging and fun alternative method of learning. However, only a few games in chemistry, especially in electrochemistry subject are available commercially. In this research, we developed board and card games for studying electrochemistry. We surveyed chemistry teacher and students from 10 different senior high schools in Pontianak to decide content and characteristic of the game. We have designed the game that can be played by four students or four group of students, either as a specific instruction in the classroom or as a supplementary learning material. The game was designed to help students understanding the voltaic cell configuration and its voltaic potential.

  2. Investigating the Effectiveness of an Educational Card Game for Learning How Human Immunology Is Regulated

    ERIC Educational Resources Information Center

    Su, TzuFen; Cheng, Meng-Tzu; Lin, Shu-Hua

    2014-01-01

    This study was conducted in an attempt to investigate the effectiveness of an educational card game we developed for learning human immunology. Two semesters of evaluation were included to examine the impact of the game on students' understanding and perceptions of the game-based instruction. Ninety-nine senior high school students (11th graders)…

  3. Investigating Elementary School Students' Technology Acceptance by Applying Digital Game-Based Learning to Environmental Education

    ERIC Educational Resources Information Center

    Cheng, Yuh-Ming; Lou, Shi-Jer; Kuo, Sheng-Huang; Shih, Ru-Chu

    2013-01-01

    In order to improve and promote students' environmental knowledge, attitudes, and behaviour, integrating environmental education into the primary education curriculum has become a key issue for environmental education. For this reason, this study aimed to investigate elementary school students' acceptance of technology applying digital game-based…

  4. Playing the School Game

    ERIC Educational Resources Information Center

    Olszewski-Kubilius, Paula

    2011-01-01

    In this article, the author discusses the meaning and importance of high grades and high achievement in terms of giftedness. She offers some reasons to tell children about the importance of school achievement. She suggests that good grades are no guarantee of eventual adult success, whether that is defined as a high income or a rewarding,…

  5. Longitudinal effects of violent video games on aggression in Japan and the United States.

    PubMed

    Anderson, Craig A; Sakamoto, Akira; Gentile, Douglas A; Ihori, Nobuko; Shibuya, Akiko; Yukawa, Shintaro; Naito, Mayumi; Kobayashi, Kumiko

    2008-11-01

    Youth worldwide play violent video games many hours per week. Previous research suggests that such exposure can increase physical aggression. We tested whether high exposure to violent video games increases physical aggression over time in both high- (United States) and low- (Japan) violence cultures. We hypothesized that the amount of exposure to violent video games early in a school year would predict changes in physical aggressiveness assessed later in the school year, even after statistically controlling for gender and previous physical aggressiveness. In 3 independent samples, participants' video game habits and physically aggressive behavior tendencies were assessed at 2 points in time, separated by 3 to 6 months. One sample consisted of 181 Japanese junior high students ranging in age from 12 to 15 years. A second Japanese sample consisted of 1050 students ranging in age from 13 to 18 years. The third sample consisted of 364 United States 3rd-, 4th-, and 5th-graders ranging in age from 9 to 12 years. RESULTS. Habitual violent video game play early in the school year predicted later aggression, even after controlling for gender and previous aggressiveness in each sample. Those who played a lot of violent video games became relatively more physically aggressive. Multisample structure equation modeling revealed that this longitudinal effect was of a similar magnitude in the United States and Japan for similar-aged youth and was smaller (but still significant) in the sample that included older youth. These longitudinal results confirm earlier experimental and cross-sectional studies that had suggested that playing violent video games is a significant risk factor for later physically aggressive behavior and that this violent video game effect on youth generalizes across very different cultures. As a whole, the research strongly suggests reducing the exposure of youth to this risk factor.

  6. Smartphone gaming and frequent use pattern associated with smartphone addiction

    PubMed Central

    Liu, Chun-Hao; Lin, Sheng-Hsuan; Pan, Yuan-Chien; Lin, Yu-Hsuan

    2016-01-01

    Abstract The aim of this study was to investigate the risk factors of smartphone addiction in high school students. A total of 880 adolescents were recruited from a vocational high school in Taiwan in January 2014 to complete a set of questionnaires, including the 10-item Smartphone Addiction Inventory, Chen Internet Addiction Scale, and a survey of content and patterns of personal smartphone use. Of those recruited, 689 students (646 male) aged 14 to 21 and who owned a smartphone completed the questionnaire. Multiple linear regression models were used to determine the variables associated with smartphone addiction. Smartphone gaming and frequent smartphone use were associated with smartphone addiction. Furthermore, both the smartphone gaming-predominant and gaming with multiple-applications groups showed a similar association with smartphone addiction. Gender, duration of owning a smartphone, and substance use were not associated with smartphone addiction. Our findings suggest that smartphone use patterns should be part of specific measures to prevent and intervene in cases of excessive smartphone use. PMID:27428191

  7. Smartphone gaming and frequent use pattern associated with smartphone addiction.

    PubMed

    Liu, Chun-Hao; Lin, Sheng-Hsuan; Pan, Yuan-Chien; Lin, Yu-Hsuan

    2016-07-01

    The aim of this study was to investigate the risk factors of smartphone addiction in high school students.A total of 880 adolescents were recruited from a vocational high school in Taiwan in January 2014 to complete a set of questionnaires, including the 10-item Smartphone Addiction Inventory, Chen Internet Addiction Scale, and a survey of content and patterns of personal smartphone use. Of those recruited, 689 students (646 male) aged 14 to 21 and who owned a smartphone completed the questionnaire. Multiple linear regression models were used to determine the variables associated with smartphone addiction.Smartphone gaming and frequent smartphone use were associated with smartphone addiction. Furthermore, both the smartphone gaming-predominant and gaming with multiple-applications groups showed a similar association with smartphone addiction. Gender, duration of owning a smartphone, and substance use were not associated with smartphone addiction.Our findings suggest that smartphone use patterns should be part of specific measures to prevent and intervene in cases of excessive smartphone use.

  8. Children and video games: addiction, engagement, and scholastic achievement.

    PubMed

    Skoric, Marko M; Teo, Linda Lay Ching; Neo, Rachel Lijie

    2009-10-01

    The aim of this study is to assess the relationship between video gaming habits and elementary school students' academic performance. More specifically, we seek to examine the usefulness of a distinction between addiction and high engagement and assess the predictive validity of these concepts in the context of scholastic achievement. Three hundred thirty-three children ages 8 to 12 years from two primary schools in Singapore were selected to participate in this study. A survey utilizing Danforth's Engagement-Addiction (II) scale and questions from DSM-IV was used to collect information from the schoolchildren, while their grades were obtained directly from their teachers. The findings indicate that addiction tendencies are consistently negatively related to scholastic performance, while no such relationship is found for either time spent playing games or for video game engagement. The implications of these findings are discussed.

  9. High calorie, low nutrient food/beverage intake and video gaming in children as potential signals for addictive behavior.

    PubMed

    Pentz, Mary Ann; Spruijt-Metz, Donna; Chou, Chih Ping; Riggs, Nathaniel R

    2011-12-01

    Little is known about the co-occurrence of health risk behaviors in childhood that may signal later addictive behavior. Using a survey, this study evaluated high calorie, low nutrient HCLN intake and video gaming behaviors in 964 fourth grade children over 18 months, with stress, sensation-seeking, inhibitory control, grades, perceived safety of environment, and demographic variables as predictors. SEM and growth curve analyses supported a co-occurrence model with some support for addiction specificity. Male gender, free/reduced lunch, low perceived safety and low inhibitory control independently predicted both gaming and HCLN intake. Ethnicity and low stress predicted HCLN. The findings raise questions about whether living in some impoverished neighborhoods may contribute to social isolation characterized by staying indoors, and HCLN intake and video gaming as compensatory behaviors. Future prevention programs could include skills training for inhibitory control, combined with changes in the built environment that increase safety, e.g., implementing Safe Routes to School Programs.

  10. High Calorie, Low Nutrient Food/Beverage Intake and Video Gaming in Children as Potential Signals for Addictive Behavior

    PubMed Central

    Pentz, Mary Ann; Spruijt-Metz, Donna; Chou, Chih Ping; Riggs, Nathaniel R.

    2011-01-01

    Little is known about the co-occurrence of health risk behaviors in childhood that may signal later addictive behavior. Using a survey, this study evaluated high calorie, low nutrient HCLN intake and video gaming behaviors in 964 fourth grade children over 18 months, with stress, sensation-seeking, inhibitory control, grades, perceived safety of environment, and demographic variables as predictors. SEM and growth curve analyses supported a co-occurrence model with some support for addiction specificity. Male gender, free/reduced lunch, low perceived safety and low inhibitory control independently predicted both gaming and HCLN intake. Ethnicity and low stress predicted HCLN. The findings raise questions about whether living in some impoverished neighborhoods may contribute to social isolation characterized by staying indoors, and HCLN intake and video gaming as compensatory behaviors. Future prevention programs could include skills training for inhibitory control, combined with changes in the built environment that increase safety, e.g., implementing Safe Routes to School Programs. PMID:22408581

  11. [A major game in the re-organization of the Professional Nursing School].

    PubMed

    de Amorin, Wellington Mendonça; Barreira, Ieda de Alencar

    2007-01-01

    This is a historical-social description study supported on the thought of Pierre Bourdieu based on documental analysis. It describes the sanitarists and psychiatrists' actions from the reformulation of Education and Public Health Ministry into Education and Health Ministry in the beginning of New State and analyse the fight's strategies of the main agents to take advantage on their proposals of Professional Nursing School's reorganization. The fight's strategies that psychiatrists, sanitarists and certificated nurses had used to stake their projects, characterized a difficult battle inserted in a hard major game. The analyse of the ten course's months of the main document shows the conflict between those agents to impose a new rule to the school.

  12. Digital Educational Games and Mathematics. Results of a Case Study in Primary School Settings

    ERIC Educational Resources Information Center

    Fokides, Emmanuel

    2018-01-01

    The study presents the results of a project in which a series of digital games were used for teaching Mathematics to first, fourth, and sixth-grade primary school students (ages 6-7, 8-9, and 11-12). Mathematics was selected as the teaching subject because of the difficulties students face in understanding basic math concepts. Although digital…

  13. Influence of a Game-Based Application on Secondary School Students' Safe Internet Use

    ERIC Educational Resources Information Center

    Durak, Gürhan; Cankaya, Serkan; Yünkül, Eyup; Taylan, Ufuk; Erten, Emine; Akpinar, Sükran

    2017-01-01

    The purpose of this study was to investigate the influence of a game called Wild Web Woods (WWW) designed by the European Council for safe Internet use on secondary school students' safe Internet use. In line with this purpose, for the purpose of determining the students' awareness of safe Internet use, a total of 504 students from different…

  14. Autistic traits and internet gaming addiction in Chinese children: The mediating effect of emotion regulation and school connectedness.

    PubMed

    Liu, Sha; Yu, Chengfu; Conner, Bradley T; Wang, Suiping; Lai, Weiping; Zhang, Wei

    2017-09-01

    This report details an 18-month longitudinal study designed to investigate the influence of autistic traits' on internet gaming addiction (IGA) in children. A total of 420 Chinese children (220 boys, Mean age=9.74±0.45) participated in the research. Autistic traits were measured in the 4th grade and emotion regulation, school connectedness and IGA measured in both the 4th and 5th grades. After controlling for age, sex, and sensation seeking, results showed that autistic traits were related to decreased emotion regulation, which in turn was related to lower school connectedness, which was related to increased IGA. The results suggest that improving emotion regulation and school connectedness could reduce the risk of IGA. As a result, these findings may inform intervention and prevention programs targeting children with IGA, especially among those with high levels of autistic traits. Copyright © 2017. Published by Elsevier Ltd.

  15. Decreasing Inappropriate Use of Mobile Devices in Urban High School Classrooms: Comparing an Antecedent Intervention With and Without the Good Behavior Game.

    PubMed

    Hernan, Colleen J; Collins, Tai A; Morrison, Julie Q; Kroeger, Stephen D

    2018-03-01

    As the capabilities of portable technology continue to advance and become more accessible, educators express concern about the impact of the inappropriate use of mobile devices on academic engagement and learning. An alternating treatments design was used to compare the effectiveness of an antecedent (Clear Box) intervention and an interdependent group contingency (Clear Box + Good Behavior Game [GBG]) intervention to typical classroom management techniques (Control) in increasing the academic engagement and decreasing mobile device use of high school students during instruction. The results indicate an increase in academic engagement and a decrease in the inappropriate presence of mobile devices in both classrooms with the implementation of the Clear Box + GBG, as compared with the Clear Box and Control conditions. In addition, teacher and student social validity data suggested that teachers and students viewed the Clear Box + GBG intervention favorably. Discussion focuses on contributions to the current literature, implications for practice, and suggestions for future areas of research.

  16. [Effects of an empowerment education program in the prevention of internet games addiction in middle school students].

    PubMed

    Joo, Aeran; Park, Inhyae

    2010-04-01

    The purpose of this study was to determine effects of an empowerment education program (EEP) on internet games addiction, empowerment, and stress in middle school students. The EEP used in this study was based on the Freire's Empowerment Education Model. The research design of this study was a non-equivalent control group pretest-posttest design for 48 middle school students, who were conveniently assigned to an experimental group or a control group. The data were collected from May 29 to June 19, 2005. Data were analyzed using SPSS/PC program with frequencies, X(2)-test, Fisher exact test, t-test, mean, standard deviation and ANCOVA. 1) The first hypothesis that, "the experimental group would have higher empowerment scores than the control group." was supported. 2) The second hypothesis that, "the experimental group would have lower internet games addiction scores than the control group." was supported. 3) The third hypothesis that, "the experimental group would have lower stress scores than the control group." was supported. We suggest, therefore, that the EEP should be used with adolescent to help them control their stress, internet games addiction and to increase their empowerment.

  17. The Impact of Science Education Games on Prescription Drug Abuse Attitudes among Teens: A Case Study

    ERIC Educational Resources Information Center

    Klisch, Yvonne; Bowling, Kristi G.; Miller, Leslie M.; Ramos, Miguel A.

    2013-01-01

    Two online science education games, in which players learn about the risks of prescription drug abuse in the context of investigating crimes, were evaluated to determine shifts of prescription drug abuse attitudes attributable to game exposure. High school students from grades 11 and 12 (n = 179) were assigned to one of the games and participated…

  18. Using Cooperative Teams-Game-Tournament in 11 Religious School to Improve Mathematics Understanding and Communication

    ERIC Educational Resources Information Center

    Veloo, Arsaythamby; Md-Ali, Ruzlan; Chairany, Sitie

    2016-01-01

    Purpose: This paper was part of a larger study which looked into the effect of implementing Cooperative Teams-Games-Tournament (TGT) on understanding of and communication in mathematics. The study had identified the main and interaction effect of using Cooperative TGT for learning mathematics in religious secondary school classrooms. A…

  19. Leaving School — learning at SEA: Regular high school education alongside polar research, not only during IPY

    NASA Astrophysics Data System (ADS)

    Gatti, S.

    2006-12-01

    Against the background of unsatisfactory results from the international OECD study PISA (Program for International Student Assessment), Germany is facing a period of intense school reforms. Looking back at a tradition of school culture with too few changes during the last century, quick and radical renewal of the school system is rather unlikely. Furthermore students are increasingly turning away from natural sciences. The AWI aims at providing impulses for major changes in the schooling system and is offering solid science education not only for university students but also for a much younger audience. All efforts towards this goal are interconnected within the project SEA (Science & Education @ the AWI). Fife years ago the AWI started HIGHSEA (High school of SEA). Each year 22 high school students (grade 11) are admitted to HIGHSEA spending their last three years of school not at school but at the institute. Four subjects (biology as a major, chemistry, math and English as accessory subjects) are combined and taught fully integrated. Students leave their schools for two days each week to study, work and explore all necessary topics at the AWI. All of the curricular necessities of the four subjects are being met. After rearrangement of the temporal sequencing conceptual formulation of four major questions around AWI-topics was possible. Students are taught by teachers of the cooperating schools as well as by scientists of the AWI. Close links and intense cooperation between all three groups are the basis of fundamental changes in teaching and learning climate. For each group of students we organize a short research expedition: in August 2005 we worked in the high Arctic, in January and February 2006 we performed measurements at two eastern Atlantic seamounts. Even if the amount of data coming from these expeditions is comparatively small they still contribute to ongoing research projects of the oceanographic department. The first two groups of students finished

  20. Brief Report: Does Exposure to Violent Video Games Increase Moral Disengagement among Adolescents?

    ERIC Educational Resources Information Center

    Gabbiadini, Alessandro; Andrighetto, Luca; Volpato, Chiara

    2012-01-01

    Several studies have repeatedly shown that violent/action video games increase aggressive tendencies. The present study provides preliminary evidence that exposure to these games also affects the process of moral disengagement. High school students (N = 385) were recruited, and the impact of both recency and frequency of their exposure to the…

  1. Does Online Game-Based Learning Work in Formal Education at School? A Case Study of VISOLE

    ERIC Educational Resources Information Center

    Jong, Morris S. Y.

    2015-01-01

    VISOLE (Virtual Interactive Student-Oriented Environment) is a teacher-facilitated pedagogical approach to integrating constructivist online game-based learning into formal curriculum teaching in school education. This paper reports a case study on the implementation of VISOLE in secondary Geography education. We compared the pedagogical…

  2. The Game Factory: Using Cooperative Games to Promote Pro-Social Behaviour among Children

    ERIC Educational Resources Information Center

    Street, Helen; Hoppe, David; Kingsbury, David; Ma, Tony

    2004-01-01

    This study examines the use of a cooperative physical games program "The Game Factory" on social behaviour among children. Children are required to work together towards positive collective outcomes. A pretest-intervention-posttest design is used. Parents and teachers assessed 90 Australian primary school children in two experimental…

  3. The Implementation and Evaluation of Teacher Training in Gaming Instruction for Secondary Science: An Action Research Project

    ERIC Educational Resources Information Center

    Sanders, Veronica

    2016-01-01

    This study implemented and evaluated gaming instruction as a professional development for science teachers at a Georgia high school. It was guided by four research questions that (a) assessed the impact of training in gaming instruction and evaluation of that training on science teachers' ability to use games; (b) examined evidence showing that…

  4. Examining elementary school children's level of enjoyment of traditional tag games vs. interactive dance games.

    PubMed

    Gao, Zan; Zhang, Peng; Podlog, Leslie William

    2014-01-01

    Enjoyment has been implicated as a determinant of physical activity among children and adolescents. However, the effect of different sport activities on children's enjoyment remains largely unexplored. This study examined whether children's enjoyment in physical education (PE) varied as a function of learning activities. Participants were 210 third- through sixth-grade children who had a 30 min PE class every week. Participants responded to a standardized self-report enjoyment survey measuring their enjoyment level in a PE class during which they participated in tag games. Students completed the same questionnaire when involved in interactive dance games in PE. The results revealed that children reported significantly higher scores in enjoyment toward interactive dance games than they did toward traditional games (p < .01). Also, girls exhibited higher enjoyment toward interactive dance games than boys did (p < .05). However, no gender difference emerged on enjoyment toward traditional games. In conclusion, it is practical and meaningful to integrate interactive dance games into PE.

  5. Introduction to Chemical Engineering Reactor Analysis: A Web-Based Reactor Design Game

    ERIC Educational Resources Information Center

    Orbey, Nese; Clay, Molly; Russell, T.W. Fraser

    2014-01-01

    An approach to explain chemical engineering through a Web-based interactive game design was developed and used with college freshman and junior/senior high school students. The goal of this approach was to demonstrate how to model a lab-scale experiment, and use the results to design and operate a chemical reactor. The game incorporates both…

  6. Design and Implementation of a Bingo Game for Teaching the Periodic Table

    ERIC Educational Resources Information Center

    Franco-Mariscal, Antonio Joaquín; Cano-Iglesias, María José

    2014-01-01

    This article describes a game designed to help Spanish high school students (grade 10, age 15-16) understand the periodic table. It combines some features of bingo and a puzzle in the same pedagogical game, making it an engaging approach for learning about this important teaching tool. Students are given a verbal clue -- the name of a chemical…

  7. The Effect of Using Computer Games on Lower Basic Stage Students' Achievement in English at Al-SALT Schools

    ERIC Educational Resources Information Center

    Al-Elaimat, Abeer Rashed

    2013-01-01

    The purpose of this study is to investigate the effect of using computer games on the lower basic stage student's achievement in learning English at Al-SALT Schools. The population of this study consisted of all lower basic stage students in AL-SALT schools during the scholastic year 2011-2012. However, the sample of this study consisted of 88…

  8. Skill Games for Mathematics.

    ERIC Educational Resources Information Center

    Corle, Clyde G.

    This guide is to assist teachers with motivational ideas for teaching elementary school mathematics. The items included are a wide variety of games (paper and pencil, verbal, and physical), jingles, contests, teaching devices, and thought provoking exercises. Suggestions for selection of mathematical games are offered. The devices are used to…

  9. Learning about the Game: Designing Science Games for a Generation of Gamers

    ERIC Educational Resources Information Center

    Chmiel, Marjee

    2012-01-01

    This paper is a response to "Challenges and Opportunities: Using a science-based video game in secondary school settings" by Rachel Muehrer, Jennifer Jenson, Jeremy Friedberg, and Nicole Husain. The article highlights two critical areas that I argue require more research in the studies of video games in education. The first area focuses on the…

  10. Learning to Program with Game Maker

    ERIC Educational Resources Information Center

    Johnson, Claire

    2017-01-01

    "Game Maker" is widely used in UK secondary schools, yet under-researched in that context. This paper presents the findings of a qualitative case study that explores how authoring computer games using "Game Maker" can support the learning of basic programming concepts in a mainstream UK secondary setting. The research draws on…

  11. The Create-a-Game Assignment and English Teaching Ability of Japanese College Students

    ERIC Educational Resources Information Center

    Kobayashi, Futoshi

    2013-01-01

    Japanese college students (N = 18) aspiring to become English teachers in junior or senior high schools studied several examples of educational games and created their own English games as an assignment during the last two weeks of an educational psychology course. Results indicated (1) a significant increase between pre- and post-…

  12. Video Gaming as Digital Media, Play, and Family Routine: Implications for Understanding Video Gaming and Learning in Family Contexts

    ERIC Educational Resources Information Center

    Gee, Elisabeth; Siyahhan, Sinem; Cirell, Anna Montana

    2017-01-01

    While a number of studies have investigated learning associated with video gaming in out-of-school settings, only recently have researchers begun to explore gaming and learning in the contexts of home and family life. This paper discusses three different frameworks within which we can situate video games and learning at home: (a) video gaming as…

  13. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game.

    PubMed

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.

  14. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game

    PubMed Central

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (“USER-CONTROL” and “AUTO”) were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training. PMID:26635681

  15. Games as an educational resource in the teaching and learning of mathematics: an educational experiment in Portuguese middle schools

    NASA Astrophysics Data System (ADS)

    Campos, Helena; Moreira, Rute

    2016-04-01

    This article is based on an experiment using the game 'Caminhando e Calculando' (Moving and Calculating) in order to analyse the potential of the game as an educational resource for the teaching and learning of mathematics in Portuguese middle schools, where most students are 10 or 11 years old. Students' data obtained during the games will be used to analyse the different options used for solving the game, identifying its potential and its weaknesses. We start with a theoretical analysis of games as an inherent element of human culture. Combining our innate desire for fun with the different types of teaching and learning styles allows for fun and knowledge to be combined into more efficient and meaningful types of knowledge. Playing games are a primordial aspect of what it means to be a child and they develop within a motivating environment; therefore, not to take advantage of games as a learning resource would be to neglect an important asset. With regard to mathematics, emphasis will be given to the advantages that this teaching and learning tool provides for certain mathematical processes, such as problem-solving.

  16. Concession stand makeovers: a pilot study of offering healthy foods at high school concession stands

    PubMed Central

    Laroche, Helena H.; Ford, Christopher; Hansen, Kate; Cai, Xueya; Just, David R.; Hanks, Andrew S.; Wansink, Brian

    2015-01-01

    Background Concession stands at high school events are exempt from the US Department of Agriculture regulations for school foods. Concessions are generally stocked with unhealthy foods since healthy foods are believed to have lower sales and profit margins. Methods Concession stand sales for two seasons of high school fall sports in Muscatine, Iowa were compared. In between seasons, two types of changes were made: (i) addition of new healthier concession options and (ii) substitution of healthier ingredients (less saturated fat, no trans fat). Satisfaction surveys of students and parents were conducted before and after the changes. Data were collected in 2008 and 2009 and analyzed in 2012–13. Results Revenue per game was similar between years, even with the introduction of healthier items and ingredient changes. In 2009, the new healthy foods comprised 9.2% of total revenue and sales of some new items increased with each game. The ‘healthy makeover’ had no influence on student satisfaction but it improved parent satisfaction (P < 0.001). Conclusions This compelling test of concept shows that offering healthier items can be good for both sales and satisfaction. While this study was conducted with concession stands, the principles can be carried over into other food retail settings. PMID:24623802

  17. The quantum computer game: citizen science

    NASA Astrophysics Data System (ADS)

    Damgaard, Sidse; Mølmer, Klaus; Sherson, Jacob

    2013-05-01

    Progress in the field of quantum computation is hampered by daunting technical challenges. Here we present an alternative approach to solving these by enlisting the aid of computer players around the world. We have previously examined a quantum computation architecture involving ultracold atoms in optical lattices and strongly focused tweezers of light. In The Quantum Computer Game (see http://www.scienceathome.org/), we have encapsulated the time-dependent Schrödinger equation for the problem in a graphical user interface allowing for easy user input. Players can then search the parameter space with real-time graphical feedback in a game context with a global high-score that rewards short gate times and robustness to experimental errors. The game which is still in a demo version has so far been tried by several hundred players. Extensions of the approach to other models such as Gross-Pitaevskii and Bose-Hubbard are currently under development. The game has also been incorporated into science education at high-school and university level as an alternative method for teaching quantum mechanics. Initial quantitative evaluation results are very positive. AU Ideas Center for Community Driven Research, CODER.

  18. The Davis Junior High Global Warming Project and Bike/Walk to School Challenge

    NASA Astrophysics Data System (ADS)

    King, A.; Anastasio, C.; Niemeier, D.; Scow, K.

    2007-12-01

    Junior high school students in Davis, CA, were targeted in an outreach project combining interactive and hands- on information about global warming and carbon footprints with a bike/walk to school challenge. The project was conducted by the Kearney Foundation of Soil Science, the Department of Land, Air and Water Resources and the John Muir Institute of the Environment at the University of California Davis. Approximately 70 undergraduates, graduate students, post-doc researchers, faculty and staff from UCD and the town of Davis were involved. Workshops were held in the 7th, 8th and 9th grade science classes in Davis' 3 junior high schools, reaching a total of 1700 students. Each 50-minute presentation consisted of a Global Warming Jeopardy game, followed by individual calculation of carbon footprints oriented towards a junior high school student. Biking or walking to school, instead commuting by car, was introduced as an important and feasible activity that could reduce one's carbon footprint. Working with staff from each junior high, students were then challenged to increase biking or walking to school during a 2 week Bike/Walk to School Challenge . UCD students and staff monitored automobile commuting (# cars, idle time) and bike use during this time and provided incentives for biking or walking . All schools were recognized for efforts to reduce their carbon footprints, and the concept was reinforced at the start of the following school year by planting a tree at each school.

  19. Glitch game testers: The design and study of a learning environment for computational production with young African American males

    NASA Astrophysics Data System (ADS)

    DiSalvo, Elizabeth Betsy

    The implementation of a learning environment for young African American males, called the Glitch Game Testers, was launched in 2009. The development of this program was based on formative work that looked at the contrasting use of digital games between young African American males and individuals who chose to become computer science majors. Through analysis of cultural values and digital game play practices, the program was designed to intertwine authentic game development practices and computer science learning. The resulting program employed 25 African American male high school students to test pre-release digital games full-time in the summer and part-time in the school year, with an hour of each day dedicated to learning introductory computer science. Outcomes for persisting in computer science education are remarkable; of the 16 participants who had graduated from high school as of 2012, 12 have gone on to school in computing-related majors. These outcomes, and the participants' enthusiasm for engaging in computing, are in sharp contrast to the crisis in African American male education and learning motivation. The research presented in this dissertation discusses the formative research that shaped the design of Glitch, the evaluation of the implementation of Glitch, and a theoretical investigation of the way in which participants navigated conflicting motivations in learning environments.

  20. An Examination of Digital Game-Based Situated Learning Applied to Chinese Language Poetry Education

    ERIC Educational Resources Information Center

    Chen, Hong-Ren; Lin, You-Shiuan

    2016-01-01

    By gradually placing more importance on game-based education and changing learning motivation by applying game-playing characteristics, students' learning experiences can be enhanced and a better learning effect can be achieved. When teaching the content of Chinese poetry in Taiwanese junior high schools, most teachers only explain the meaning of…

  1. The Usability of a Commercial Game Physics Engine to Develop Physics Educational Materials: An Investigation

    ERIC Educational Resources Information Center

    Price, Colin B.

    2008-01-01

    Commercial computer games contain "physics engine" components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a…

  2. Practicality in Virtuality: Finding Student Meaning in Video Game Education

    NASA Astrophysics Data System (ADS)

    Barko, Timothy; Sadler, Troy D.

    2013-04-01

    This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered conceptually, the notion of virtual experience is not limited to those experiences generated by computer aided technology, as with a video game or computer simulation. The notion of virtuality can apply to many real world experiences as well. It is proposed that the medium of the learning experience, be it video game or classroom, is not an important distinction to consider; instead, we should seek to determine what kinds of meaningful experiences apply for both classrooms and video games.

  3. Teaching Universal Gravitation with Vector Games

    ERIC Educational Resources Information Center

    Lowry, Matthew

    2008-01-01

    Like many high school and college physics teachers, I have found playing vector games to be a useful way of illustrating the concepts of inertia, velocity, and acceleration. Like many, I have also had difficulty in trying to get students to understand Newton's law of universal gravitation, specifically the inverse-square law and its application to…

  4. Computer Games in Pre-School Settings: Didactical Challenges when Commercial Educational Computer Games Are Implemented in Kindergartens

    ERIC Educational Resources Information Center

    Vangsnes, Vigdis; Gram Okland, Nils Tore; Krumsvik, Rune

    2012-01-01

    This article focuses on the didactical implications when commercial educational computer games are used in Norwegian kindergartens by analysing the dramaturgy and the didactics of one particular game and the game in use in a pedagogical context. Our justification for analysing the game by using dramaturgic theory is that we consider the game to be…

  5. Integrating Commercial Off-the-Shelf Video Games into School Curriculums

    ERIC Educational Resources Information Center

    Charsky, Dennis; Mims, Clif

    2008-01-01

    Games have a long history of being used for instructional purposes. Games can be defined as playful activities, with or without a computer, that have some essential characteristics. Game characteristics can include competition and goals, game rules, challenging activities, choices, and fantasy elements. Games that take advantage of these…

  6. Games Are a Chance for Students To Step Outside Their Usual Role and Reflect in a New Way.

    ERIC Educational Resources Information Center

    Swegle, Lisa

    2002-01-01

    Describes the successful incorporation of games into a high school journalism classroom. Notes that there are four main types of educational games that the author uses: getting acquainted, disclosure, teamwork/brainteasers, and energizers or tension reducers. (SG)

  7. An Unofficial Guide to Web-Based Instructional Gaming and Simulation Resources.

    ERIC Educational Resources Information Center

    Kirk, James J.

    Games and digital-based games and simulations are slowly becoming an accepted learning strategy. Public school teachers, college professors, corporate trainers, and military trainers are embracing games as an effective means of motivating learners and teaching complex concepts. Popular games include action games, adventure games,arcade games,…

  8. Architecture for high performance stereoscopic game rendering on Android

    NASA Astrophysics Data System (ADS)

    Flack, Julien; Sanderson, Hugh; Shetty, Sampath

    2014-03-01

    Stereoscopic gaming is a popular source of content for consumer 3D display systems. There has been a significant shift in the gaming industry towards casual games for mobile devices running on the Android™ Operating System and driven by ARM™ and other low power processors. Such systems are now being integrated directly into the next generation of 3D TVs potentially removing the requirement for an external games console. Although native stereo support has been integrated into some high profile titles on established platforms like Windows PC and PS3 there is a lack of GPU independent 3D support for the emerging Android platform. We describe a framework for enabling stereoscopic 3D gaming on Android for applications on mobile devices, set top boxes and TVs. A core component of the architecture is a 3D game driver, which is integrated into the Android OpenGL™ ES graphics stack to convert existing 2D graphics applications into stereoscopic 3D in real-time. The architecture includes a method of analyzing 2D games and using rule based Artificial Intelligence (AI) to position separate objects in 3D space. We describe an innovative stereo 3D rendering technique to separate the views in the depth domain and render directly into the display buffer. The advantages of the stereo renderer are demonstrated by characterizing the performance in comparison to more traditional render techniques, including depth based image rendering, both in terms of frame rates and impact on battery consumption.

  9. Are They Climbing the Pyramid? Rating Student-Generated Questions in a Game Design Project

    ERIC Educational Resources Information Center

    Siko, Jason Paul

    2013-01-01

    Researchers have examined the use of homemade PowerPoint games as an instructional technique to improve learning outcomes. However, test data have shown no significant difference in performance between high school chemistry students who created games and students who did not (Siko, Barbour, & Toker, 2011). One of the justifications for the use…

  10. Pupils' Perceptions of and Experiences in Team Invasion Games: A Case Study of a Scottish Secondary School and Its Three Feeder Primary Schools

    ERIC Educational Resources Information Center

    Gray, Shirley; Sproule, John; Wang, C. K. John

    2008-01-01

    It has been claimed that young children in schools in Scotland cannot relate to the activities that are taught in the more "traditional" PE curriculum, activities that predominately include team invasion games (TIG) such as basketball, soccer and hockey (Scottish Executive, 2004). However, one of the issues with this claim is that it…

  11. Integration of Active Video Games in Extracurricular Activity at Schools

    ERIC Educational Resources Information Center

    Lee, Jung Eun; Huang, Charles; Pope, Zachary; Gao, Zan

    2015-01-01

    Active video games require players to be physically active. Dance Dance Revolution (DDR) is an interactive dancing game that requires fast-foot movement coordinated with energetic music and visuals. The Wii and Xbox Kinect games have also become good active video games for the promotion of physical activity participation. These games are much more…

  12. BEHAVIORAL COACHING TO IMPROVE OFFENSIVE LINE PASS-BLOCKING SKILLS OF HIGH SCHOOL FOOTBALL ATHLETES

    PubMed Central

    Stokes, John V; Luiselli, James K; Reed, Derek D; Fleming, Richard K

    2010-01-01

    We evaluated several behavioral coaching procedures for improving offensive line pass-blocking skills with 5 high school varsity football players. Pass blocking was measured during practice drills and games, and our intervention included descriptive feedback with and without video feedback and teaching with acoustical guidance (TAG). Intervention components and pass blocking were evaluated in a multiple baseline design, which showed that video feedback and TAG were the most effective procedures. For all players, improved pass blocking matched a standard derived by observing more experienced linemen and was evident in games. Additional intervention was required to maintain pass-blocking proficiency. Issues pertinent to behavioral coaching and sport psychology research are discussed. PMID:21358905

  13. We're in Math Class Playing Games, Not Playing Games in Math Class

    ERIC Educational Resources Information Center

    McFeetors, P. Janelle; Palfy, Kylie

    2017-01-01

    Early experiences of reasoning while playing games of strategy are foundational for future proofs that students will be expected to build using conventionally structured arguments. But how did game playing in school occur? How can educators be sure that mathematical reasoning is going on? The authors investigated these questions to understand how…

  14. Telecollaborative Games for Youngsters: Impact on Motivation

    ERIC Educational Resources Information Center

    Jauregi, Kristi

    2016-01-01

    The present paper describes a case study on the effects of telecollaborative games on learners' motivation. 12 learners from a Dutch and a British secondary school participated in the study. Different games, which included gamification elements, were developed on OpenSim. The overall educational goals of the games were to enhance cultural…

  15. [Serious video games in pediatrics].

    PubMed

    Drummond, D; Tesnière, A; Hadchouel, A

    2018-01-01

    Playing video games has been associated with several negative effects in children. However, serious games, which are video games designed for a primary purpose other than pure entertainment, should not be neglected by pediatricians. In the field of public health, some serious games are a means to decrease drug consumption and improve sexual health behavior in adolescents. In schools, serious games can be used to change students' perception of the disease of one of their classmates, or to train students on basic life support. Serious games are also used with patients: they can distract them from a painful procedure, increase their compliance to treatments, or participate in their rehabilitation. Finally, serious games allow healthcare professionals to train on the management of various medical situations without risk. For every field of application, this review presents the rationale of the use of video games, followed by concrete examples of video games and the results of their scientific evaluation. Copyright © 2017 Elsevier Masson SAS. All rights reserved.

  16. Examining Primary Schools' Physical Education Coordinators' Pedagogical Content Knowledge of Games: Are We Just Playing as This?

    ERIC Educational Resources Information Center

    Ward, Gavin

    2013-01-01

    A detailed insight into how the current educational climate influences the pedagogical decisions made by primary school teachers when teaching games is limited. Studies examining the pedagogical content knowledge (PCK) of teachers within physical education have revealed its close relationship with specific forms of subject knowledge. In…

  17. Task Design and Skill Level Perceptions of Middle School Students toward Competition in Dance-Related Active Gaming

    ERIC Educational Resources Information Center

    Bernstein, Eve; Gibbone, Anne; Rukavina, Paul

    2015-01-01

    In this study, we drew upon McCaughtry, Tischler, and Flory's (2008) reconceptualized ecological framework to examine middle school students' perceptions (N = 391) of competition in physical education, specifically after participating in noncompetitive and competitive active gaming (AG) sessions. Chi-square tests of independence were computed on…

  18. The relationship between playing computer or video games with mental health and social relationships among students in guidance schools, Kermanshah.

    PubMed

    Reshadat, S; Ghasemi, S R; Ahmadian, M; RajabiGilan, N

    2014-01-09

    Computer or video games are a popular recreational activity and playing them may constitute a large part of leisure time. This cross-sectional study aimed to evaluate the relationship between playing computer or video games with mental health and social relationships among students in guidance schools in Kermanshah, Islamic Republic of Iran, in 2012. Our total sample was 573 students and our tool was the General Health Questionnaire (GHQ-28) and social relationships questionnaires. Survey respondents reported spending an average of 71.07 (SD 72.1) min/day on computer or video games. There was a significant relationship between time spent playing games and general mental health (P < 0.04) and depression (P < 0.03). There was also a significant difference between playing and not playing computer or video games with social relationships and their subscales, including trans-local relationships (P < 0.0001) and association relationships (P < 0.01) among all participants. There was also a significant relationship between social relationships and time spent playing games (P < 0.02) and its dimensions, except for family relationships.

  19. Pathological video-gaming among Singaporean youth.

    PubMed

    Choo, Hyekyung; Gentile, Douglas A; Sim, Timothy; Li, Dongdong; Khoo, Angeline; Liau, Albert K

    2010-11-01

    Increase in internet use and video-gaming contributes to public concern on pathological or obsessive play of video games among children and adolescents worldwide. Nevertheless, little is known about the prevalence of pathological symptoms in video-gaming among Singaporean youth and the psychometric properties of instruments measuring pathological symptoms in video-gaming. A total of 2998 children and adolescents from 6 primary and 6 secondary schools in Singapore responded to a comprehensive survey questionnaire on sociodemographic characteristics, video-gaming habits, school performance, somatic symptoms, various psychological traits, social functioning and pathological symptoms of video-gaming. After weighting, the survey data were analysed to determine the prevalence of pathological video-gaming among Singaporean youth and gender differences in the prevalence. The construct validity of instrument used to measure pathological symptoms of video-gaming was tested. Of all the study participants, 8.7% were classified as pathological players with more boys reporting more pathological symptoms than girls. All variables, including impulse control problem, social competence, hostility, academic performance, and damages to social functioning, tested for construct validity, were significantly associated with pathological status, providing good evidence for the construct validity of the instrument used. The prevalence rate of pathological video-gaming among Singaporean youth is comparable with that from other countries studied thus far, and gender differences are also consistent with the findings of prior research. The positive evidence of construct validity supports the potential use of the instrument for future research and clinical screening on Singapore children and adolescents' pathological video-gaming.

  20. Using Games to Teach Astronomy

    NASA Astrophysics Data System (ADS)

    Francis, Paul J.

    We all know that astronomical research is a chaotic sociable deeply human enterprise full of baffling mysteries enigmatic clues and breathtakingly unexpected conclusions. Abundant evidence suggests that our students see astronomy very differently. They see it as a lonely activity: a collection of facts (and very pretty pictures) brought down from the mountain by antisocial ""experts"" for them to memorise. Can we change this false perception? I've been experimenting with using role-playing games in the classroom. I've tried these games out on a wide range of high-school and university students. Students play the roles of competing teams of astronomers battling to solve some perplexing astrophysical enigma. Do these games work? Sometimes! When they work well the really change student perceptions of science in a way that almost no other teaching technique can match. But there have been a fair number of embarrassing fiascos along the way... I will share my experiences and hard earned tips for avoiding disasters

  1. Engaging Contexts for the Game of Nim

    ERIC Educational Resources Information Center

    Reeves, Charles A.; Gleichowski, Rosemarie Reeves

    2007-01-01

    Middle school teachers realize the value of students playing games in mathematics classes if those games emphasize problem-solving strategies, algebraic reasoning, or spatial sense. This article describes various versions of the traditional game of nim and shows how working backward can be used to find a winning strategy. The link is then made…

  2. Teaching Games for Understanding in American High-School Soccer: A Quantitative Data Analysis Using the Game Performance Assessment Instrument

    ERIC Educational Resources Information Center

    Harvey, Stephen; Cushion, Christopher J.; Wegis, Heidi M.; Massa-Gonzalez, Ada N.

    2010-01-01

    Background: Previous research examining the effectiveness of the Teaching Games for Understanding (TGfU) approach has been equivocal. This has been hampered by a dependence on a comparative (i.e., "which method is best?") theoretical framework. An alternative "practice-referenced" framework has the potential to examine the effectiveness of TGfU…

  3. Tackling sensitive issues using a game-based environment: serious game for relationships and sex education (RSE).

    PubMed

    Brown, Katherine; Arnab, Sylvester; Bayley, Julie; Newby, Katie; Joshi, Puja; Judd, Becky; Baxter, Alison; Clarke, Samatha

    2012-01-01

    Experiencing sexual coercion during adolescence can lead to adverse psychological and physical health outcomes for those affected. Eliminating such experiences is important for enhancing adolescent wellbeing, and the provision of good quality relationships and sex education (RSE) is needed. Engaging young people in sensitive subject matters in RSE can be challenging, and using Serious Gaming technology may support young people and educators in this process. This paper describes the use of Intervention mapping (IM) in the development of a serious game on the topic of sexual coercion for use in RSE. IM is a process that draws on stakeholder engagement and the theory and evidence base to support health improvement intervention planning. Serious game developers transformed the game concept 'flat plan' into an interactive gameshow. The game is teacher led and aims to engage students in game play and discussion around the issue of sexual coercion. The final product known as PR:EPARe (Positive Relationships: Eliminating Coercion and Pressure in Adolescent Relationships) is the subject of an ongoing cluster Randomised Controlled Trial (RCT) in local schools. Early data analysis shows improvements in psychological preparedness for dealing with sexual coercion against some change objectives. This work represents the first attempt to use IM in the development of a Serious Game and the use of Serious Gaming for RSE delivery. RCT work is ongoing and PR:EPARe will become part of local RSE delivery in the new school year. Plans for ensuring broader impact of the game are in development.

  4. Learning about water resource sharing through game play

    NASA Astrophysics Data System (ADS)

    Ewen, Tracy; Seibert, Jan

    2016-10-01

    Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels, finds Irrigania to be an effective and easy tool to incorporate into a curriculum. The development of two water games in a course for masters students in geography is also presented as a way to teach and communicate about water resource sharing. Through game development, students learned soft skills, including critical thinking, problem solving, team work, and time management, and overall the process was found to be an effective way to learn about water resource decision outcomes. This paper concludes with a discussion of learning outcomes from both playing and developing water games.

  5. A systematic review of serious games in asthma education.

    PubMed

    Drummond, David; Monnier, Delphine; Tesnière, Antoine; Hadchouel, Alice

    2017-05-01

    Serious games may be useful tools for asthma education. The objectives of this systematic review were to identify the available articles on serious games designed to educate patients and the general public about asthma and to assess their impact on patient's knowledge, behavior, and clinical outcomes related to asthma. PubMed, EMBASE, Cochrane Library, PsychInfo, and Web of Science were systematically searched from January 1980 to December 2015 for studies investigating serious games in asthma education. Two investigators independently assessed studies against inclusion criteria and rated those included on indicators of quality. Investigators extracted data on serious games' content and learning objectives, and on outcomes following Kirkpatrick classification. A total of 12 articles were found to be relevant, describing a total of 10 serious games. All serious games were directed toward children, with eight games for children with asthma and two for school-based intervention. The average Medical Education Research Study Quality Instrument score was 13.9 of 18, which is high. Most of the serious games were associated with high rates of satisfaction and improvement in children's knowledge. Seven studies evaluated the impact of serious games on clinical outcomes and found no significant difference relative to control groups. Although serious games designed for asthma education have evolved with advances in technology, results of their evaluation remained similar across studies, with clear improvements in knowledge but little or no change in behaviors and clinical outcomes. © 2016 John Wiley & Sons A/S. Published by John Wiley & Sons Ltd.

  6. Influence of Game Evolution and the Phase of Competition on Temporal Game Structure in High-Level Table Tennis Tournaments.

    PubMed

    Leite, Jorge Vieira de Mello; Barbieri, Fabio Augusto; Miyagi, Willian; Malta, Elvis de Souza; Zagatto, Alessandro Moura

    2017-01-01

    The aims of this study were: a) to investigate the game temporal structure in high-level table tennis competitions; b) to verify the influence of game evolution in international competitions from 2009 to 2012 (World Table Tennis Championships and the Olympic Games) on game temporal structure; c) to compare game temporal structure according to the phase of competition. Comparisons between the three international tournaments demonstrated that rally duration decreased significantly (p < 0.05) during the analyzed period (2009-2012), while the rest time increased (p < 0.05) from 2009 to 2011, but decreased (p < 0.05) from 2011 to 2012. In the competition phase analysis, it was found that rally duration decreased (p < 0.05) in the quarterfinals in relation to the semifinals and finals, while the rest time increased (p < 0.05) from the quarterfinals to semifinals and finals. Based on our findings and previous literature, we concluded that the performance level, game evolution and the competition phase influenced the game temporal structure of table tennis, considering longer rest periods adopted by elite athletes in relation to non-elite athletes, the reduction in rally duration and an increase in rest time over the 2009-2012 period and through the competition phases (quarterfinals to finals).

  7. Concession stand makeovers: a pilot study of offering healthy foods at high school concession stands.

    PubMed

    Laroche, Helena H; Ford, Christopher; Hansen, Kate; Cai, Xueya; Just, David R; Hanks, Andrew S; Wansink, Brian

    2015-03-01

    Concession stands at high school events are exempt from the US Department of Agriculture regulations for school foods. Concessions are generally stocked with unhealthy foods since healthy foods are believed to have lower sales and profit margins. Concession stand sales for two seasons of high school fall sports in Muscatine, Iowa were compared. In between seasons, two types of changes were made: (i) addition of new healthier concession options and (ii) substitution of healthier ingredients (less saturated fat, no trans fat). Satisfaction surveys of students and parents were conducted before and after the changes. Data were collected in 2008 and 2009 and analyzed in 2012-13. Revenue per game was similar between years, even with the introduction of healthier items and ingredient changes. In 2009, the new healthy foods comprised 9.2% of total revenue and sales of some new items increased with each game. The 'healthy makeover' had no influence on student satisfaction but it improved parent satisfaction (P < 0.001). This compelling test of concept shows that offering healthier items can be good for both sales and satisfaction. While this study was conducted with concession stands, the principles can be carried over into other food retail settings. © The Author 2014. Published by Oxford University Press on behalf of Faculty of Public Health. All rights reserved. For permissions, please e-mail: journals.permissions@oup.com.

  8. The influence of television and video game use on attention and school problems: a multivariate analysis with other risk factors controlled.

    PubMed

    Ferguson, Christopher J

    2011-06-01

    Research on youth mental health has increasingly indicated the importance of multivariate analyses of multiple risk factors for negative outcomes. Television and video game use have often been posited as potential contributors to attention problems, but previous studies have not always been well-controlled or used well-validated outcome measures. The current study examines the multivariate nature of risk factors for attention problems symptomatic of attention deficit hyperactivity disorder and poor school performance. A predominantly Hispanic population of 603 children (ages 10-14) and their parents/guardians responded to multiple behavioral measures. Outcome measures included parent and child reported attention problem behaviors on the Child Behavior Checklist (CBCL) as well as poor school performance as measured by grade point average (GPA). Results found that internal factors such as male gender, antisocial traits, family environment and anxiety best predicted attention problems. School performance was best predicted by family income. Television and video game use, whether total time spent using, or exposure to violent content specifically, did not predict attention problems or GPA. Television and video game use do not appear to be significant predictors of childhood attention problems. Intervention and prevention efforts may be better spent on other risk factors. Copyright © 2010 Elsevier Ltd. All rights reserved.

  9. Traditional Indigenous Games promoting physical activity and cultural connectedness in primary schools--cluster randomised control trial.

    PubMed

    Kiran, Asha; Knights, Janice

    2010-08-01

    This study investigated the effectiveness of Traditional Indigenous Games (TIG) to improve physical activity and cultural connectedness among primary school students in the community renewal areas of Townsville in North Queensland. A cluster randomised control trial was conducted in four primary schools in 2007. Baseline and post implementation surveys were conducted in two intervention and two control schools and the results were compared. TIG delivered in primary schools every week over period of three months did not contribute to any statistically significant improvement in intervention and control groups in physical activity levels or cultural connectedness. Further research specifically in terms of intensity and duration of TIG may inform whether physical activity may be improved. Enhancing the Indigenous cultural features of the existing TIG kit might positively influence Indigenous cultural connectedness.

  10. Toward using games to teach fundamental computer science concepts

    NASA Astrophysics Data System (ADS)

    Edgington, Jeffrey Michael

    Video and computer games have become an important area of study in the field of education. Games have been designed to teach mathematics, physics, raise social awareness, teach history and geography, and train soldiers in the military. Recent work has created computer games for teaching computer programming and understanding basic algorithms. We present an investigation where computer games are used to teach two fundamental computer science concepts: boolean expressions and recursion. The games are intended to teach the concepts and not how to implement them in a programming language. For this investigation, two computer games were created. One is designed to teach basic boolean expressions and operators and the other to teach fundamental concepts of recursion. We describe the design and implementation of both games. We evaluate the effectiveness of these games using before and after surveys. The surveys were designed to ascertain basic understanding, attitudes and beliefs regarding the concepts. The boolean game was evaluated with local high school students and students in a college level introductory computer science course. The recursion game was evaluated with students in a college level introductory computer science course. We present the analysis of the collected survey information for both games. This analysis shows a significant positive change in student attitude towards recursion and modest gains in student learning outcomes for both topics.

  11. Getting into the Game

    ERIC Educational Resources Information Center

    Galuszka, Peter

    2009-01-01

    Malcolm Perdue faces a dilemma as challenging as the computer games he loves to play. The 19-year-old student at Atlanta Metropolitan College wants to learn how to become a game designer. Not only would doing so be a lot of fun, designers can make $80,000 a year early in their careers. But his school has limited options in the field. Nearby…

  12. Gaming the System: Developing an Educational Game for Securing Principles of Arterial Blood Gases.

    PubMed

    Boyd, Cory Ann; Warren, Jonah; Glendon, Mary Ann

    2016-01-01

    This article describes the development process for creating a digital educational mini game prototype designed to provide practice opportunities for learning fundamental principles of arterial blood gases. Mini games generally take less than an hour to play and focus on specific subject matter. An interdisciplinary team of faculty from two universities mentored student game developers to design a digital educational mini game prototype. Sixteen accelerated bachelor of science in nursing students collaborated with game development students and playtested the game prototype during the last semester of their senior year in nursing school. Playtesting is a form of feedback that supports an iterative design process that is critical to game development. A 10-question survey was coupled with group discussions addressing five broad themes of an archetypical digital educational mini game to yield feedback on game design, play, and content. Four rounds of playtesting and incorporating feedback supported the iterative process. Accelerated bachelor of science in nursing student playtester feedback suggests that the digital educational mini game prototype has potential for offering an engaging, playful game experience that will support securing the fundamental principles of arterial blood gases. Next steps are to test the digital educational mini game for teaching and learning effectiveness. Copyright © 2016 Elsevier Inc. All rights reserved.

  13. Television viewing, computer game playing, and Internet use and self-reported time to bed and time out of bed in secondary-school children.

    PubMed

    Van den Bulck, Jan

    2004-02-01

    To investigate the relationship between the presence of a television set, a gaming computer, and/or an Internet connection in the room of adolescents and television viewing, computer game playing, and Internet use on the one hand, and time to bed, time up, time spent in bed, and overall tiredness in first- and fourth-year secondary-school children on the other hand. A random sample of students from 15 schools in Flanders, Belgium, yielded 2546 children who completed a questionnaire with questions about media presence in bedrooms; volume of television viewing, computer game playing, and Internet use; time to bed and time up on average weekdays and average weekend days; and questions regarding the level of tiredness in the morning, at school, after a day at school, and after the weekend. Children with a television set in their rooms went to bed significantly later on weekdays and weekend days and got up significantly later on weekend days. Overall, they spent less time in bed on weekdays. Children with a gaming computer in their rooms went to bed significantly later on weekdays. On weekdays, they spent significantly less time in bed. Children who watched more television went to bed later on weekdays and weekend days and got up later on weekend days. They spent less time in bed on weekdays. They reported higher overall levels of being tired. Children who spent more time playing computer games went to bed later on weekdays and weekend days and got up later on weekend days. On weekdays, they actually got up significantly earlier. They spent less time in bed on weekdays and reported higher levels of tiredness. Children who spent more time using the Internet went to bed significantly later during the week and during the weekend. They got up later on weekend days. They spent less time in bed during the week and reported higher levels of tiredness. Going out was also significantly related to sleeping later and less. Concerns about media use should not be limited to

  14. Playing Games: Do Game Consoles Have a Positive Impact on Girls' Learning Outcomes and Motivation?

    ERIC Educational Resources Information Center

    Kitching, Lucy; Wheeler, Steve

    2013-01-01

    Games based learning is currently a hotly debated topic in education and is a fertile field of study (Holmes, 2011; Abrams, 2009). Many schools are exploring ways in which games can be embedded into the curriculum, to enhance learning through deeper engagement and higher levels of motivation (Miller & Robertson, 2010). This paper explores the…

  15. Interactive Game for Teaching Laser Amplification Used at the National Ignition Facility

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Lin, E

    The purpose of this project was to create an interactive game to expose high school students to concepts in laser amplification by demonstrating the National Ignition Facility's main amplifier at Lawrence Livermore National Laboratory. To succeed, the game had to be able to communicate effectively the basic concepts of laser amplification as accurately as possible and to be capable of exposing as many students as possible. Since concepts need to be communicated in a way that students understand, the Science Content Standards for California Public Schools were used to make assumptions about high school students knowledge of light. Effectively communicatingmore » a new concept necessitates the omission on terminology and symbolism. Therefore, creating a powerful experience was ideal for communicating this material. Various methods of reinforcing this experience ranging from color choice to abstractions kept the student focused on the game to maximize concept retention. The program was created in Java to allow the creation of a Java Applet that can be embedded onto a webpage, which is a perfect medium for mass exposure. Because a game requires interaction, the game animations had to be easily manipulated to enable the program to respond to user input. Image sprites, as opposed to image folders, were used in these animations to minimize the number of Hypertext Transfer Protocol connections, and thus, significantly reduce the transfer time of necessary animation files. These image sprites were loaded and cropped into a list of animation frames. Since the caching of large transition animations caused the Java Virtual Machine to run out of memory, large animations were implemented as animated Graphics Interchange Format images since transitions require no interaction, and thus, no frame manipulation was needed. This reduced the animation's memory footprint. The first version of this game was completed during this project. Future work for the project could include the

  16. A model for treating voice disorders in school-age children within a video gaming environment.

    PubMed

    King, Suzanne N; Davis, Larry; Lehman, Jeffrey J; Ruddy, Bari Hoffman

    2012-09-01

    Clinicians use a variety of approaches to motivate children with hyperfunctional voice disorders to comply with voice therapy in a therapeutic session and improve the motivation of children to practice home-based exercises. Utilization of current entertainment technology in such approaches may improve participation and motivation in voice therapy. The purpose of this study is to test the feasibility of using an entertainment video game as a therapy device. Prospective cohort and case-control study. Three levels of game testing were conducted to an existing entertainment video game for use as a voice therapy protocol. The game was tested by two computer programmers and five normal participants. The third level of testing was a case study with a child diagnosed with a hyperfunctional voice disorder. Modifications to the game were made after each feasibility test. Errors with the video game performance were modified, including the addition of a time stamp directory and game controller. Resonance voice exercises were modified to accommodate the gaming environment and unique competitive situation, including speech rate, acoustic parameters, game speed, and point allocations. The development of video games for voice therapeutic purposes attempt to replicate the high levels of engagement and motivation attained with entertainment video games, stimulating a more productive means of learning while doing. This case study found that a purely entertainment video game can be implemented as a voice therapeutic protocol based on information obtained from the case study. Copyright © 2012 The Voice Foundation. All rights reserved.

  17. Video game addiction test: validity and psychometric characteristics.

    PubMed

    van Rooij, Antonius J; Schoenmakers, Tim M; van den Eijnden, Regina J J M; Vermulst, Ad A; van de Mheen, Dike

    2012-09-01

    The study explores the reliability, validity, and measurement invariance of the Video game Addiction Test (VAT). Game-addiction problems are often linked to Internet enabled online games; the VAT has the unique benefit that it is theoretically and empirically linked to Internet addiction. The study used data (n=2,894) from a large-sample paper-and-pencil questionnaire study, conducted in 2009 on secondary schools in Netherlands. Thus, the main source of data was a large sample of schoolchildren (aged 13-16 years). Measurements included the proposed VAT, the Compulsive Internet Use Scale, weekly hours spent on various game types, and several psychosocial variables. The VAT demonstrated excellent reliability, excellent construct validity, a one-factor model fit, and a high degree of measurement invariance across gender, ethnicity, and learning year, indicating that the scale outcomes can be compared across different subgroups with little bias. In summary, the VAT can be helpful in the further study of video game addiction, and it contributes to the debate on possible inclusion of behavioral addictions in the upcoming DSM-V.

  18. A Phenotype Classification of Internet Use Disorder in a Large-Scale High-School Study.

    PubMed

    Lindenberg, Katajun; Halasy, Katharina; Szász-Janocha, Carolin; Wartberg, Lutz

    2018-04-12

    Internet Use Disorder (IUD) affects numerous adolescents worldwide, and (Internet) Gaming Disorder, a specific subtype of IUD, has recently been included in DSM-5 and ICD-11. Epidemiological studies have identified prevalence rates up to 5.7% among adolescents in Germany. However, little is known about the risk development during adolescence and its association to education. The aim of this study was to: (a) identify a clinically relevant latent profile in a large-scale high-school sample; (b) estimate prevalence rates of IUD for distinct age groups and (c) investigate associations to gender and education. N = 5387 adolescents out of 41 schools in Germany aged 11-21 were assessed using the Compulsive Internet Use Scale (CIUS). Latent profile analyses showed five profile groups with differences in CIUS response pattern, age and school type. IUD was found in 6.1% and high-risk Internet use in 13.9% of the total sample. Two peaks were found in prevalence rates indicating the highest risk of IUD in age groups 15-16 and 19-21. Prevalence did not differ significantly between boys and girls. High-level education schools showed the lowest (4.9%) and vocational secondary schools the highest prevalence rate (7.8%). The differences between school types could not be explained by academic level.

  19. Artificial Intelligence Methods in Pursuit Evasion Differential Games

    DTIC Science & Technology

    1990-07-30

    objectives, sometimes with fuzzy ones. Classical optimization, control or game theoretic methods are insufficient for their resolution. I Solution...OVERALL SATISFACTION WITH SCHOOL 120 FIGURE 5.13 EXAMPLE AHP HIERARCHY FOR CHOOSING MOST APPROPRIATE DIFFERENTIAL GAME AND PARAMETRIZATION 125 FIGURE 5.14...the Analytical Hierarchy Process originated by T.L. Saaty of the Wharton School. The Analytic Hierarchy Process ( AHP ) is a general theory of

  20. Sustainability of the good behaviour game in Dutch primary schools.

    PubMed

    Dijkman, Marieke A M; Harting, Janneke; van Tol, Lenneke; van der Wal, Marcel F

    2017-02-01

    Sustainability of health promotion programs is essential to maintain their positive effects. However, few studies have examined the extent of program sustainability and the factors influencing it. We examined these issues through the Good Behaviour Game (GBG), a classroom-based program in primary schools with beneficial behavioural and health-related effects that was implemented in 2008. GBG coordinators of 17 participating schools were invited in the study 2 years after the initial program implementation. Sustainability was measured using a 20-item checklist comprised of four dimensions of routinization including: memory, adaptation, values and rules. A semi-structured interview was then completed with 16 of the GBG coordinators to discuss the checklist scores and to probe in more depth the current level of sustainability. Based on the checklist scores, sustainability of the GBG was considered ‘high’ in five schools, ‘medium’ in another five and ‘weak’ in six. Factors influencing sustainability identified by GBG coordinators were organizational strength, strong leadership, program championship and the perceived modifiability and effectiveness of the GBG. Also, different factors were related to different dimensions of routinization. The combination of a sustainability checklist and an interview about influential factors may help to further clarify the sustainability construct and reveal which implementation sites, routinization dimensions and influential factors should be explored to further facilitate the sustaining of programs with proven effectiveness.

  1. Enhancing Secondary Science Content Accessibility with Video Games

    ERIC Educational Resources Information Center

    Marino, Matthew T.; Becht, Kathleen M.; Vasquez, Eleazar, III; Gallup, Jennifer L.; Basham, James D.; Gallegos, Benjamin

    2014-01-01

    Mobile devices, including iPads, tablets, and so on, are common in high schools across the country. Unfortunately, many secondary teachers see these devices as distractions rather than tools for scaffolding instruction. This article highlights current research related to the use of video games as a means to increase the cognitive and social…

  2. Orientations to Video Games among Gender and Age Groups

    ERIC Educational Resources Information Center

    Greenberg, Bradley S.; Sherry, John; Lachlan, Kenneth; Lucas, Kristen; Holmstrom, Amanda

    2010-01-01

    Questionnaires were completed by 5th-, 8th-, and 11th-grade public schools students in rural and suburban school districts and by undergraduates at two universities in the United States (n = 1,242). They were asked about their orientation to video games--the amount of time they played, their motives for doing so, and the game types they…

  3. Simulated Game Playing in Law School; An Experiment

    ERIC Educational Resources Information Center

    King, Donald B.

    1974-01-01

    Describes the successful use of six simulated games in a commercial law class of 84 students and discusses teacher and student evaluation of their effectiveness. The six games, three with a legislative setting and three with a court setting, are included. (JT)

  4. Implementing a Game for Supporting Learning in Mathematics

    ERIC Educational Resources Information Center

    Katmada, Aikaterini; Mavridis, Apostolos; Tsiatsos, Thrasyvoulos

    2014-01-01

    This paper focuses on the design, implementation and evaluation of an online game for elementary and middle school mathematics. Its aim is twofold: (a) the development of the prototype of a flexible and adaptable computer game, and (b) the evaluation of this prototype, as to its usability and technical aspects. The particular computer game was…

  5. Pathological video game use among youths: a two-year longitudinal study.

    PubMed

    Gentile, Douglas A; Choo, Hyekyung; Liau, Albert; Sim, Timothy; Li, Dongdong; Fung, Daniel; Khoo, Angeline

    2011-02-01

    We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for individuals who become or stop being pathological gamers. A 2-year, longitudinal, panel study was performed with a general elementary and secondary school population in Singapore, including 3034 children in grades 3 (N = 743), 4 (N = 711), 7 (N = 916), and 8 (N = 664). Several hypothesized risk and protective factors for developing or overcoming pathological gaming were measured, including weekly amount of game play, impulsivity, social competence, depression, social phobia, anxiety, and school performance. The prevalence of pathological gaming was similar to that in other countries (∼9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming. This study adds important information to the discussion about whether video game "addiction" is similar to other addictive behaviors, demonstrating that it can last for years and is not solely a symptom of comorbid disorders.

  6. eBug--teaching children hygiene principles using educational games.

    PubMed

    Kostkova, Patty; Farrell, David; de Quincey, Ed; Weinberg, Julius; Lecky, Donna; McNulty, Cliodna

    2010-01-01

    Technology enhanced education has been recently established as a new approach for all stages of education. However, among these new IT media it is computer games playing the central role in delivering education in particular to children and teenagers, however, real world sound evaluation is often given little attention. The EU funded e-Bug project developed web games aimed at children to teach basic principles of prudent antibiotics use, hand and respiratory hygiene and aims to reinforces an awareness of microbes, hand and respiratory hygiene among junior and senior school children in 10 countries in Europe. An educational pack implemented in schools across Europe is complemented by Internet web games for two age groups teaching a set of learning objectives (LOs) using a fast and interactive platform game design for junior children and investigate detective games based on PBL principles for senior children. In this paper, we present the design of e-Bug junior and senior games and evaluation results.

  7. Energy expenditure and enjoyment of common children's games in a simulated free-play environment.

    PubMed

    Howe, Cheryl A; Freedson, Patty S; Feldman, Henry A; Osganian, Stavroula K

    2010-12-01

    To measure the energy expenditure and enjoyment of children's games to be used in developing a school-based intervention for preventing excessive weight gain. Healthy weight (body mass index [BMI] < 85th percentile) and overweight or obese (BMI ≥ 85th percentile) third-grade children (15 boys; 13 girls) were recruited. In a large gymnasium, children performed 10 games randomly selected from 30 games used in previous interventions. Total energy expenditure was measured with a portable metabolic unit and perceived enjoyment was assessed using a 9-point Likert scale of facial expressions. Mean physical activity energy expenditure (PAEE = total energy expenditure minus resting metabolism) and enjoyment of the games were adjusted for sex and BMI classification. PAEE and enjoyment were compared using a repeated-measures ANOVA with sex, BMI classification, and games as main effects. The games elicited a moderate intensity effort (mean ± standard deviation = 5.0 ± 1.3 metabolic equivalents, 123 ± 36 kcal/30 min). PAEE was higher for boys than for girls (0.12 ± 0.04 versus 0.11 ± 0.04 kcal/kg/min) and for healthy weight compared with overweight children (0.13 ± 0.04 versus 0.11 ± 0.03 kcal/kg/min). Twenty-two of the 30 games elicited a sufficiently high PAEE (≥ 100 kcal/30 min) and enjoyment (≥ neutral expression) for inclusion in future school-based interventions. Not all children's games are perceived as enjoyable or resulted in an energy expenditure that was sufficiently high for inclusion in future physical activity interventions to prevent the excess weight gain associated with childhood obesity. Copyright © 2010 Mosby, Inc. All rights reserved.

  8. Don't Push Your Luck! Educational Family Board (Not Bored) Game for School-Age Children Living with Chronic Conditions.

    PubMed

    Kennedy, Andrea; Semple, Lisa; Alderson, Kerri; Bouskill, Vanessa; Karasevich, Janice; Riske, Brenda; van Gunst, Sheri

    Children who are living with chronic conditions may be supported in self-care through enjoyable active learning and family social processes. This research focused on development and evaluation of "Don't Push Your Luck!", an educational board game designed to inspire family discussion about chronic conditions, and help affected children learn about self-care choices and consequences. Mixed-method research was conducted with families from one outpatient Cystic Fibrosis Clinic and four Hemophilia Treatment Centres in Canada and United States (N=72). In phase I, board game prototype and questionnaires were refined with affected boys, siblings, and parents living with hemophilia (n=11), compared with families living with cystic fibrosis (n=11). In phase II, final board game was evaluated with families living with hemophilia (n=50). Data collection included pre-post-game questionnaires on decision-making and Haemo-QoL Index©, and post-game enjoyment. Analysis included descriptive statistics, inferential statistics (non-parametric), and qualitative themes. Findings revealed this game was an enjoyable and effective resource to engage families in self-care discussions. Key themes included communication, being involved, knowing, decisions and consequences, and being connected. Qualitative and quantitative findings aligned. Statistical significance suggests the game enhanced family engagement to support decision-making skills, as parents identified that the game helped them talk about important topics, and children gained insight regarding family supports and self-care responsibility. This board game was an effective, developmentally appropriate family resource to facilitate engagement and conversation about everyday life experiences in preparation for self-care. There is promising potential to extend this educational family board game intervention with a greater range of school-age children and families living with chronic conditions. Copyright © 2017 Elsevier Inc. All

  9. Is time spent playing video games associated with mental health, cognitive and social skills in young children?

    PubMed Central

    Kovess-Masfety, Viviane; Keyes, Katherine; Hamilton, Ava; Hanson, Gregory; Bitfoi, Adina; Golitz, Dietmar; Koç, Ceren; Kuijpers, Rowella; Lesinskiene, Sigita; Mihova, Zlatka; Otten, Roy; Fermanian, Christophe; Pez, Ondine

    2016-01-01

    Background Video games are one of the favourite leisure activities of children; the influence on child health is usually perceived to be negative. The present study assessed the association between the amount of time spent playing video games and children mental health as well as cognitive and social skills. Methods Data were drawn from the School Children Mental Health Europe project conducted in six European Union countries (youth ages 6–11, n = 3195). Child mental health was assessed by parents and teachers using the Strengths and Difficulties Questionnaire and by children themselves with the Dominic Interactive. Child video game usage was reported by the parents. Teachers evaluated academic functioning. Multivariable logistic regressions were used. Results 20 % of the children played video games more than 5 h per week. Factors associated with time spent playing video games included being a boy, being older, and belonging to a medium size family. Having a less educated, single, inactive, or psychologically distressed mother decreased time spent playing video games. Children living in Western European countries were significantly less likely to have high video game usage (9.66 vs 20.49 %) though this was not homogenous. Once adjusted for child age and gender, number of children, mothers age, marital status, education, employment status, psychological distress, and region, high usage was associated with 1.75 times the odds of high intellectual functioning (95 % CI 1.31–2.33), and 1.88 times the odds of high overall school competence (95 % CI 1.44–2.47). Once controlled for high usage predictors, there were no significant associations with any child self-reported or mother- or teacher-reported mental health problems. High usage was associated with decreases in peer relationship problems [OR 0.41 (0.2–0.86) and in prosocial deficits (0.23 (0.07, 0.81)]. Conclusions Playing video games may have positive effects on young children. Understanding the mechanisms

  10. Is time spent playing video games associated with mental health, cognitive and social skills in young children?

    PubMed

    Kovess-Masfety, Viviane; Keyes, Katherine; Hamilton, Ava; Hanson, Gregory; Bitfoi, Adina; Golitz, Dietmar; Koç, Ceren; Kuijpers, Rowella; Lesinskiene, Sigita; Mihova, Zlatka; Otten, Roy; Fermanian, Christophe; Pez, Ondine

    2016-03-01

    Video games are one of the favourite leisure activities of children; the influence on child health is usually perceived to be negative. The present study assessed the association between the amount of time spent playing video games and children mental health as well as cognitive and social skills. Data were drawn from the School Children Mental Health Europe project conducted in six European Union countries (youth ages 6-11, n = 3195). Child mental health was assessed by parents and teachers using the Strengths and Difficulties Questionnaire and by children themselves with the Dominic Interactive. Child video game usage was reported by the parents. Teachers evaluated academic functioning. Multivariable logistic regressions were used. 20 % of the children played video games more than 5 h per week. Factors associated with time spent playing video games included being a boy, being older, and belonging to a medium size family. Having a less educated, single, inactive, or psychologically distressed mother decreased time spent playing video games. Children living in Western European countries were significantly less likely to have high video game usage (9.66 vs 20.49 %) though this was not homogenous. Once adjusted for child age and gender, number of children, mothers age, marital status, education, employment status, psychological distress, and region, high usage was associated with 1.75 times the odds of high intellectual functioning (95 % CI 1.31-2.33), and 1.88 times the odds of high overall school competence (95 % CI 1.44-2.47). Once controlled for high usage predictors, there were no significant associations with any child self-reported or mother- or teacher-reported mental health problems. High usage was associated with decreases in peer relationship problems [OR 0.41 (0.2-0.86) and in prosocial deficits (0.23 (0.07, 0.81)]. Playing video games may have positive effects on young children. Understanding the mechanisms through which video game use may stimulate

  11. Console Game-Based Pedagogy: A Study of Primary and Secondary Classroom Learning through Console Video Games

    ERIC Educational Resources Information Center

    Groff, Jennifer S.; Howells, Cathrin; Cranmer, Sue

    2012-01-01

    The main focus of this research project was to identify the educational benefits of console game-based learning in primary and secondary schools. The project also sought to understand how the benefits of educational gaming could transfer to other settings. For this purpose, research was carried out in classrooms in Scotland to explore learning…

  12. Development of a teaching tool to encourage high school students to study aerospace technical subjects

    NASA Technical Reports Server (NTRS)

    Gale, Anita; Edwards, Dick

    1998-01-01

    This report details the efforts to develop a design competition aimed at high school students which will encourage them to study aerospace technical subjects. It has been shown that such competitions - based on an industry simulation game - are valuable ways to energize high school students to study in this area. Under the grant, a new competition scenario was developed, in keeping with NASA-Dryden's mission to develop aircraft and foster knowledge about aeronautics. Included are preliminary background materials and information which, if the grant is continued, would form the basis of a national competition for high school students, wherein they would design an Aerospaceport in a future year, taking into consideration the requirements of aircraft, spacecraft- ground transportation systems, passengers who use the facility, and employees who operate it. Many of the Competition methods were studied and tested during two existing local competitions in the disadvantaged communities of Lancaster and Victorville, California.

  13. Comparison of Indiana High School Football Injury Rates by Inclusion of the USA Football "Heads Up Football" Player Safety Coach.

    PubMed

    Kerr, Zachary Y; Dalton, Sara L; Roos, Karen G; Djoko, Aristarque; Phelps, Jennifer; Dompier, Thomas P

    2016-05-01

    In Indiana, high school football coaches are required to complete a coaching education course with material related to concussion awareness, equipment fitting, heat emergency preparedness, and proper technique. Some high schools have also opted to implement a player safety coach (PSC). The PSC, an integral component of USA Football's Heads Up Football (HUF) program, is a coach whose primary responsibility is to ensure that other coaches are implementing proper tackling and blocking techniques alongside other components of the HUF program. To compare injury rates in Indiana high school football teams by their usage of a PSC or online coaching education only. Cohort study; Level of evidence, 2. Athletic trainers (ATs) evaluated and tracked injuries at each practice and game during the 2015 high school football season. Players were drawn from 6 teams in Indiana. The PSC group, which used the PSC component, was comprised of 204 players from 3 teams. The "education only" group (EDU), which utilized coaching education only, was composed of 186 players from 3 teams. Injury rates and injury rate ratios (IRRs) were reported with 95% confidence intervals (CIs). During 25,938 athlete-exposures (AEs), a total of 149 injuries were reported, of which 54 (36.2%) and 95 (63.8%) originated from the PSC and EDU groups, respectively. The practice injury rate was lower in the PSC group than the EDU group (2.99 vs 4.83/1000 AEs; IRR, 0.62; 95% CI, 0.40-0.95). The game injury rate was also lower in the PSC group than the EDU group (11.37 vs 26.37/1000 AEs; IRR, 0.43; 95% CI, 0.25-0.74). When restricted to concussions only, the rate was lower in the PSC group (0.09 vs 0.73/1000 AEs; IRR, 0.12; 95% CI, 0.01-0.94), although only 1 concussion was reported in the PSC group. No differences were found in game concussion rates (0.60 vs 4.39/1000 AEs; IRR, 0.14; 95% CI, 0.02-1.11). Findings support the PSC as an effective method of injury mitigation in high school football. Future research

  14. Design Research Using Game Design as an Instructional Strategy

    ERIC Educational Resources Information Center

    Siko, Jason; Barbour, Michael

    2014-01-01

    Using Homemade PowerPoint games as an instructional strategy incorporates elements of game design and constructionism in the classroom using "Microsoft PowerPoint," which is ubiquitous in schools today. However, previous research examining the use of these games has failed to show statistical differences in performance. In the second…

  15. Beyond Jeopardy and Lectures: Using "Microsoft PowerPoint" as a Game Design Tool to Teach Science

    ERIC Educational Resources Information Center

    Siko, Jason; Barbour, Michael; Toker, Sacip

    2011-01-01

    To date, research involving homemade PowerPoint games as an instructional tool has not shown statistically significant gains in student performance. This paper examines the results of a study comparing the performance of students in a high school chemistry course who created homemade PowerPoint games as a test review with the students who used a…

  16. Game on: The gamification of the pharmacy classroom.

    PubMed

    Sera, Leah; Wheeler, Erin

    Gamification is the use of game mechanics to promote engagement and enjoyment of problem-solving in non-game situations. Gamification has been used widely in recent years in industry and academia as a tool for training and education. The aims of this paper are to provide an overview of gamification and digital game-based learning (DGBL), review the use of digital games in health professional education, and provide suggestions for future use in pharmacy curricula. Many examples of game-based learning in pharmacy and other health professional curricula have been published, however the body of literature on DGBL is less developed. Overall, evaluations of these techniques show that students find them engaging and enjoyable. A recent meta-analysis of studies comparing DGBL to non-game based learning in primary, secondary, post-secondary education found that DGBL significantly enhances learning. Challenges to implementing game-based learning are financial, cultural, and technological. Many areas of the pharmacy curriculum could be appropriate for digital gamification. With more students entering pharmacy school familiar with video games and game-based living the time has come for pharmacy educators to explore how these instructional technologies could benefit a new generation of pharmacy students. As serious games are developed and researched in pharmacy curricula, test scores, student confidence in knowledge and skills, and retention of knowledge and skills are all outcomes that, if published, will help advance the adoption of DGBL into the pharmacy school classroom. Copyright © 2016 Elsevier Inc. All rights reserved.

  17. A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents

    PubMed Central

    Chan, Philip A; Rabinowitz, Terry

    2006-01-01

    Background Excessive use of the Internet has been associated with attention deficit hyperactivity disorder (ADHD), but the relationship between video games and ADHD symptoms in adolescents is unknown. Method A survey of adolescents and parents (n = 72 adolescents, 72 parents) was performed assessing daily time spent on the Internet, television, console video games, and Internet video games, and their association with academic and social functioning. Subjects were high school students in the ninth and tenth grade. Students were administered a modified Young's Internet Addiction Scale (YIAS) and asked questions about exercise, grades, work, and school detentions. Parents were asked to complete the Conners' Parent Rating Scale (CPRS) and answer questions regarding medical/psychiatric conditions in their child. Results There was a significant association between time spent playing games for more than one hour a day and YIAS (p < 0.001), overall grade point average (p ≤ 0.019), and the "Inattention" and "ADHD" components of the CPRS (p ≤ 0.001 and p ≤ 0.020, respectively). No significant association was found between body mass index (BMI), exercise, number of detentions, or the "Oppositional" and "Hyperactivity" components of CPRS and video game use. Conclusion Adolescents who play more than one hour of console or Internet video games may have more or more intense symptoms of ADHD or inattention than those who do not. Given the possible negative effects these conditions may have on scholastic performance, the added consequences of more time spent on video games may also place these individuals at increased risk for problems in school. PMID:17059614

  18. A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents.

    PubMed

    Chan, Philip A; Rabinowitz, Terry

    2006-10-24

    Excessive use of the Internet has been associated with attention deficit hyperactivity disorder (ADHD), but the relationship between video games and ADHD symptoms in adolescents is unknown. A survey of adolescents and parents (n = 72 adolescents, 72 parents) was performed assessing daily time spent on the Internet, television, console video games, and Internet video games, and their association with academic and social functioning. Subjects were high school students in the ninth and tenth grade. Students were administered a modified Young's Internet Addiction Scale (YIAS) and asked questions about exercise, grades, work, and school detentions. Parents were asked to complete the Conners' Parent Rating Scale (CPRS) and answer questions regarding medical/psychiatric conditions in their child. There was a significant association between time spent playing games for more than one hour a day and YIAS (p < 0.001), overall grade point average (p < or = 0.019), and the "Inattention" and "ADHD" components of the CPRS (p < or = 0.001 and p < or = 0.020, respectively). No significant association was found between body mass index (BMI), exercise, number of detentions, or the "Oppositional" and "Hyperactivity" components of CPRS and video game use. Adolescents who play more than one hour of console or Internet video games may have more or more intense symptoms of ADHD or inattention than those who do not. Given the possible negative effects these conditions may have on scholastic performance, the added consequences of more time spent on video games may also place these individuals at increased risk for problems in school.

  19. Gamble While You Gamble: Electronic Games in Ontario Charitable Gaming Centres.

    PubMed

    Harrigan, Kevin; Brown, Dan; MacLaren, Vance

    Electronic Bingo games have recently appeared in Ontario Charitable Gaming Centres. Here we summarize the characteristics of this novel form of electronic gambling, and give a detailed characterization of one game. We contend that these games have structural characteristics that make them similar to modern Electronic Gaming Machines (EGMs) that feature multiline slots games. These features include a fast and continuous gaming experience, with player adjustable win size and reinforcement rate, a high frequency of losses disguised as wins, and highly salient near misses. Some of these games also have bonus rounds and provide players with a list of recent wins. We conclude that provincial and state gaming authorities should be aware that the placement of Bingo EGMs in existing Bingo facilities may increase problem gambling among an already well-established community of Bingo enthusiasts.

  20. A brief report on the relationship between self-control, video game addiction and academic achievement in normal and ADHD students.

    PubMed

    Haghbin, Maryam; Shaterian, Fatemeh; Hosseinzadeh, Davood; Griffiths, Mark D

    2013-12-01

    Over the last two decades, research into video game addiction has grown increasingly. The present research aimed to examine the relationship between video game addiction, self-control, and academic achievement of normal and ADHD high school students. Based on previous research it was hypothesized that (i) there would be a relationship between video game addiction, self-control and academic achievement (ii) video game addiction, self-control and academic achievement would differ between male and female students, and (iii) the relationship between video game addiction, self-control and academic achievement would differ between normal students and ADHD students. The research population comprised first grade high school students of Khomeini-Shahr (a city in the central part of Iran). From this population, a sample group of 339 students participated in the study. The survey included the Game Addiction Scale (Lemmens, Valkenburg & Peter, 2009), the Self-Control Scale (Tangney, Baumeister & Boone, 2004) and the ADHD Diagnostic checklist (Kessler et al., 2007). In addition to questions relating to basic demographic information, students' Grade Point Average (GPA) for two terms was used for measuring their academic achievement. These hypotheses were examined using a regression analysis. Among Iranian students, the relationship between video game addiction, self-control, and academic achievement differed between male and female students. However, the relationship between video game addiction, self-control, academic achievement, and type of student was not statistically significant. Although the results cannot demonstrate a causal relationship between video game use, video game addiction, and academic achievement, they suggest that high involvement in playing video games leaves less time for engaging in academic work.

  1. Academic Dishonesty and Video Game Play: Is New Media Use Changing Conceptions of Cheating?

    ERIC Educational Resources Information Center

    Hamlen, Karla R.

    2012-01-01

    In this study, an online survey was utilized to investigate relationships among participants' willingness to cheat in academic or business settings and the strategies they tend to utilize in video game play. 113 participants completed the survey, and 86 students (23 middle school, 44 high school, 8 college undergraduate, and 11 graduate) yielded…

  2. Digital Game-Based Learning: What's Literacy Got to Do With It?

    ERIC Educational Resources Information Center

    Spires, Hiller A.

    2015-01-01

    Just as literacy practices are contextualized in social situations and relationships, game players establish shared language and understandings within a game; in essence, they gain fluency in specialized languages. This commentary explores the importance of digital game-based learning for schooling, the relationship between game-based learning,…

  3. An Effective Method of Introducing the Periodic Table as a Crossword Puzzle at the High School Level

    ERIC Educational Resources Information Center

    Joag, Sushama D.

    2014-01-01

    A simple method to introduce the modern periodic table of elements at the high school level as a game of solving a crossword puzzle is presented here. A survey to test the effectiveness of this new method relative to the conventional method, involving use of a wall-mounted chart of the periodic table, was conducted on a convenience sample. This…

  4. Playing Computer Games Versus Better Learning.

    ERIC Educational Resources Information Center

    Din, Feng S.; Caleo, Josephine

    This study investigated whether kindergarten students who played Sony Play Station (Lightspan) computer games learned better than peers who did not play such games. Participants were 47 African-American kindergartners from two classes of an urban school in the Northeast. A pretest and posttest with control group design was used in the study. The…

  5. Using Video Games to Understand Thermoregulation

    ERIC Educational Resources Information Center

    Dibley, Jeremiah; Parish, Jamie

    2007-01-01

    Funded by the U.S. Department of Education, a research project was conducted to evaluate the effectiveness of video games as inquiry-based learning experiences for the science classroom. As a result, the video game, "Creature Control: The Quest for Homeostasis" was developed and field-tested in select middle schools in the United States.…

  6. Outcomes for Young Children's Social Status from Playing Group Games: Experiences from a Primary School in Hong Kong

    ERIC Educational Resources Information Center

    Liu, Sylvia; Yuen, Mantak; Rao, Nirmala

    2015-01-01

    This exploratory study involved a structured group-games intervention to develop first-grade students' social competence. The effects were evaluated by assessing possible outcomes for the children's social status. A sample of 119 first-grade, mixed-ability students from a Hong Kong primary school participated in the sessions (63 boys, 56 girls:…

  7. Effects of the Digital Game-Development Approach on Elementary School Students' Learning Motivation, Problem Solving, and Learning Achievement

    ERIC Educational Resources Information Center

    Chu, Hui-Chun; Hung, Chun-Ming

    2015-01-01

    In this study, the game-based development approach is proposed for improving the learning motivation, problem solving skills, and learning achievement of students. An experiment was conducted on a learning activity of an elementary school science course to evaluate the performance of the proposed approach. A total of 59 sixth graders from two…

  8. Reasoning Abilities in Primary School: A Pilot Study on Poor Achievers vs. Normal Achievers in Computer Game Tasks

    ERIC Educational Resources Information Center

    Dagnino, Francesca Maria; Ballauri, Margherita; Benigno, Vincenza; Caponetto, Ilaria; Pesenti, Elia

    2013-01-01

    This paper presents the results of preliminary research on the assessment of reasoning abilities in primary school poor achievers vs. normal achievers using computer game tasks. Subjects were evaluated by means of cognitive assessment on logical abilities and academic skills. The aim of this study is to better understand the relationship between…

  9. Game Play Participation of Amotivated Students during Sport Education

    ERIC Educational Resources Information Center

    Wallhead, Tristan L.; Garn, Alex C.; Vidoni, Carla; Youngberg, Charli

    2013-01-01

    Sport Education has embedded pedagogical strategies proposed to reduce the prevalence of amotivation in physical education. The purpose of this study was to provide an examination of the game play participation rates of amotivated students within a Sport Education season. A sample of 395 high school students participated in a season of team…

  10. Predictors of excessive use of social media and excessive online gaming in Czech teenagers.

    PubMed

    Spilková, Jana; Chomynová, Pavla; Csémy, Ladislav

    2017-12-01

    Background and aims Young people's involvement in online gaming and the use of social media are increasing rapidly, resulting in a high number of excessive Internet users in recent years. The objective of this paper is to analyze the situation of excessive Internet use among adolescents in the Czech Republic and to reveal determinants of excessive use of social media and excessive online gaming. Methods Data from secondary school students (N = 4,887) were collected within the 2015 European School Survey Project on Alcohol and Other Drugs. Logistic regression models were constructed to describe the individual and familial discriminative factors and the impact of the health risk behavior of (a) excessive users of social media and (b) excessive players of online games. Results The models confirmed important gender-specific distinctions - while girls are more prone to online communication and social media use, online gaming is far more prevalent among boys. The analysis did not indicate an influence of family composition on both the excessive use of social media and on excessive online gaming, and only marginal effects for the type of school attended. We found a connection between the excessive use of social media and binge drinking and an inverse relation between excessive online gaming and daily smoking. Discussion and conclusion The non-existence of significant associations between family environment and excessive Internet use confirmed the general, widespread of this phenomenon across the social and economic strata of the teenage population, indicating a need for further studies on the topic.

  11. Head Impact Exposure in Youth Football: High School Ages 14 to 18 Years and Cumulative Impact Analysis

    PubMed Central

    Urban, Jillian E.; Davenport, Elizabeth M.; Golman, Adam J.; Maldjian, Joseph A.; Whitlow, Christopher T.; Powers, Alexander K.; Stitzel, Joel D.

    2015-01-01

    Sports-related concussion is the most common athletic head injury with football having the highest rate among high school athletes. Traditionally, research on the biomechanics of football-related head impact has been focused at the collegiate level. Less research has been performed at the high school level, despite the incidence of concussion among high school football players. The objective of this study is to twofold: to quantify the head impact exposure in high school football, and to develop a cumulative impact analysis method. Head impact exposure was measured by instrumenting the helmets of 40 high school football players with helmet mounted accelerometer arrays to measure linear and rotational acceleration. A total of 16,502 head impacts were collected over the course of the season. Biomechanical data were analyzed by team and by player. The median impact for each player ranged from 15.2 to 27.0 g with an average value of 21.7 (±2.4) g. The 95th percentile impact for each player ranged from 38.8 to 72.9 g with an average value of 56.4 (±10.5) g. Next, an impact exposure metric utilizing concussion injury risk curves was created to quantify cumulative exposure for each participating player over the course of the season. Impacts were weighted according to the associated risk due to linear acceleration and rotational acceleration alone, as well as the combined probability (CP) of injury associated with both. These risks were summed over the course of a season to generate risk weighted cumulative exposure. The impact frequency was found to be greater during games compared to practices with an average number of impacts per session of 15.5 and 9.4, respectively. However, the median cumulative risk weighted exposure based on combined probability was found to be greater for practices vs. games. These data will provide a metric that may be used to better understand the cumulative effects of repetitive head impacts, injury mechanisms, and head impact exposure of

  12. [A prediction model for internet game addiction in adolescents: using a decision tree analysis].

    PubMed

    Kim, Ki Sook; Kim, Kyung Hee

    2010-06-01

    This study was designed to build a theoretical frame to provide practical help to prevent and manage adolescent internet game addiction by developing a prediction model through a comprehensive analysis of related factors. The participants were 1,318 students studying in elementary, middle, and high schools in Seoul and Gyeonggi Province, Korea. Collected data were analyzed using the SPSS program. Decision Tree Analysis using the Clementine program was applied to build an optimum and significant prediction model to predict internet game addiction related to various factors, especially parent related factors. From the data analyses, the prediction model for factors related to internet game addiction presented with 5 pathways. Causative factors included gender, type of school, siblings, economic status, religion, time spent alone, gaming place, payment to Internet café, frequency, duration, parent's ability to use internet, occupation (mother), trust (father), expectations regarding adolescent's study (mother), supervising (both parents), rearing attitude (both parents). The results suggest preventive and managerial nursing programs for specific groups by path. Use of this predictive model can expand the role of school nurses, not only in counseling addicted adolescents but also, in developing and carrying out programs with parents and approaching adolescents individually through databases and computer programming.

  13. Serious Gaming at School: Reflections on Students' Performance, Engagement and Motivation

    ERIC Educational Resources Information Center

    Bottino, Rosa Maria; delle Ricerche, Consiglio Nazionale; Ott, Michela; Tavella, Mauro

    2014-01-01

    The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of…

  14. "Because if We Don't Talk about It, How Are We Going to Prevent It?": "Lucidity," a Narrative-Based Digital Game about Sexual Violence

    ERIC Educational Resources Information Center

    Gilliam, Melissa; Jagoda, Patrick; Jaworski, Erin; Hebert, Luciana E.; Lyman, Phoebe; Wilson, M. Claire

    2016-01-01

    This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab.…

  15. Passion and intrinsic motivation in digital gaming.

    PubMed

    Wang, Chee Keng John; Khoo, Angeline; Liu, Woon Chia; Divaharan, Shanti

    2008-02-01

    Digital gaming is fast becoming a favorite activity all over the world. Yet very few studies have examined the underlying motivational processes involved in digital gaming. One motivational force that receives little attention in psychology is passion, which could help us understand the motivation of gamers. The purpose of the present study was to identify subgroups of young people with distinctive passion profiles on self-determined regulations, flow dispositions, affect, and engagement time in gaming. One hundred fifty-five students from two secondary schools in Singapore participated in the survey. There were 134 males and 8 females (13 unspecified). The participants completed a questionnaire to measure harmonious passion (HP), obsessive passion (OP), perceived locus of causality, disposition flow, positive and negative affects, and engagement time in gaming. Cluster analysis found three clusters with distinct passion profiles. The first cluster had an average HP/OP profile, the second cluster had a low HP/OP profile, and the third cluster had a high HP/OP profile. The three clusters displayed different levels of cognitive, affective, and behavioral outcomes. Cluster analysis, as this study shows, is useful in identifying groups of gamers with different passion profiles. It has helped us gain a deeper understanding of motivation in digital gaming.

  16. Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood

    PubMed Central

    Ream, Geoffrey L.; Elliott, Luther C.; Dunlap, Eloise

    2013-01-01

    This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether “role incompatibility,” the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n = 702) recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four video gaming indicators—days/week played, school/work day play, nonschool/work day play, and problem play—had significant curvilinear relationships with age. The “shape” of video gaming's relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations. PMID:24236277

  17. Navigating and Decoding Dynamic Maps: Gender Preferences and Engagement Differences within- and outside-of Game Experiences

    ERIC Educational Resources Information Center

    Lowrie, Tom; Jorgensen, Robyn; Logan, Tracy

    2013-01-01

    A survey ("n" = 410) revealed statistically significant gender differences between middle school students' preference for playing particular types of games. Subsequent instrumental case studies theorised the "within-game" and "out-of-game" experiences of two middle school students as they played a digital hand-held…

  18. Gender differences and related factors affecting online gaming addiction among Taiwanese adolescents.

    PubMed

    Ko, Chih-Hung; Yen, Ju-Yu; Chen, Cheng-Chung; Chen, Sue-Huei; Yen, Cheng-Fang

    2005-04-01

    The aim of this study was to evaluate the extent to which gender and other factors predict the severity of online gaming addiction among Taiwanese adolescents. A total of 395 junior high school students were recruited for evaluation of their experiences playing online games. Severity of addiction, behavioral characteristics, number of stressors, and level of satisfaction with daily life were compared between males and females who had previously played online games. Multiple regression analysis was used to explore gender differences in the relationships between severity of online gaming addiction and a number of variables. This study found that subjects who had previously played online games were predominantly male. Gender differences were also found in the severity of online gaming addiction and motives for playing. Older age, lower self-esteem, and lower satisfaction with daily life were associated with more severe addiction among males, but not among females. Special strategies accounting for gender differences must be implemented to prevent adolescents with risk factors from becoming addicted to online gaming.

  19. Yokoi's Theory of Lateral Innovation: Applications for Learning Game Design

    ERIC Educational Resources Information Center

    Warren, Scott J.; Jones, Greg

    2008-01-01

    There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional time constraints limiting game use, and the concerns that schools lack sufficiently robust computer…

  20. Examining Computer Gaming Addiction in Terms of Different Variables

    ERIC Educational Resources Information Center

    Kurt, Adile Askim; Dogan, Ezgi; Erdogmus, Yasemin Kahyaoglu; Emiroglu, Bulent Gursel

    2018-01-01

    The computer gaming addiction is one of the newer concepts that young generations face and can be defined as the excessive and problematic use of computer games leading to social and/or emotional problems. The purpose of this study is to analyse through variables the computer gaming addiction levels of secondary school students. The research was…

  1. Students' and Teachers' Perceptions of Using Video Games to Enhance Science Instruction

    NASA Astrophysics Data System (ADS)

    Marino, Matthew T.; Israel, Maya; Beecher, Constance C.; Basham, James D.

    2013-10-01

    Science education video game research points toward promising, but inconclusive results in both student learning outcomes and attitudes. However, student-level variables other than gender have been largely absent from this research. This study examined how students' reading ability level and disability status are related to their video game-playing behaviors outside of school and their perceptions about the use of science video games during school. Thirty-four teachers and 876 sixth- through ninth-grade students from 14 states participated in the study. All student groups reported that they would prefer to learn science from a video game rather than from traditional text, laboratory-based, or Internet environments. Chi-square analyses indicated a significant association between reading ability level, disability status, and key areas of interest including students' use of video games outside of school, their perceptions of their scientific abilities, and whether they would pursue a career in the sciences. Implications of these findings and areas for future research are identified.

  2. Teaching physics with Angry Birds: exploring the kinematics and dynamics of the game

    NASA Astrophysics Data System (ADS)

    Rodrigues, M.; Simeão Carvalho, P.

    2013-07-01

    In this paper, we present classroom strategies for teaching kinematics at middle and high school levels, using Rovio’s famous game Angry Birds and the video analyser software Tracker. We show how to take advantage of this entertaining video game, by recording appropriate motions of birds that students can explore by manipulating data, characterizing the red bird’s motion and fitting results to physical models. A dynamic approach is also addressed to link gravitational force to projectile trajectories.

  3. Gaming behavior and addiction among Hong Kong adolescents.

    PubMed

    Wong, Irene Lai Kuen; Lam, Millicent Pui Sze

    Game playing is very popular among Hong Kong teenagers. This study aimed to investigate adolescent gaming behavior and addiction at the Internet cafe, and to explore perceived benefits and harms associated with the activity. A convenient sample of 13 male high school students aged 12-15 years (mean age = 13.6 years) were interviewed at two Internet cafes. Young's (Caught in the net, Wiley, New York, 1998) criteria of Internet addiction were modified to assess gaming addiction. Internet cafes were described as a safe and ideal rendezvous for gamers. The benefits of gaming included fun and satisfaction, fostering social support and teamwork, meeting new friends and becoming sociable, boosting cognitive techniques and intellectual agility, improved responsiveness and quick thinking. Perceived harms of gaming addiction were reduced time and interest in other important activities, poor academic performance, physical harms and emotional distress, disrupted friendship with non-gaming peers, risked family relationship and financial problems. Five interviewees (38.5 %) could be categorized as pathological gamers and two were problem gamers (15.4 %). The psychological factors associated with gaming addiction include low self-esteem, a strong desire for aggressive and exciting experiences, reliance on gaming to kill time and to obtain satisfaction, coping with problems and negative emotions, and obsession with achieving higher rankings in games. The social and environmental risk factors are accessibility to the Internet cafés, aggressive promotional activities at the Internet cafes, peer pressure, family influence and early gaming experiences, perceived parental approval, lack of parental supervision, and poor family relationship. The study results throw light on prevention programs.

  4. Fort Collins High School Wins 28th Colorado High School Science Bowl | News

    Science.gov Websites

    physics, math, biology, energy, chemistry, and earth and space sciences. Cherry Creek High School (Denver | NREL Fort Collins High School Wins 28th Colorado High School Science Bowl News Release: Fort Collins High School Wins 28th Colorado High School Science Bowl Team heading to Washington, D.C., to

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

    PubMed

    VAN Rooij, Antonius J; Kuss, Daria J; Griffiths, Mark D; Shorter, Gillian W; Schoenmakers, M Tim; VAN DE Mheen, Dike

    2014-09-01

    The current study explored the nature of problematic (addictive) video gaming (PVG) and the association with game type, psychosocial health, and substance use. 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). 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. 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.

  6. Intermediate School Game Curriculum. A Balance of the Traditional and the Contemporary.

    ERIC Educational Resources Information Center

    Gabbard, Carl; Miller, Glen

    1987-01-01

    This article describes the traditional game curriculum and presents strategies for a model that incorporates selected contemporary applications. Discussed are conventional games, low organization games, and cooperative and creative games. (MT)

  7. The Game Changer: Keeping Your Head in Contact Sports

    ERIC Educational Resources Information Center

    Field, Patrick R.; Logan, Kelsey L.

    2018-01-01

    The Game Changer is an interrupted case study that traces the football career of Anthony "Tony Tonka Truck" Williams and the types of brain trauma that he suffers from playing football, from junior league level through high school, college, and his draft into the pros. To be successful during this case, readers will have to be familiar…

  8. Sport-Related Structural Brain Injury: 3 Cases of Subdural Hemorrhage in American High School Football.

    PubMed

    Yengo-Kahn, Aaron M; Gardner, Ryan M; Kuhn, Andrew W; Solomon, Gary S; Bonfield, Christopher M; Zuckerman, Scott L

    2017-10-01

    The risk of sport-related concussion (SRC) has emerged as a major public health concern. In rare instances, sport-related head injuries can be even more severe, such as subdural hemorrhage, epidural hemorrhage, or malignant cerebral edema. Unlike SRCs, sport-related structural brain injury (SRSBI) is rare, may require neurosurgical intervention, and can lead to permanent neurologic deficit or death. Data characterizing SRSBI are limited, and many have recognized the need to better understand these catastrophic brain injuries. The goal of the current series is to describe, in detail, the presentation, management, and outcomes of examples of these rare injuries. During the fall of 2015, three high school football players presented with acute subdural hemorrhages following in-game collisions and were treated at our institution within a span of 2 months. For the 2 athletes who required surgical intervention, a previous SRC was sustained within 4 weeks before the catastrophic event. One year after injury, 2 players have returned to school, though with persistent deficits. One patient remains nonverbal and wheelchair bound. None of the athletes has returned to sports. Acute subdural hemorrhage resultant from an in-game football collision is rare. The temporal proximity of the reported SRSBIs to recent SRCs emphasizes the importance of return-to-play protocols and raises questions regarding the possibility of second impact syndrome. Although epidemiologic conclusions cannot be drawn from this small sample, these cases provide a unique opportunity to demonstrate the presentation, management, and long-term outcomes of SRSBI in American high school football. Copyright © 2017 Elsevier Inc. All rights reserved.

  9. Cardiopulmonary resuscitation training in high school using avatars in virtual worlds: an international feasibility study.

    PubMed

    Creutzfeldt, Johan; Hedman, Leif; Heinrichs, LeRoy; Youngblood, Patricia; Felländer-Tsai, Li

    2013-01-14

    Approximately 300,000 people suffer sudden cardiac arrest (SCA) annually in the United States. Less than 30% of out-of-hospital victims receive cardiopulmonary resuscitation (CPR) despite the American Heart Association training over 12 million laypersons annually to conduct CPR. New engaging learning methods are needed for CPR education, especially in schools. Massively multiplayer virtual worlds (MMVW) offer platforms for serious games that are promising learning methods that take advantage of the computer capabilities of today's youth (ie, the digital native generation). Our main aim was to assess the feasibility of cardiopulmonary resuscitation training in high school students by using avatars in MMVM. We also analyzed experiences, self-efficacy, and concentration in response to training. In this prospective international collaborative study, an e-learning method was used with high school students in Sweden and the United States. A software game platform was modified for use as a serious game to train in emergency medical situations. Using MMVW technology, participants in teams of 3 were engaged in virtual-world scenarios to learn how to treat victims suffering cardiac arrest. Short debriefings were carried out after each scenario. A total of 36 high school students (Sweden, n=12; United States, n=24) participated. Their self-efficacy and concentration (task motivation) were assessed. An exit questionnaire was used to solicit experiences and attitudes toward this type of training. Among the Swedish students, a follow-up was carried out after 6 months. Depending on the distributions, t tests or Mann-Whitney tests were used. Correlation between variables was assessed by using Spearman rank correlation. Regression analyses were used for time-dependent variables. The participants enjoyed the training and reported a self-perceived benefit as a consequence of training. The mean rating for self-efficacy increased from 5.8/7 (SD 0.72) to 6.5/7 (SD 0.57, P<.001). In the

  10. Cardiopulmonary Resuscitation Training in High School Using Avatars in Virtual Worlds: An International Feasibility Study

    PubMed Central

    Hedman, Leif; Heinrichs, LeRoy; Youngblood, Patricia; Felländer-Tsai, Li

    2013-01-01

    Background Approximately 300,000 people suffer sudden cardiac arrest (SCA) annually in the United States. Less than 30% of out-of-hospital victims receive cardiopulmonary resuscitation (CPR) despite the American Heart Association training over 12 million laypersons annually to conduct CPR. New engaging learning methods are needed for CPR education, especially in schools. Massively multiplayer virtual worlds (MMVW) offer platforms for serious games that are promising learning methods that take advantage of the computer capabilities of today’s youth (ie, the digital native generation). Objective Our main aim was to assess the feasibility of cardiopulmonary resuscitation training in high school students by using avatars in MMVM. We also analyzed experiences, self-efficacy, and concentration in response to training. Methods In this prospective international collaborative study, an e-learning method was used with high school students in Sweden and the United States. A software game platform was modified for use as a serious game to train in emergency medical situations. Using MMVW technology, participants in teams of 3 were engaged in virtual-world scenarios to learn how to treat victims suffering cardiac arrest. Short debriefings were carried out after each scenario. A total of 36 high school students (Sweden, n=12; United States, n=24) participated. Their self-efficacy and concentration (task motivation) were assessed. An exit questionnaire was used to solicit experiences and attitudes toward this type of training. Among the Swedish students, a follow-up was carried out after 6 months. Depending on the distributions, t tests or Mann-Whitney tests were used. Correlation between variables was assessed by using Spearman rank correlation. Regression analyses were used for time-dependent variables. Results The participants enjoyed the training and reported a self-perceived benefit as a consequence of training. The mean rating for self-efficacy increased from 5.8/7 (SD 0

  11. Success with High School Allotment: Three High Schools' Rise to Exemplary

    ERIC Educational Resources Information Center

    Bevers, James Walter

    2012-01-01

    This study was implemented to investigate how three Texas high school campuses improved their campus accountability ratings using the High School Allotment (HSA) funding. Three high schools were selected based on criteria, including campus size, ethnic breakdown of student population, use of HSA finding, and improvement in the campus…

  12. Video Games and the Pedagogy of Place

    ERIC Educational Resources Information Center

    Hutchison, David

    2007-01-01

    In this article the author explores the construction of place within virtual worlds and, in particular, in video games that appeal widely to children and youths. With the notable exception of "edutainment" titles, gaming and education have traditionally been viewed as separate pursuits. Yet, after school, millions of children and teens spend…

  13. Using Video Game Design to Motivate Students

    ERIC Educational Resources Information Center

    Evans, Michael A.; Jones, Brett D.; Akalin, Sehmuz

    2017-01-01

    Because video games are so popular with young people, researchers have explored ways to use game play to engage students in school subjects (Peppler & Kafai, 2007; Rockwell & Kee, 2011; Small, 2011). Motivating students in science is especially important because of declines both in the number of young people who choose science careers and…

  14. Active and non-active video gaming among Dutch adolescents: who plays and how much?

    PubMed

    Simons, Monique; de Vet, Emely; Brug, Johannes; Seidell, Jaap; Chinapaw, Mai J M

    2014-11-01

    The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. Cross-sectional. A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n = 373), recruited via schools. Multivariable logistic regression analyses were conducted to examine demographic correlates of active gaming (≥ 1 h per week) and non-active gaming (>7h per week). Of all participants (n=373), 3% reported to play exclusively active games, 40% active games and non-active games, 40% exclusively non-active games, and 17% not playing video games at all. Active gaming adolescents played active games on average on 1.5 (sd = 1.2) days per school week for 36 (sd = 32.9)min and 1 (sd = 0.54) day per weekend for 42 (sd = 36.5)min. Non-active gaming adolescents played on average on 3.3 (sd = 1.6) days per school week for 65 (sd = 46.0)min and 1.4 (sd = 0.65) days per weekend for 80 (sd = 50.8)min. Adolescents attending lower levels of education were more likely to play active games ≥ 1 h per week than adolescents attending higher educational levels. Boys and older adolescents were more likely to play non-active games >7h per week, than girls or younger adolescents. Many adolescents play active games, especially those following a lower educational level, but time spent in this activity is relatively low compared to non-active gaming. To be feasible as a public health strategy, active gaming interventions should achieve more time is spent on active gaming at the expense of non-active gaming. Copyright © 2013 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  15. Perceived problems with computer gaming and internet use among adolescents: measurement tool for non-clinical survey studies

    PubMed Central

    2014-01-01

    Background Existing instruments for measuring problematic computer and console gaming and internet use are often lengthy and often based on a pathological perspective. The objective was to develop and present a new and short non-clinical measurement tool for perceived problems related to computer use and gaming among adolescents and to study the association between screen time and perceived problems. Methods Cross-sectional school-survey of 11-, 13-, and 15-year old students in thirteen schools in the City of Aarhus, Denmark, participation rate 89%, n = 2100. The main exposure was time spend on weekdays on computer- and console-gaming and internet use for communication and surfing. The outcome measures were three indexes on perceived problems related to computer and console gaming and internet use. Results The three new indexes showed high face validity and acceptable internal consistency. Most schoolchildren with high screen time did not experience problems related to computer use. Still, there was a strong and graded association between time use and perceived problems related to computer gaming, console gaming (only boys) and internet use, odds ratios ranging from 6.90 to 10.23. Conclusion The three new measures of perceived problems related to computer and console gaming and internet use among adolescents are appropriate, reliable and valid for use in non-clinical surveys about young people’s everyday life and behaviour. These new measures do not assess Internet Gaming Disorder as it is listed in the DSM and therefore has no parity with DSM criteria. We found an increasing risk of perceived problems with increasing time spent with gaming and internet use. Nevertheless, most schoolchildren who spent much time with gaming and internet use did not experience problems. PMID:24731270

  16. Authoritative school climate and high school dropout rates.

    PubMed

    Jia, Yuane; Konold, Timothy R; Cornell, Dewey

    2016-06-01

    This study tested the association between school-wide measures of an authoritative school climate and high school dropout rates in a statewide sample of 315 high schools. Regression models at the school level of analysis used teacher and student measures of disciplinary structure, student support, and academic expectations to predict overall high school dropout rates. Analyses controlled for school demographics of school enrollment size, percentage of low-income students, percentage of minority students, and urbanicity. Consistent with authoritative school climate theory, moderation analyses found that when students perceive their teachers as supportive, high academic expectations are associated with lower dropout rates. (PsycINFO Database Record (c) 2016 APA, all rights reserved).

  17. Teaching About The Nexus of Energy, Water and Climate Through Traditional Games

    NASA Astrophysics Data System (ADS)

    Hall, M. K.; Mayhew, M. A.; Kaminsky, A.

    2011-12-01

    Getting to a sustainable energy economy, while conserving water resources and mitigating climate change, will involve myriad choices. Thus, it is important that the American public have an improved science-based understanding to form a strong basis for decision-making and to understand the trade-offs. To address this need, we are developing compelling, resource management style games that convey the intimate inter-relationships among energy demand, water consumption, and climate change and the importance of these inter-relationships to society. We have developed a card game with the help of professional game developer and an advisory group consisting of high school students and scientists involved with different aspects of energy-climate-water research as well as experts from the energy utilities and regulatory sectors. We have developed the card game based on real world data on energy production and consumption, regional climate information, and knowledge of emerging technologies that would mitigate the demand for energy, consumption of water with energy production, or climate change. The game is being played within the setting of our Cafe Scientifique program, now in its fifth year of serving high school age teens. One of the important aspects of the game is to find the right balance of energy output for various sources, water use by these sources, and amount of "pollution" generated (CO2 impacting climate, but also other kinds, such a radioactive waste and ground water contamination). Each player acts as "governor" of a specific region of the country, and no region has an a priori advantage. At the same time, it is important that the energy-water-pollution values we use correspond as closely as possible to real-world values. Data gathered from a combination of focus groups, surveys, and observations strongly suggest that this game, grounded in real life problems, stimulates authentic, meaningful learning. There is also some evidence that if games, such as this

  18. High School/College Collaboration that Promotes High School Success.

    ERIC Educational Resources Information Center

    Conklin, David

    Over the past few years, Mercer County Community College (MCCC) in Trenton, New Jersey, has developed several programs and activities to promote a closer relationship between the college and local junior high and high schools. The programs are built on the premise that well-prepared students are more likely to persist through high school and…

  19. The Effect of Using a Mobile Literacy Game to Improve Literacy Levels of Grade One Students in Zambian Schools

    ERIC Educational Resources Information Center

    Jere-Folotiya, Jacqueline; Chansa-Kabali, Tamara; Munachaka, Jonathan C.; Sampa, Francis; Yalukanda, Christopher; Westerholm, Jari; Richardson, Ulla; Serpell, Robert; Lyytinen, Heikki

    2014-01-01

    This intervention study was conducted to document conditions under which a computer based literacy game (GraphoGame™) could enhance literacy skills of first grade students in an African city. The participants were first grade students from Government schools (N = 573). These students were randomly sampled into control (N = 314) and various…

  20. Role playing games for scientific citizenship

    NASA Astrophysics Data System (ADS)

    Gaydos, Matthew J.; Squire, Kurt D.

    2012-12-01

    Research has shown that video games can be good for learning, particularly for STEM topics. However, in order for games to be scalable and sustainable, associated research must move beyond considerations of efficacy towards theories that account for classroom ecologies of students and teachers. This study asks how a digital game called Citizen Science, built using tropes and conventions from modern games, might help learners develop identities as citizen scientists within the domain of lake ecology. We conducted an expert-novice study, revealing that games literacy was a mediating variable for content understanding. In a follow-up classroom implementation, games literacy also operated as a variable, although students drove the activity, which mediated this concern. The teacher devised a number of novel pedagogies, such as a field trip, in response to the unit. We found evidence for the most powerful learning occurring through these activities that were reinforced via the curriculum. Students were most engaged by Citizen Science's most "gamelike" features, and learners took up the core ideas of the game. Users also reported the experience was short of commercial gaming experiences, suggesting a tension between game cultures for learning and schools.

  1. Auction and Game Theory Based Recommendations for DOD Acquisitions

    DTIC Science & Technology

    2015-03-24

    SPONSORED REPORT SERIES Auction and Game Theory Based Recommendations for DOD Acquisitions 24 March 2015 Justin Blott, 2d Lt; Nicholas...TYPE 3. DATES COVERED 00-00-2015 to 00-00-2015 4. TITLE AND SUBTITLE Auction and Game Theory Based Recommendations for DOD Acquisitions 5a...Postgraduate School Abstract This paper synthesizes auction and game theory literature into specific military acquisition improvement

  2. Early Reading Intervention by Means of a Multicomponent Reading Game

    ERIC Educational Resources Information Center

    van de Ven, M.; de Leeuw, L.; van Weerdenburg, M.; Steenbeek-Planting, E. G.

    2017-01-01

    This study examined the effects of an intervention with a multicomponent reading game on the development of reading skills in 60 Dutch primary school children with special educational needs. The game contains evidence-based reading exercises and is based on principles of applied gaming. Using a multiple baseline approach, we tested children's…

  3. Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged children.

    PubMed

    Dworak, Markus; Schierl, Thomas; Bruns, Thomas; Strüder, Heiko Klaus

    2007-11-01

    Television and computer game consumption are a powerful influence in the lives of most children. Previous evidence has supported the notion that media exposure could impair a variety of behavioral characteristics. Excessive television viewing and computer game playing have been associated with many psychiatric symptoms, especially emotional and behavioral symptoms, somatic complaints, attention problems such as hyperactivity, and family interaction problems. Nevertheless, there is insufficient knowledge about the relationship between singular excessive media consumption on sleep patterns and linked implications on children. The aim of this study was to investigate the effects of singular excessive television and computer game consumption on sleep patterns and memory performance of children. Eleven school-aged children were recruited for this polysomnographic study. Children were exposed to voluntary excessive television and computer game consumption. In the subsequent night, polysomnographic measurements were conducted to measure sleep-architecture and sleep-continuity parameters. In addition, a visual and verbal memory test was conducted before media stimulation and after the subsequent sleeping period to determine visuospatial and verbal memory performance. Only computer game playing resulted in significant reduced amounts of slow-wave sleep as well as significant declines in verbal memory performance. Prolonged sleep-onset latency and more stage 2 sleep were also detected after previous computer game consumption. No effects on rapid eye movement sleep were observed. Television viewing reduced sleep efficiency significantly but did not affect sleep patterns. The results suggest that television and computer game exposure affect children's sleep and deteriorate verbal cognitive performance, which supports the hypothesis of the negative influence of media consumption on children's sleep, learning, and memory.

  4. Thinking Games: Book 1. Occasional Papers 15.

    ERIC Educational Resources Information Center

    Anderson, Valerie; Bereiter, Carl

    This book lists procedures, materials, special problems, and variations for playing 54 games designed to help children use their thinking abilities in play. The games presented were designed primarily for use in school with children aged 5-9. They give practice in such skills as planning, drawing inferences, seeing things from other points of…

  5. Teaching Team Invasion Games and Motivational Climate

    ERIC Educational Resources Information Center

    Gray, Shirley; Sproule, John; Morgan, Kevin

    2009-01-01

    Team invasion games (TIG) make up a large part of the PE curriculum in Scottish schools. It is important, therefore, to understand the environmental conditions that contribute to pupils' motivation to learn to play TIG. Consequently, this study aimed to identify the teaching behaviours exhibited when teaching TIG using a game-based approach and a…

  6. Speedminton: Using the Tactical Games Model in Secondary Physical Education

    ERIC Educational Resources Information Center

    Oh, Hyun-Ju; Bullard, Susan; Hovatter, Rhonda

    2011-01-01

    Teaching and learning of sport and sports-related games dominates the curriculum in most secondary physical education programs in America. For many secondary school students, playing games can be exciting and lead to a lifetime of participation in sport-related activities. Using the Tactical Games Model (TGM) (Mitchell et al., 2006) to teach the…

  7. Middle School Concept Helps High-Poverty Schools Become High-Performing Schools

    ERIC Educational Resources Information Center

    Picucci, Ali Callicoatte; Brownson, Amanda; Kahlert, Rahel; Sobel, Andrew

    2004-01-01

    The results of a study conducted by the Charles A. Dana Center at the University of Texas at Austin for the U.S. Department of Education during the 2001-02 school year showed that elements of the middle school concept can lead to improved student performance, even in high-poverty schools. This article describes common elements of the middle school…

  8. Clug; Community Land Use Game. Player's Manual with Selected Readings.

    ERIC Educational Resources Information Center

    Feldt, Allan G.

    CLUG (Community Land Use Game) is designed to provide players with an understanding of several underlying factors affecting the growth of an urban region. It has been used with players from junior high to graduate school and also with non-students. It unites concepts from sociology, economics, and geography. Players invest in land, construct…

  9. Digital Games for Learning Mathematics: Possibilities and Limitations

    ERIC Educational Resources Information Center

    Jorgensen, Robyn; Lowrie, Tom

    2012-01-01

    Drawing from Gee's learning principles developed from the digital games environment, we provide a critical analysis of the difference between using these principles in a literacy environment as opposed to a mathematical environment. Using stimulated recall, primary school-aged students played with a number of contemporary digital games. Feedback…

  10. College Students' Perceptions of University Identification and Football Game Day Attire

    ERIC Educational Resources Information Center

    Crosby, Melanie; Kim, Soyoung; Hathcote, Jan

    2006-01-01

    The purpose of this study was to determine the rationale behind football game day attire and to establish whether organizational identification, perceived organizational prestige, and game day participation influenced clothing choice. By identifying the game day clothing habits of female college students attending Division I-A schools throughout…

  11. Project Georgia High School/High Tech

    NASA Technical Reports Server (NTRS)

    2000-01-01

    The High School/High Tech initiative of the President's Committee on Employment of Disabilities, Georgia's application of the collaborative "Georgia Model" and NASA's commitment of funding have shown that opportunities for High School/High Tech students are unlimited. In Georgia, the partnership approach to meeting the needs of this program has opened doors previously closed. As the program grows and develops, reflecting the needs of our students and the marketplace, more opportunities will be available. Our collaboratives are there to provide these opportunities and meet the challenge of matching our students with appropriate education and career goals. Summing up the activities and outcomes of Project Georgia High School/High Tech is not difficult. Significant outcomes have already occurred in the Savannah area as a result of NASA's grant. The support of NASA has enabled Georgia Committee to "grow" High School/High Tech throughout the region-and, by example, the state. The success of the Columbus pilot project has fostered the proliferation of projects, resulting in more than 30 Georgia High School High Tech programs-with eight in the Savannah area.

  12. Three High School After-School Initiatives: Lessons Learned

    ERIC Educational Resources Information Center

    Barr, Sarah; Birmingham, Jennifer; Fornal, Jennifer; Klein, Rachel; Piha, Sam

    2006-01-01

    Little attention has been paid to older youth in the recent expansion of school-based after-school programs. High school clubs and community-based programs have existed for years, but many have struggled to sustain the participation of teens. Alarmed by the large numbers of high school-age youth who are disengaged at school and leaving high school…

  13. Video game addiction and college performance among males: results from a 1 year longitudinal study.

    PubMed

    Schmitt, Zachary L; Livingston, Michael G

    2015-01-01

    This study explored the pattern of video game usage and video game addiction among male college students and examined how video game addiction was related to expectations of college engagement, college grade point average (GPA), and on-campus drug and alcohol violations. Participants were 477 male, first year students at a liberal arts college. In the week before the start of classes, participants were given two surveys: one of expected college engagement, and the second of video game usage, including a measure of video game addiction. Results suggested that video game addiction is (a) negatively correlated with expected college engagement, (b) negatively correlated with college GPA, even when controlling for high school GPA, and (c) negatively correlated with drug and alcohol violations that occurred during the first year in college. Results are discussed in terms of implications for male students' engagement and success in college, and in terms of the construct validity of video game addiction.

  14. A Survey of the Use of Business Games in Academia and Business.

    ERIC Educational Resources Information Center

    Faria, A. J.

    1987-01-01

    Designed to determine the number of business simulation game users in universities and the business community, this study is based on a survey of business school deans and faculty and business and consulting firms. Results indicate fairly high current usage with good potential for further growth. (LRW)

  15. Fitness Effects of 10-Month Frequent Low-Volume Ball Game Training or Interval Running for 8-10-Year-Old School Children.

    PubMed

    Larsen, Malte Nejst; Nielsen, Claus Malta; Ørntoft, Christina; Randers, Morten Bredsgaard; Helge, Eva Wulff; Madsen, Mads; Manniche, Vibeke; Hansen, Lone; Hansen, Peter Riis; Bangsbo, Jens; Krustrup, Peter

    2017-01-01

    We investigated the exercise intensity and fitness effects of frequent school-based low-volume high-intensity training for 10 months in 8-10-year-old children. 239 Danish 3rd-grade school children from four schools were cluster-randomised into a control group (CON, n = 116) or two training groups performing either 5 × 12 min/wk small-sided football plus other ball games (SSG, n = 62) or interval running (IR, n = 61). Whole-body DXA scans, flamingo balance, standing long-jump, 20 m sprint, and Yo-Yo IR1 children's tests (YYIR1C) were performed before and after the intervention. Mean running velocity was higher ( p < 0.05) in SSG than in IR (0.88 ± 0.14 versus 0.63 ± 0.20 m/s), while more time ( p < 0.05) was spent in the highest player load zone (>2; 5.6 ± 3.4 versus 3.7 ± 3.4%) and highest HR zone (>90% HR max ; 12.4 ± 8.9 versus 8.4 ± 8.0%) in IR compared to SSG. After 10 months, no significant between-group differences were observed for YYIR1C performance and HR after 2 min of YYIR1C (HR submax ), but median-split analyses showed that HR submax was reduced ( p < 0.05) in both training groups compared to CON for those with the lowest aerobic fitness (SSG versus CON: 3.2%  HR max [95% CI: 0.8-5.5]; IR versus CON: 2.6%  HR max [95% CI: 1.1-5.2]). After 10 months, IR had improved ( p < 0.05) 20 m sprint performance (IR versus CON: 154 ms [95% CI: 61-241]). No between-group differences ( p > 0.05) were observed for whole-body or leg aBMD, lean mass, postural balance, or jump length. In conclusion, frequent low-volume ball games and interval running can be conducted over a full school year with high intensity rate but has limited positive fitness effects in 8-10-year-old children.

  16. Mentoring and Argumentation in a Game-Infused Science Curriculum

    NASA Astrophysics Data System (ADS)

    Gould, Deena L.; Parekh, Priyanka

    2018-04-01

    Engaging in argumentation from evidence is challenging for most middle school students. We report the design of a media-based mentoring system to support middle school students in engaging in argumentation in the context of a game-infused science curriculum. Our design emphasizes learners apprenticing with college student mentors around the socio-scientific inquiry of a designed video game. We report the results of a mixed-methods study examining the use of this media-based mentoring system with students ages 11 through 14. We observed that the discourse of groups of students that engaged with the game-infused science curriculum while interacting with college student mentors via a social media platform demonstrated statistically significant higher ratings of cognitive, epistemic, and social aspects of argumentation than groups of students that engaged with the social media platform and game-infused science curriculum without mentors. We further explored the differences between the Discourses of the mentored and non-mentored groups. This analysis showed that students in the mentored groups were invited, guided, and socialized into roles of greater agency than students in the non-mentored groups. This increased agency might explain why mentored groups demonstrated higher levels of scientific argumentation than non-mentored groups. Based on our analyses, we argue that media-based mentoring may be designed around a video game to support middle school students in engaging in argumentation from evidence.

  17. The Effects of Game-Based Learning and Anticipation of a Test on the Learning Outcomes of 10th Grade Geology Students

    ERIC Educational Resources Information Center

    Chen, Chia-Li Debra; Yeh, Ting-Kuang; Chang, Chun-Yen

    2016-01-01

    This study examines whether a Role Play Game (RPG) with embedded geological contents and students' anticipation of an upcoming posttest significantly affect high school students' achievements of and attitudes toward geology. The participants of the study were comprised of 202 high school students, 103 males and 99 females. The students were…

  18. The Effect of Socioscientific Topics on Discourse within an Online Game Designed to Engage Middle School Students in Scientific Argumentation

    ERIC Educational Resources Information Center

    Craig-Hare, Jana; Ault, Marilyn; Rowland, Amber

    2017-01-01

    The purpose of this study was to investigate the types of argumentation discourse displayed by students when they engaged in chat as part of an online multiplayer game about both socioscientific and scientific topics. Specifically, this study analyzed discourse episodes created by middle school students as they discussed scientific and…

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

    PubMed Central

    VAN ROOIJ, ANTONIUS J.; KUSS, DARIA J.; GRIFFITHS, MARK D.; SHORTER, GILLIAN W.; SCHOENMAKERS, M. TIM; VAN DE MHEEN, DIKE

    2014-01-01

    Abstract Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) 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. PMID:25317339

  20. Knowledge, Attitude, and Concussion-Reporting Behaviors Among High School Athletes: A Preliminary Study

    PubMed Central

    Register-Mihalik, Johna K.; Guskiewicz, Kevin M.; McLeod, Tamara C. Valovich; Linnan, Laura A.; Mueller, Frederick O.; Marshall, Stephen W.

    2013-01-01

    Context: Many athletes continue to participate in practices and games while experiencing concussion-related symptoms, potentially predisposing them to subsequent and more complicated brain injuries. Limited evidence exists about factors that may influence concussion-reporting behaviors. Objective: To examine the influence of knowledge and attitude on concussion-reporting behaviors in a sample of high school athletes. Design: Cross-sectional study. Setting: Participants completed a validated survey instrument via mail. Patients or Other Participants: A total of 167 high school athletes (97 males, 55 females, 5 sex not indicated; age = 15.7 ± 1.4 years) participating in football, soccer, lacrosse, or cheerleading. Intervention(s): Athlete knowledge and attitude scores served as separate predictor variables. Main Outcome Measure(s): We examined the proportion of athletes who reported continuing to participate in games and practices while symptomatic from possible concussion and the self-reported proportion of recalled concussion and bell-ringer events disclosed after possible concussive injury. Results: Only 40% of concussion events and 13% of bell-ringer recalled events in the sample were disclosed after possible concussive injury. Increased athlete knowledge of concussion topics (increase of 1 standard deviation = 2.8 points) was associated with increased reporting prevalence of concussion and bell-ringer events occurring in practice (prevalence ratio [PR] = 2.27, 95% confidence interval [CI] = 1.60, 3.21) and the reporting prevalence of bell-ringer-only events overall (PR = 1.87, 95% CI = 1.38, 2.54). Athlete attitude scores (increase of 1 standard deviation = 11.5 points) were associated with decreases in the proportion of athletes stating they participated in games (PR = 0.74, 95% CI = 0.66, 0.82) and practices (PR = 0.67, 95% CI = 0.59, 0.77) while symptomatic from concussions. Conclusions: Most recalled concussion events in our study were not reported to a

  1. Knowledge, attitude, and concussion-reporting behaviors among high school athletes: a preliminary study.

    PubMed

    Register-Mihalik, Johna K; Guskiewicz, Kevin M; McLeod, Tamara C Valovich; Linnan, Laura A; Mueller, Frederick O; Marshall, Stephen W

    2013-01-01

    Many athletes continue to participate in practices and games while experiencing concussion-related symptoms, potentially predisposing them to subsequent and more complicated brain injuries. Limited evidence exists about factors that may influence concussion-reporting behaviors. To examine the influence of knowledge and attitude on concussion-reporting behaviors in a sample of high school athletes. Cross-sectional study. Participants completed a validated survey instrument via mail. A total of 167 high school athletes (97 males, 55 females, 5 sex not indicated; age = 15.7 ± 1.4 years) participating in football, soccer, lacrosse, or cheerleading. Athlete knowledge and attitude scores served as separate predictor variables. We examined the proportion of athletes who reported continuing to participate in games and practices while symptomatic from possible concussion and the self-reported proportion of recalled concussion and bell-ringer events disclosed after possible concussive injury. Only 40% of concussion events and 13% of bell-ringer recalled events in the sample were disclosed after possible concussive injury. Increased athlete knowledge of concussion topics (increase of 1 standard deviation = 2.8 points) was associated with increased reporting prevalence of concussion and bell-ringer events occurring in practice (prevalence ratio [PR] = 2.27, 95% confidence interval [CI] = 1.60, 3.21) and the reporting prevalence of bell-ringer-only events overall (PR = 1.87, 95% CI = 1.38, 2.54). Athlete attitude scores (increase of 1 standard deviation = 11.5 points) were associated with decreases in the proportion of athletes stating they participated in games (PR = 0.74, 95% CI = 0.66, 0.82) and practices (PR = 0.67, 95% CI = 0.59, 0.77) while symptomatic from concussions. Most recalled concussion events in our study were not reported to a supervising adult. Clinicians should be aware that knowledge and attitude influence concussion reporting. Clinicians and administrators

  2. Using Instructional Pervasive Game for School Children's Cultural Learning

    ERIC Educational Resources Information Center

    Chen, Cheng-Ping; Shih, Ju-Ling; Ma, Yi-Chun

    2014-01-01

    In the past ten years, mobile learning (m-learning) has created a new learning environment that enables learners, through active learning aids. Instructional pervasive gaming (IPG) seems to be an innovative way introduced to enhance m-learning. This study employed a theoretical IPG model to construct a cultural-based pervasive game. Individual and…

  3. A Study of the Correlation between Computer Games and Adolescent Behavioral Problems

    PubMed Central

    Shokouhi-Moqhaddam, Solmaz; Khezri-Moghadam, Noshiravan; Javanmard, Zeinab; Sarmadi-Ansar, Hassan; Aminaee, Mehran; Shokouhi-Moqhaddam, Majid; Zivari-Rahman, Mahmoud

    2013-01-01

    Background Today, due to developing communicative technologies, computer games and other audio-visual media as social phenomena, are very attractive and have a great effect on children and adolescents. The increasing popularity of these games among children and adolescents results in the public uncertainties about plausible harmful effects of these games. This study aimed to investigate the correlation between computer games and behavioral problems on male guidance school students. Methods This was a descriptive-correlative study on 384 randomly chosen male guidance school students. They were asked to answer the researcher's questionnaire about computer games and Achenbach’s Youth Self-Report (YSR). Findings The Results of this study indicated that there was about 95% direct significant correlation between the amount of playing games among adolescents and anxiety/depression, withdrawn/depression, rule-breaking behaviors, aggression, and social problems. However, there was no statistically significant correlation between the amount of computer game usage and physical complaints, thinking problems, and attention problems. In addition, there was a significant correlation between the students’ place of living and their parents’ job, and using computer games. Conclusion Computer games lead to anxiety, depression, withdrawal, rule-breaking behavior, aggression, and social problems in adolescents. PMID:24494157

  4. A Study of the Correlation between Computer Games and Adolescent Behavioral Problems.

    PubMed

    Shokouhi-Moqhaddam, Solmaz; Khezri-Moghadam, Noshiravan; Javanmard, Zeinab; Sarmadi-Ansar, Hassan; Aminaee, Mehran; Shokouhi-Moqhaddam, Majid; Zivari-Rahman, Mahmoud

    2013-01-01

    Today, due to developing communicative technologies, computer games and other audio-visual media as social phenomena, are very attractive and have a great effect on children and adolescents. The increasing popularity of these games among children and adolescents results in the public uncertainties about plausible harmful effects of these games. This study aimed to investigate the correlation between computer games and behavioral problems on male guidance school students. This was a descriptive-correlative study on 384 randomly chosen male guidance school students. They were asked to answer the researcher's questionnaire about computer games and Achenbach's Youth Self-Report (YSR). The Results of this study indicated that there was about 95% direct significant correlation between the amount of playing games among adolescents and anxiety/depression, withdrawn/depression, rule-breaking behaviors, aggression, and social problems. However, there was no statistically significant correlation between the amount of computer game usage and physical complaints, thinking problems, and attention problems. In addition, there was a significant correlation between the students' place of living and their parents' job, and using computer games. Computer games lead to anxiety, depression, withdrawal, rule-breaking behavior, aggression, and social problems in adolescents.

  5. Teacher Implementation and the Impact of Game-Based Science Curriculum Materials

    NASA Astrophysics Data System (ADS)

    Wilson, Christopher D.; Reichsman, Frieda; Mutch-Jones, Karen; Gardner, April; Marchi, Lisa; Kowalski, Susan; Lord, Trudi; Dorsey, Chad

    2018-01-01

    Research-based digital games hold great potential to be effective tools in supporting next-generation science learning. However, as with all instructional materials, teachers significantly influence their implementation and contribute to their effectiveness. To more fully understand the contributions and challenges of teacher implementation of digital games, we studied the replacement of existing high school biology genetics lessons over a 3- to 6-week period with Geniverse, an immersive, game-like learning environment designed to be used in classrooms. The Geniverse materials infuse virtual experimentation in genetics with a narrative of a quest to heal a genetic disease; incorporate the topics of meiosis and protein synthesis with inheritance; and include the science practices of explanation and argumentation. The research design involved a quasi-experiment with 48 high school teachers and about 2000 students, student science content knowledge and argumentation outcome measures, and analysis using hierarchical linear modeling. Results indicate that when Geniverse was implemented as the designers intended, student learning of genetics content was significantly greater than in the comparison, business-as-usual group. However, a wide range of levels of Geniverse implementation resulted in no significant difference between the groups as a whole. Students' abilities to engage in scientific explanation and argumentation were greater in the Geniverse group, but these differences were not statistically significant. Observation, survey, and interview data indicate a range of barriers to implementation and teacher instructional decisions that may have influenced student outcomes. Implications for the role of the teacher in the implementation of game-based instructional materials are discussed.

  6. Interactive Music Video Games and Children's Musical Development

    ERIC Educational Resources Information Center

    Gower, Lily; McDowall, Janet

    2012-01-01

    Interactive music video games are a readily available, mainstream technology but they are not generally seen as educative tools. Nor are they established within school teaching and learning environments. This study investigated children's use of these games from a music education perspective. Nine children, aged 9-11 years, and two specialist…

  7. Digital Games in Education: The Design of Games-Based Learning Environments

    ERIC Educational Resources Information Center

    Gros, Begona

    2007-01-01

    In recent years, electronic games have assumed an important place in the lives of children and adolescents. Children acquire digital literacy informally, through play, and neither schools nor other educational institutions take sufficient account of this important aspect. We consider that multimedia design for training and education should combine…

  8. University Prosperity Game. Final report

    DOE Office of Scientific and Technical Information (OSTI.GOV)

    Boyack, K.W.; Berman, M.

    Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the University Prosperity Game conducted under the sponsorship of the Anderson Schools of Management atmore » the University of New Mexico. This Prosperity Game was initially designed for the roadmap making effort of the National Electronics Manufacturing Initiative (NEMI) of the Electronics Subcommittee of the Civilian Industrial Technology Committee under the aegis of the National Science and Technology Council. The game was modified to support course material in MGT 508, Ethical, Political, and Social Environment of Business. Thirty-five students participated as role players. In this educational context the game`s main objectives were to: (1) introduce and teach global competitiveness and business cultures in an experiential classroom setting; (2) explore ethical, political, and social issues and address them in the context of global markets and competition; and (3) obtain non-government views regarding the technical and non-technical (i.e., policy) issues developed in the NEMI roadmap-making endeavor. The negotiations and agreements made during the game, along with the student journals detailing the players feelings and reactions to the gaming experience, provide valuable insight into the benefits of simulation as an advanced learning tool in higher education.« less

  9. Comparison of Indiana High School Football Injury Rates by Inclusion of the USA Football “Heads Up Football” Player Safety Coach

    PubMed Central

    Kerr, Zachary Y.; Dalton, Sara L.; Roos, Karen G.; Djoko, Aristarque; Phelps, Jennifer; Dompier, Thomas P.

    2016-01-01

    Background: In Indiana, high school football coaches are required to complete a coaching education course with material related to concussion awareness, equipment fitting, heat emergency preparedness, and proper technique. Some high schools have also opted to implement a player safety coach (PSC). The PSC, an integral component of USA Football’s Heads Up Football (HUF) program, is a coach whose primary responsibility is to ensure that other coaches are implementing proper tackling and blocking techniques alongside other components of the HUF program. Purpose: To compare injury rates in Indiana high school football teams by their usage of a PSC or online coaching education only. Study Design: Cohort study; Level of evidence, 2. Methods: Athletic trainers (ATs) evaluated and tracked injuries at each practice and game during the 2015 high school football season. Players were drawn from 6 teams in Indiana. The PSC group, which used the PSC component, was comprised of 204 players from 3 teams. The “education only” group (EDU), which utilized coaching education only, was composed of 186 players from 3 teams. Injury rates and injury rate ratios (IRRs) were reported with 95% confidence intervals (CIs). Results: During 25,938 athlete-exposures (AEs), a total of 149 injuries were reported, of which 54 (36.2%) and 95 (63.8%) originated from the PSC and EDU groups, respectively. The practice injury rate was lower in the PSC group than the EDU group (2.99 vs 4.83/1000 AEs; IRR, 0.62; 95% CI, 0.40-0.95). The game injury rate was also lower in the PSC group than the EDU group (11.37 vs 26.37/1000 AEs; IRR, 0.43; 95% CI, 0.25-0.74). When restricted to concussions only, the rate was lower in the PSC group (0.09 vs 0.73/1000 AEs; IRR, 0.12; 95% CI, 0.01-0.94), although only 1 concussion was reported in the PSC group. No differences were found in game concussion rates (0.60 vs 4.39/1000 AEs; IRR, 0.14; 95% CI, 0.02-1.11). Conclusion: Findings support the PSC as an effective

  10. Math Games

    ERIC Educational Resources Information Center

    Lorenzi, Natalie

    2012-01-01

    Math games bring out kids' natural love of numbers. Yet in the waning days of school, students can't wait for that final bell to ring. Each summer, most students lose about two months of mathematical computation skills. So how do teachers keep their students focused on math up till the end? Before sending them off for the summer, get them hooked…

  11. Does Visual Performance Influence Head Impact Severity Among High School Football Athletes?

    PubMed

    Schmidt, Julianne D; Guskiewicz, Kevin M; Mihalik, Jason P; Blackburn, J Troy; Siegmund, Gunter P; Marshall, Stephen W

    2015-11-01

    To compare the odds of sustaining moderate and severe head impacts, rather than mild, between high school football players with high and low visual performance. Prospective quasi-experimental. Clinical Research Center/On-field. Thirty-seven high school varsity football players. Athletes completed the Nike SPARQ Sensory Station visual assessment before the season. Head impact biomechanics were captured at all practices and games using the Head Impact Telemetry System. Each player was classified as either a high or low performer using a median split for each of the following visual performance measures: visual clarity, contrast sensitivity, depth perception, near-far quickness, target capture, perception span, eye-hand coordination, go/no go, and reaction time. We computed the odds of sustaining moderate and severe head impacts against the reference odds of sustaining mild head impacts across groups of high and low performers for each of the visual performance measures. Players with better near-far quickness had increased odds of sustaining moderate [odds ratios (ORs), 1.27; 95% confidence intervals (CIs), 1.04-1.56] and severe head impacts (OR, 1.45; 95% CI, 1.05-2.01) as measured by Head Impact Technology severity profile. High and low performers were at equal odds on all other measures. Better visual performance did not reduce the odds of sustaining higher magnitude head impacts. Visual performance may play less of a role than expected for protecting against higher magnitude head impacts among high school football players. Further research is needed to determine whether visual performance influences concussion risk. Based on our results, we do not recommend using visual training programs at the high school level for the purpose of reducing the odds of sustaining higher magnitude head impacts.

  12. Middle and Elementary School Students’ Changes in Self-Determined Motivation in a Basketball Unit Taught using the Tactical Games Model

    PubMed Central

    Harvey, Stephen; Gil-Arias, Alexander; Smith, Megan Lorraine; Smith, Lindsey Rachel

    2017-01-01

    Abstract Studies examining student motivation levels suggest that this is a significant factor in students’ engagement in physical education and may be positively affected when teachers employ alternative pedagogical models such as game-centered approaches (GCAs). The aim of this study was to investigate changes in self-determined motivation of students as they participated in a GCA-basketball unit taught using the Tactical Games Model (TGM). Participants were 173 students (84 girls), 79 middle school (45 girls) and 94 (39 girls) elementary school students from four seventh and five fourth/fifth grade co-educational classes. Two teachers taught 32 (middle) and 33 (elementary) level one TGM basketball lessons. Need satisfaction and self-determined motivation data were collected using a previously validated instrument, while lesson context and teacher behavior data were recorded using systematic observation instruments. Repeated measures MANOVAs were employed to examine pre-posttest differences. Results revealed a significant main effect for time in need satisfaction for both middle (relatedness increased) and elementary school students (autonomy decreased) and a significant main effect in self-determined motivation for middle school students only (introjected regulation, external regulation, and amotivation all increased). Approximately 48%/42% (middle/elementary) of lesson time was game play, 22%/22% skill practice, 17%/17% management, and 13%/19% knowledge. The primary teacher behaviors used were instruction, management, specific observation, corrective feedback and modelling. Results indicate that it is important for future research to pay greater attention to the contextual factors associated with the application of the TGM, such as the students’ previous exposure to TGM lessons, and the teachers’ training and experience in utilizing the TGM. Indeed, results of the present study demonstrate that a longer-term commitment to the TGM is necessary to reduce

  13. Middle and Elementary School Students' Changes in Self-Determined Motivation in a Basketball Unit Taught using the Tactical Games Model.

    PubMed

    Harvey, Stephen; Gil-Arias, Alexander; Smith, Megan Lorraine; Smith, Lindsey Rachel

    2017-10-01

    Studies examining student motivation levels suggest that this is a significant factor in students' engagement in physical education and may be positively affected when teachers employ alternative pedagogical models such as game-centered approaches (GCAs). The aim of this study was to investigate changes in self-determined motivation of students as they participated in a GCA-basketball unit taught using the Tactical Games Model (TGM). Participants were 173 students (84 girls), 79 middle school (45 girls) and 94 (39 girls) elementary school students from four seventh and five fourth/fifth grade co-educational classes. Two teachers taught 32 (middle) and 33 (elementary) level one TGM basketball lessons. Need satisfaction and self-determined motivation data were collected using a previously validated instrument, while lesson context and teacher behavior data were recorded using systematic observation instruments. Repeated measures MANOVAs were employed to examine pre-posttest differences. Results revealed a significant main effect for time in need satisfaction for both middle (relatedness increased) and elementary school students (autonomy decreased) and a significant main effect in self-determined motivation for middle school students only (introjected regulation, external regulation, and amotivation all increased). Approximately 48%/42% (middle/elementary) of lesson time was game play, 22%/22% skill practice, 17%/17% management, and 13%/19% knowledge. The primary teacher behaviors used were instruction, management, specific observation, corrective feedback and modelling. Results indicate that it is important for future research to pay greater attention to the contextual factors associated with the application of the TGM, such as the students' previous exposure to TGM lessons, and the teachers' training and experience in utilizing the TGM. Indeed, results of the present study demonstrate that a longer-term commitment to the TGM is necessary to reduce controlling

  14. Psychometric Properties of the Problematic Online Gaming Questionnaire Short-Form and Prevalence of Problematic Online Gaming in a National Sample of Adolescents

    PubMed Central

    Pápay, Orsolya; Urbán, Róbert; Griffiths, Mark D.; Nagygyörgy, Katalin; Farkas, Judit; Kökönyei, Gyöngyi; Felvinczi, Katalin; Oláh, Attila; Elekes, Zsuzsanna

    2013-01-01

    Abstract The rise and growing popularity of online games has led to the appearance of excessive gaming that in some cases can lead to physical and psychological problems. Several measures have been developed to explore the nature and the scale of the phenomenon. However, few measures have been validated psychometrically. The aim of the present study was to test the psychometric properties of the 12-item Problematic Online Gaming Questionnaire Short-Form (POGQ-SF) and to assess the prevalence of problematic online gaming. Data collection was carried out to assess the prevalence of problematic online gaming in a national representative adolescent sample by using an offline (pen and pencil) method. A total of 5,045 secondary school students were assessed (51% male, mean age 16.4 years, SD=0.9 years) of which 2,804 were gamers (65.4% male, mean age 16.4 years, SD=0.9 years). Confirmatory factor analysis was applied to test the measurement model of problematic online gaming, and latent profile analysis was used to identify the proportion of gamers whose online game use can be considered problematic. Results showed that the original six-factor model yielded appropriate fit to the data, and thus the POGQ-SF has appropriate psychometric properties. Latent profile analysis revealed that 4.6% of the adolescents belong to a high risk group and an additional 13.3% to a low risk group. Due to its satisfactory psychometric characteristics, the 12-item POGQ-SF appears to be an adequate tool for the assessment of problematic online gaming. PMID:23621688

  15. Psychometric properties of the problematic online gaming questionnaire short-form and prevalence of problematic online gaming in a national sample of adolescents.

    PubMed

    Pápay, Orsolya; Urbán, Róbert; Griffiths, Mark D; Nagygyörgy, Katalin; Farkas, Judit; Kökönyei, Gyöngyi; Felvinczi, Katalin; Oláh, Attila; Elekes, Zsuzsanna; Demetrovics, Zsolt

    2013-05-01

    The rise and growing popularity of online games has led to the appearance of excessive gaming that in some cases can lead to physical and psychological problems. Several measures have been developed to explore the nature and the scale of the phenomenon. However, few measures have been validated psychometrically. The aim of the present study was to test the psychometric properties of the 12-item Problematic Online Gaming Questionnaire Short-Form (POGQ-SF) and to assess the prevalence of problematic online gaming. Data collection was carried out to assess the prevalence of problematic online gaming in a national representative adolescent sample by using an offline (pen and pencil) method. A total of 5,045 secondary school students were assessed (51% male, mean age 16.4 years, SD=0.9 years) of which 2,804 were gamers (65.4% male, mean age 16.4 years, SD=0.9 years). Confirmatory factor analysis was applied to test the measurement model of problematic online gaming, and latent profile analysis was used to identify the proportion of gamers whose online game use can be considered problematic. Results showed that the original six-factor model yielded appropriate fit to the data, and thus the POGQ-SF has appropriate psychometric properties. Latent profile analysis revealed that 4.6% of the adolescents belong to a high risk group and an additional 13.3% to a low risk group. Due to its satisfactory psychometric characteristics, the 12-item POGQ-SF appears to be an adequate tool for the assessment of problematic online gaming.

  16. Lateness to School Remediation Game

    ERIC Educational Resources Information Center

    Ugwuegbulam, Charles N.; Ibrahim, Haj. Naheed

    2015-01-01

    Primary and secondary school in Nigeria encourage punctuality to school yet a good number of the learners came late to school. This is especially true in the case of day students. Learners who come late to school are usually punished in one way or the other yet the lateness to school phenomenon still persist. Lateness to school behaviour affects…

  17. Active Gaming to Promote Physical Activity: Questions to Consider for Your School

    ERIC Educational Resources Information Center

    Meyler, Tim; Banks, Sarah; Wilson, Sandy

    2014-01-01

    The physical activity potential and physiological and motivational benefits of active gaming have been a hot topic in the past few years. It is easy to see why active games are popular among certain populations, particularly those with prior or current video game experience. Video games are fun to play and challenging, give a player total control,…

  18. Children's Games: Following the Path That Has Heart.

    ERIC Educational Resources Information Center

    Orlick, Terry

    1979-01-01

    Interdependent learning promotes cooperation and mutual attraction among children. This concept is extended into the realm of play and games. Studies show the social impact of well-designed cooperative games programs. Recommends that elementary school counselors teach children to tune in to their bodies and to learn how to relax. (Author/BEF)

  19. The impact of science education games on prescription drug abuse attitudes among teens: a case study.

    PubMed

    Klisch, Yvonne; Bowling, Kristi G; Miller, Leslie M; Ramos, Miguel A

    2013-01-01

    Two online science education games, in which players learn about the risks of prescription drug abuse in the context of investigating crimes, were evaluated to determine shifts of prescription drug abuse attitudes attributable to game exposure. High school students from grades 11 and 12 (n = 179) were assigned to one of the games and participated in a pretest, two game-play sessions, and a delayed posttest. Students in both groups demonstrated more negative attitudes toward prescription drug abuse after playing the game, driven by changes of students' normative beliefs and their ability to make the connection between prescription drug abuse and illicit drugs. A secondary aim was to assess gains in science knowledge; however, due to low internal consistency reliabilities of content measures, students' knowledge acquisition could not be determined.

  20. High School Employment, School Performance, and College Entry

    ERIC Educational Resources Information Center

    Lee, Chanyoung; Orazem, Peter F.

    2010-01-01

    The proportion of U.S. high school students working during the school year ranges from 23% in the freshman year to 75% in the senior year. This study estimates how cumulative work histories during the high school years affect probability of dropout, high school academic performance, and the probability of attending college. Variations in…

  1. LifeChanger: A Pilot Study of a Game-Based Curriculum for Sexuality Education.

    PubMed

    Gilliam, Melissa; Jagoda, Patrick; Heathcock, Stephen; Orzalli, Sarah; Saper, Carolyn; Dudley, Jessyca; Wilson, Claire

    2016-04-01

    To assess the feasibility and acceptability of a game-based sexuality education curriculum. Curriculum evaluation used descriptive statistics, observation, and qualitative and quantitative data collection. The study was conducted in eighth grade classrooms in Chicago, Illinois. Students from 3 eighth grade classrooms from a school using a game-based curriculum. The intervention had 11 modules and used an ecological model informed by the extant literature. The intervention was developed by the Game Changer Chicago Design Lab and featured a card game designed with youth participation. The study outcomes of interest included learning, feasibility, and acceptability of the curriculum. Students highly rated frank conversation via "Ask the Doctor" sessions and role-playing. Students raised concerns about the breadth of activities, preferring to explore fewer topics in greater depth. A game-based curriculum was feasible, yet students placed the highest value on frank discussion about sexuality. Copyright © 2016 North American Society for Pediatric and Adolescent Gynecology. Published by Elsevier Inc. All rights reserved.

  2. Benchmarking the Cultivation Approach to Video Game Effects: A Comparison of the Correlates of TV Viewing and Game Play

    ERIC Educational Resources Information Center

    Van Mierlo, Jan; Van den Bulck, Jan

    2004-01-01

    This study found significant relationships between first- and second-order cultivation measures and TV viewing, but found a relationship with video game play for only two variables in a sample of 322 Flemish 3rd and 6th year secondary school children. This suggests that the absence of a relationship with video game play is not the result of the…

  3. Making Sense of Game-Based User Data: Learning Analytics in Applied Games

    ERIC Educational Resources Information Center

    Steiner, Christina M.; Kickmeier-Rus, Michael D.; Albert, Dietrich

    2015-01-01

    Digital learning games are useful educational tools with high motivational potential. With the application of games for instruction there comes the need of acknowledging learning game experiences also in the context of educational assessment. Learning analytics provides new opportunities for supporting assessment in and of educational games. We…

  4. Online gaming and risks predict cyberbullying perpetration and victimization in adolescents.

    PubMed

    Chang, Fong-Ching; Chiu, Chiung-Hui; Miao, Nae-Fang; Chen, Ping-Hung; Lee, Ching-Mei; Huang, Tzu-Fu; Pan, Yun-Chieh

    2015-02-01

    The present study examined factors associated with the emergence and cessation of youth cyberbullying and victimization in Taiwan. A total of 2,315 students from 26 high schools were assessed in the 10th grade, with follow-up performed in the 11th grade. Self-administered questionnaires were collected in 2010 and 2011. Multiple logistic regression was conducted to examine the factors. Multivariate analysis results indicated that higher levels of risk factors (online game use, exposure to violence in media, internet risk behaviors, cyber/school bullying experiences) in the 10th grade coupled with an increase in risk factors from grades 10 to 11 could be used to predict the emergence of cyberbullying perpetration/victimization. In contrast, lower levels of risk factors in the 10th grade and higher levels of protective factors coupled with a decrease in risk factors predicted the cessation of cyberbullying perpetration/victimization. Online game use, exposure to violence in media, Internet risk behaviors, and cyber/school bullying experiences can be used to predict the emergence and cessation of youth cyberbullying perpetration and victimization.

  5. Gaming in Second Life via Scratch4SL: Engaging High School Students in Programming Courses

    ERIC Educational Resources Information Center

    Pellas, Nikolaos; Peroutseas, Efstratios

    2016-01-01

    While pedagogical and technological affordances of three-dimensional (3D) multiuser virtual worlds in various educational disciplines are largely well-known, a study about their effect on high school students' engagement in introductory programming courses is still lacking. This case study presents students' opinions about their participation in a…

  6. Personal, social, and game-related correlates of active and non-active gaming among dutch gaming adolescents: survey-based multivariable, multilevel logistic regression analyses.

    PubMed

    Simons, Monique; de Vet, Emely; Chinapaw, Mai Jm; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-04-04

    Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games-active games-seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P<.001), a less positive attitude toward non-active games (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07-3.75; P=.03). Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most strongly (negatively) associated with attitude with

  7. Use of Digital Game Based Learning and Gamification in Secondary School Science: The Effect on Student Engagement, Learning and Gender Difference

    ERIC Educational Resources Information Center

    Khan, Amna; Ahmad, Farzana Hayat; Malik, Muhammad Muddassir

    2017-01-01

    This study aimed to identify the impact of a game based learning (GBL) application using computer technologies on student engagement in secondary school science classrooms. The literature reveals that conventional Science teaching techniques (teacher-centered lecture and teaching), which foster rote learning among students, are one of the major…

  8. Brief report: Does exposure to violent video games increase moral disengagement among adolescents?

    PubMed

    Gabbiadini, Alessandro; Andrighetto, Luca; Volpato, Chiara

    2012-10-01

    Several studies have repeatedly shown that violent/action video games increase aggressive tendencies. The present study provides preliminary evidence that exposure to these games also affects the process of moral disengagement. High school students (N = 385) were recruited, and the impact of both recency and frequency of their exposure to the video game Grand Theft Auto IV (GTA; 2008) on moral disengagement was explored. Results showed that exposure to GTA predicted higher levels of moral disengagement. Recency of exposure had a primary impact on the considered mechanisms of moral disengagement. These findings provide insights into a relevant detrimental effect of exposure to video games, to our knowledge not explored yet. Future research is needed to provide evidence of the causal link in the observed relationships. Copyright © 2012 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

  9. Authoritative School Climate and High School Dropout Rates

    ERIC Educational Resources Information Center

    Jia, Yuane; Konold, Timothy R.; Cornell, Dewey

    2016-01-01

    This study tested the association between school-wide measures of an authoritative school climate and high school dropout rates in a statewide sample of 315 high schools. Regression models at the school level of analysis used teacher and student measures of disciplinary structure, student support, and academic expectations to predict overall high…

  10. Business Simulation Games: Current Usage Levels--An Update.

    ERIC Educational Resources Information Center

    Faria, A. J.

    1998-01-01

    Updates a 1987 survey of business-school deans, business faculty, and training-and-development managers in industry that examined the extent to which simulation games were used in academia and business training programs. Findings show that simulation-game usage has grown over the past ten years with expectations for further growth. Contains 29…

  11. Engaging Students in the Library through Tabletop Gaming

    ERIC Educational Resources Information Center

    Alvarez, Vivian

    2017-01-01

    Besides being a social experience, tabletop games can serve as intrinsic educational tools that tap into students' needs and interests, inspiring them to find motivation in applying new knowledge to their academic work. Why? Because, as with school, every game has a very specific set of rules by which participants must abide. Experiences with…

  12. Flow and the Pedagogical Affordances of Computer Games: A Case Study

    ERIC Educational Resources Information Center

    Theodoulou, Photini; Avraamidou, Lucy; Vrasidas, Charalambos

    2015-01-01

    Drawing on the theories of symbolic interactionism, social constructivism, and flow, this research examines the integration of the electronic game of the World Food Programme of the UN "Food Force" in a unit on active citizenship and poverty eradication. The research was conducted in two ninth-grade classes of an urban high school in…

  13. Fitness Effects of 10-Month Frequent Low-Volume Ball Game Training or Interval Running for 8–10-Year-Old School Children

    PubMed Central

    Nielsen, Claus Malta; Ørntoft, Christina; Randers, Morten Bredsgaard; Helge, Eva Wulff; Madsen, Mads; Manniche, Vibeke; Hansen, Lone; Bangsbo, Jens

    2017-01-01

    We investigated the exercise intensity and fitness effects of frequent school-based low-volume high-intensity training for 10 months in 8–10-year-old children. 239 Danish 3rd-grade school children from four schools were cluster-randomised into a control group (CON, n = 116) or two training groups performing either 5 × 12 min/wk small-sided football plus other ball games (SSG, n = 62) or interval running (IR, n = 61). Whole-body DXA scans, flamingo balance, standing long-jump, 20 m sprint, and Yo-Yo IR1 children's tests (YYIR1C) were performed before and after the intervention. Mean running velocity was higher (p < 0.05) in SSG than in IR (0.88 ± 0.14 versus 0.63 ± 0.20 m/s), while more time (p < 0.05) was spent in the highest player load zone (>2; 5.6 ± 3.4 versus 3.7 ± 3.4%) and highest HR zone (>90% HRmax; 12.4 ± 8.9 versus 8.4 ± 8.0%) in IR compared to SSG. After 10 months, no significant between-group differences were observed for YYIR1C performance and HR after 2 min of YYIR1C (HRsubmax), but median-split analyses showed that HRsubmax was reduced (p < 0.05) in both training groups compared to CON for those with the lowest aerobic fitness (SSG versus CON: 3.2%  HRmax [95% CI: 0.8–5.5]; IR versus CON: 2.6%  HRmax [95% CI: 1.1–5.2]). After 10 months, IR had improved (p < 0.05) 20 m sprint performance (IR versus CON: 154 ms [95% CI: 61–241]). No between-group differences (p > 0.05) were observed for whole-body or leg aBMD, lean mass, postural balance, or jump length. In conclusion, frequent low-volume ball games and interval running can be conducted over a full school year with high intensity rate but has limited positive fitness effects in 8–10-year-old children. PMID:28303248

  14. Video gaming and gaming addiction in transgender people: An exploratory study.

    PubMed

    Arcelus, Jon; Bouman, Walter Pierre; Jones, Bethany Alice; Richards, Christina; Jimenez-Murcia, Susana; Griffiths, Mark D

    2017-03-01

    Background There is anecdotal clinical evidence that transgender people use the online world - such as forums and online video gaming - for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people.

  15. Video gaming and gaming addiction in transgender people: An exploratory study

    PubMed Central

    Arcelus, Jon; Bouman, Walter Pierre; Jones, Bethany Alice; Richards, Christina; Jimenez-Murcia, Susana; Griffiths, Mark D.

    2017-01-01

    Background There is anecdotal clinical evidence that transgender people use the online world – such as forums and online video gaming – for the purpose of experiencing their gender identity in a safe, non-threatening, non-alienating, non-stigmatizing, and non-critical environment. Aims To describe gaming behavior, degree of problematic gaming behavior and associated factors with problematic gaming in a comparatively large group of transgender people accessing transgender health services. Methods Every individual referred to a national transgender health service in the United Kingdom during a 12-month period was invited to complete a series of questionnaires to measure gaming behavior, interpersonal functioning, severity of autistic features, and anxiety and depressive symptoms. Results A total of 245 people agreed to participate in the study with 154 (62.9%) describing themselves as current gamers. Gaming behavior in the transgender population attending transgender health services was prevalent, but less than 1% of them presented with clinical scores for Internet Gaming Disorder, with no differences according to gender. Problematic gaming behavior was associated with general interpersonal problems, depression, and young age. Discussion and conclusions Transgender people who engage in problematic gaming behavior are younger, and present with high interpersonal problems, and depression, which can affect a successful transition. In view of the high levels of gaming activity in this population games that are designed to address these psychological problems may be well received by transgender people. PMID:28198637

  16. The influence of game genre on Internet gaming disorder

    PubMed Central

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-01-01

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre. PMID:28658960

  17. The influence of game genre on Internet gaming disorder.

    PubMed

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  18. Early substance consumption and problematic use of video games in adolescence

    PubMed Central

    Coëffec, Adélaïde; Romo, Lucia; Cheze, Nathalie; Riazuelo, Hélène; Plantey, Sophie; Kotbagi, Gayatri; Kern, Laurence

    2015-01-01

    Substance use as well as use of video games is frequent among young people. The purpose of this research was to study the links between the use of video games and the consumption of various substances such as alcohol, tobacco or cannabis at adolescence. In order to do so, 1423 students from middle and high schools filled an auto-questionnaire that included questions on age, gender, year of study, use of video games and consumptions of alcohol (Alcohol Use Disorders Identification Test Short version, AUDIT-C), tobacco (Heaviness of Smoking Index, HSI), and cannabis (Cannabis Abuse Screening Test, CAST). We found that 92.1% of teens use video games and 17.7% have a problematic use of video games (PUVG). Furthermore, results show that substance consumption seems frequent with 19.8 and 8.3% of participants having hazardous alcohol and cannabis consumptions respectively and 5.2% having a moderate to high tobacco dependence. Video gamers consumed significantly more alcohol and gamers with PUVG started their substance consumption (alcohol, tobacco, and cannabis) earlier. PUVG was found to be negatively correlated to age at first substance consumption, but positively correlated to the time spent playing video games. However, it was not correlated to risks of substance dependence (scores of AUDIT-C, HSI, and CAST). Finally, our results are consistent with the literature, in regard to frequency of substance use and use of video games in adolescence. These data will allow for a better consideration of prevention strategies and future care in this particular field. PMID:25972826

  19. Early substance consumption and problematic use of video games in adolescence.

    PubMed

    Coëffec, Adélaïde; Romo, Lucia; Cheze, Nathalie; Riazuelo, Hélène; Plantey, Sophie; Kotbagi, Gayatri; Kern, Laurence

    2015-01-01

    Substance use as well as use of video games is frequent among young people. The purpose of this research was to study the links between the use of video games and the consumption of various substances such as alcohol, tobacco or cannabis at adolescence. In order to do so, 1423 students from middle and high schools filled an auto-questionnaire that included questions on age, gender, year of study, use of video games and consumptions of alcohol (Alcohol Use Disorders Identification Test Short version, AUDIT-C), tobacco (Heaviness of Smoking Index, HSI), and cannabis (Cannabis Abuse Screening Test, CAST). We found that 92.1% of teens use video games and 17.7% have a problematic use of video games (PUVG). Furthermore, results show that substance consumption seems frequent with 19.8 and 8.3% of participants having hazardous alcohol and cannabis consumptions respectively and 5.2% having a moderate to high tobacco dependence. Video gamers consumed significantly more alcohol and gamers with PUVG started their substance consumption (alcohol, tobacco, and cannabis) earlier. PUVG was found to be negatively correlated to age at first substance consumption, but positively correlated to the time spent playing video games. However, it was not correlated to risks of substance dependence (scores of AUDIT-C, HSI, and CAST). Finally, our results are consistent with the literature, in regard to frequency of substance use and use of video games in adolescence. These data will allow for a better consideration of prevention strategies and future care in this particular field.

  20. Games and Sports Preferences of Children

    ERIC Educational Resources Information Center

    Ayan, Sinan

    2013-01-01

    The Turkish educational system entered into the process of a compulsory 12 years of school education starting from the 2012-2013 academic year. In this process, the name of the physical education lesson has been changed to "games and physical activities" in the primary schools that offer education for 4 years. The aim of the present…

  1. School-Within-A-School (Hawaii Nui High) Hilo High School Report 1969-70.

    ERIC Educational Resources Information Center

    Hawaii Univ., Honolulu. Social Welfare Development and Research Center.

    The second year of operation of Hilo High School's "School-Within-A-School" [SWS] program is evaluated in this paper. Planning, training, and program implementation are described in the document. The following are the results of the program: There was an improvement in attendance among project students when compared to their record in…

  2. High-Intensity Small-Sided Games versus Repeated Sprint Training in Junior Soccer Players.

    PubMed

    Eniseler, Niyazi; Şahan, Çağatay; Özcan, Ilker; Dinler, Kıvanç

    2017-12-01

    The aim of this study was to compare the effects of high-intensity small-sided games training (SSGT) versus repeated-sprint training (RST) on repeated-sprint ability (RSA), soccer specific endurance performance and short passing ability among junior soccer players. The junior soccer players were recruited from of a professional team (age 16.9 ± 1.1 years). The tests included the repeated-shuttle-sprint ability test (RSSAT), Yo-Yo Intermittent Recovery Test level 1 (Yo-Yo IR1) and Loughborough Soccer Passing Test (LSPT). Nineteen participants were randomly assigned to either the small-sided games training (SSGTG) (n = 10) or repeated-sprint training group (RSTG) (n = 9). Small-sided games or repeated-sprint training were added to the regular training sessions for two days of the regular practice week. The Wilcoxon signed-rank and Mann-Whitney U tests were used to examine differences in groups and training effects. A time x training group effect was found in the improvement of short-passing ability for the smallsided games training group which showed significantly better scores than the repeated-sprint training group (p ≤ 0.05). Both groups showed similar improvements in RSAdecrement (p < 0.05). Only the repeated-sprint training group improved in the Yo-Yo IR1 (p < 0.05). This study clearly shows that high-intensity small-sided games training can be used as an effective training mode to enhance both repeated sprint ability and short-passing ability.

  3. High-Intensity Small-Sided Games versus Repeated Sprint Training in Junior Soccer Players

    PubMed Central

    Şahan, Çağatay; Özcan, Ilker; Dinler, Kıvanç

    2017-01-01

    Abstract The aim of this study was to compare the effects of high-intensity small-sided games training (SSGT) versus repeated-sprint training (RST) on repeated-sprint ability (RSA), soccer specific endurance performance and short passing ability among junior soccer players. The junior soccer players were recruited from of a professional team (age 16.9 ± 1.1 years). The tests included the repeated-shuttle-sprint ability test (RSSAT), Yo-Yo Intermittent Recovery Test level 1 (Yo-Yo IR1) and Loughborough Soccer Passing Test (LSPT). Nineteen participants were randomly assigned to either the small-sided games training (SSGTG) (n = 10) or repeated-sprint training group (RSTG) (n = 9). Small-sided games or repeated-sprint training were added to the regular training sessions for two days of the regular practice week. The Wilcoxon signed-rank and Mann-Whitney U tests were used to examine differences in groups and training effects. A time x training group effect was found in the improvement of short-passing ability for the smallsided games training group which showed significantly better scores than the repeated-sprint training group (p ≤ 0.05). Both groups showed similar improvements in RSAdecrement (p < 0.05). Only the repeated-sprint training group improved in the Yo-Yo IR1 (p < 0.05). This study clearly shows that high-intensity small-sided games training can be used as an effective training mode to enhance both repeated sprint ability and short-passing ability. PMID:29339990

  4. Middle school injuries: a 20-year (1988-2008) multisport evaluation.

    PubMed

    Beachy, Glenn; Rauh, Mitchell

    2014-01-01

    Data on the incidence of injury in middle school sports are limited. To describe overall, practice, and game injury rate patterns in 29 middle school sports. Descriptive epidemiology study. Injury data collected over a 20-year period (1988-2008) at a single school. Boy (n = 8078) and girl (n = 5960) athletes participating in 14 and 15 middle school sports, respectively. Injury status and athlete-exposures (AEs) were collected by certified athletic trainers. Incidence rates per 1000 AEs (injuries/AEs) were calculated for overall incidence, practices and games, injury location, injury type, and injury severity (time lost from participation). Rate ratios (RRs) and 95% confidence intervals (CIs) were used to compare injury rates for sex-matched sports. Football had the highest injury rate for all injuries (16.03/1000 AEs) and for time-loss injuries (8.486/1000 AEs). In matched middle school sports, girls exhibited a higher injury rate for all injuries (7.686/1000 AEs, RR = 1.15, 95% CI = 1.1, 1.2) and time-loss injuries (2.944/1000 AEs, RR = 1.09, 95% CI = 1.0, 1.2) than boys (all injuries: 6.684/1000 AEs, time-loss injuries: 2.702/1000 AEs). Girls had a higher injury rate during practices (3.30/1000 AEs) than games (1.67/1000 AEs, RR = 1.97, 95% CI = 1.7, 2.4) for all sports. Only gymnastics (RR = 0.96, 95% CI = 0.3, 3.8) had a higher game injury rate for girls. Practice and game injury rates were nearly identical for boys in all sports (RR = 0.99, 95% CI = 0.9, 1.1). Only football (RR = 0.49, 95% CI = 0.4, 0.6) and boys' wrestling (RR = 0.50, 95% CI = 0.3, 0.8) reported higher game injury rates. Tendinitis injuries accounted for 19.1% of all middle school injuries. The risk for sport-related injury at the middle school level was greater during practices than games and greater for girls than boys in sex-matched sports. Conditioning programs may be needed to address the high rate of tendinitis injuries.

  5. The American High School

    ERIC Educational Resources Information Center

    Ediger, Marlow

    2008-01-01

    Of all levels of schooling, the high school receives by far the most criticism. There are continuous innovations recommended in journal articles, textbooks, and speeches at state/national conventions on ways to improve the secondary level of schooling. At one teacher education convention, the speaker was criticizing the American high school and…

  6. Using Insights from Game Theory in Evaluating Tenured Teachers.

    ERIC Educational Resources Information Center

    Hyman, Ronald T.

    Using game theory as a model, suggestions are made to improve tenured public school teachers' individualized professional improvement plans. Seven basic concepts are discussed: (1) the game concept, a situation which involves decision making by the participants; (2) strategy--a plan for behavior under varied circumstances; (3) payoff--the value of…

  7. Journalism Beyond High School.

    ERIC Educational Resources Information Center

    Turner, Sally

    2001-01-01

    Discusses the shift from high school journalism to college journalism for students. Describes the role of the high school journalism advisor in that process. Offers checklists for getting to know a college publication. Outlines ways high school journalism teachers can take advantage of journalism resources available at local colleges and…

  8. Teachers' Manual: Using Teams-Games-Tournament (TGT) in the Physical Science Classroom.

    ERIC Educational Resources Information Center

    Hollifield, John H.; Leavey, Marshall B.

    This teacher's manual provides general and specific guidelines for use of Teams-Games-Tournaments (TGT) Physical Science Curriculum materials at the junior high-middle school level. TGT is an innovative instructional model which focuses on the learning of basic skills, information, and concepts, rewarding students in small teams rather than at the…

  9. Genomics Analogy Model for Educators (GAME): From Jumping Genes to Alternative Splicing

    ERIC Educational Resources Information Center

    Corn, Joanie; Pittendrigh, Barry R.; Orvis, Kathryn S.

    2004-01-01

    Studies have shown that there is usually a lack of understanding concerning the fields of genetics and genomics among high school students (Lewis and Wood-Robinson, 2000). A recent article (Kirkpatrick et al, 2002) introduced the GAME (Genomics Analogy Model for Educators) model and two of its components: (1) explaining sequencing technology with…

  10. Learning Outcomes Associated with Classroom Implementation of a Biotechnology-Themed Video Game

    ERIC Educational Resources Information Center

    Barko, Tim; Sadler, Troy D.

    2013-01-01

    The educational video game Mission Biotech provides a virtual experience for students in learning biotechnology materials and tools. This study explores the use of Mission Biotech and the associated curriculum by three high school teachers and their students. All three classes demonstrated gains on a curriculum-aligned test of science content.…

  11. Readers, Players, and Watchers: EFL Students' Vocabulary Acquisition through Digital Video Games

    ERIC Educational Resources Information Center

    Ebrahimzadeh, Mohsen

    2017-01-01

    The present study investigated vocabulary acquisition through a commercial digital video game compared to a traditional pencil-and-paper treatment. Chosen through cluster sampling, 241 male high school students (age 12-18) participated in the study. They were randomly assigned to one of the following groups. The first group, called Readers,…

  12. Latino High School Students' Perceptions and Preferred Characteristics of High School Counselors

    ERIC Educational Resources Information Center

    Eckenrod-Green, Wendy; Culbreth, John R.

    2008-01-01

    With a trendsetting change in the demographic population of public high school students, school counselors need to be equipped with multicultural competence to better understand the needs of the students they serve, especially Latino students. Semi-structured interviews were conducted to obtain Latino high school students' perceptions and…

  13. Gaming Geography: Educational Games and Literacy Development in the Grade 4 Classroom

    ERIC Educational Resources Information Center

    Lotherington, Heather; Ronda, Natalia Sinitskaya

    2009-01-01

    This paper outlines a case study conducted in two public schools in the greater Toronto area as a complementary component of a multisite experimental study exploring educational game development as a learning activity for motivating and engaging students in curriculum-related literacy activities (Owston et al., 2007). Researchers studied children…

  14. Effect of addiction to computer games on physical and mental health of female and male students of guidance school in city of isfahan.

    PubMed

    Zamani, Eshrat; Chashmi, Maliheh; Hedayati, Nasim

    2009-01-01

    This study aimed to investigate the effects of addiction to computer games on physical and mental health of students. The study population includes all students in the second year of public guidance schools in the city of Isfahan in the educational year of 2009-2010. The sample size includes 564 students selected by multiple steps stratified sampling. Dependent variables include general health in dimensions of physical health, anxiety and sleeplessness and impaired social functioning. Data were collected using General Health Questionnaire (GHQ-28) scale and a questionnaire on addiction to computer games. Pearson's correlation coefficient and structural model were used for data analysis. There was a significant positive correlation between students' computer games addiction and their physical and mental health in dimensions of physical health, anxiety and sleeplessness There was a significant negative relationship between addictions to computer games and impaired social functioning. The results of this study are in agreement with the findings of other studies around the world. As the results show, addiction to computer games affects various dimensions of health and increases physical problems, anxiety and depression, while decreases social functioning disorder.

  15. Effect of Addiction to Computer Games on Physical and Mental Health of Female and Male Students of Guidance School in City of Isfahan

    PubMed Central

    Zamani, Eshrat; Chashmi, Maliheh; Hedayati, Nasim

    2009-01-01

    Background: This study aimed to investigate the effects of addiction to computer games on physical and mental health of students. Methods: The study population includes all students in the second year of public guidance schools in the city of Isfahan in the educational year of 2009-2010. The sample size includes 564 students selected by multiple steps stratified sampling. Dependent variables include general health in dimensions of physical health, anxiety and sleeplessness and impaired social functioning. Data were collected using General Health Questionnaire (GHQ-28) scale and a questionnaire on addiction to computer games. Pearson's correlation coefficient and structural model were used for data analysis. Findings: There was a significant positive correlation between students' computer games addiction and their physical and mental health in dimensions of physical health, anxiety and sleeplessness There was a significant negative relationship between addictions to computer games and impaired social functioning. Conclusion: The results of this study are in agreement with the findings of other studies around the world. As the results show, addiction to computer games affects various dimensions of health and increases physical problems, anxiety and depression, while decreases social functioning disorder. PMID:24494091

  16. High-Flying High-Poverty Schools

    ERIC Educational Resources Information Center

    American Educator, 2013

    2013-01-01

    In discussing socioeconomic integration before audiences, the author is frequently asked: What about high-poverty schools that do work? Don't they suggest that economic segregation isn't much of a problem after all? High-poverty public schools that beat the odds paint a heartening story that often attracts considerable media attention. In 2000,…

  17. Algorithms for Differential Games with Bounded Control and States.

    DTIC Science & Technology

    1982-03-01

    D-R124 642 ALGORITHMS FOR DIFFERENTIAL GAMES WI1TH BOUNDED CONTROL 1/2 AND STATES(U) CALIFORNIA UNIV LOS ANGELES SCHOOL OF ENGINEERING AND APPLIED...RECIPILNT’S CATALOG NUMBER None ~_________ TITLE (end Subtitle) S. TYPE OF REPORT P ERIOD COVERED ALGORITHMS FOR DIFFERENTIAL GAMES WITH Final, 11/29/79-11/28...problems are probably the most natural application of differential game theory and have been treated by many authors as such. Very few problems of this

  18. ENGAGE: A Game Based Learning and Problem Solving Framework

    DTIC Science & Technology

    2012-08-15

    multiplayer card game Creature Capture now supports an offline multiplayer mode (sharing a single computer), in response to feedback from teachers that a...Planetopia overworld will be ready for use by a number of physical schools as well as integrated into multiple online teaching resources. The games will be...From - To) 7/1/2012 – 7/31/2012 4. TITLE AND SUBTITLE ENGAGE: A Game Based Learning and Problem Solving Framework 5a. CONTRACT NUMBER N/A 5b

  19. Effects of video-game ownership on young boys' academic and behavioral functioning: a randomized, controlled study.

    PubMed

    Weis, Robert; Cerankosky, Brittany C

    2010-04-01

    Young boys who did not own video games were promised a video-game system and child-appropriate games in exchange for participating in an "ongoing study of child development." After baseline assessment of boys' academic achievement and parent- and teacher-reported behavior, boys were randomly assigned to receive the video-game system immediately or to receive the video-game system after follow-up assessment, 4 months later. Boys who received the system immediately spent more time playing video games and less time engaged in after-school academic activities than comparison children. Boys who received the system immediately also had lower reading and writing scores and greater teacher-reported academic problems at follow-up than comparison children. Amount of video-game play mediated the relationship between video-game ownership and academic outcomes. Results provide experimental evidence that video games may displace after-school activities that have educational value and may interfere with the development of reading and writing skills in some children.

  20. Personal, Social, and Game-Related Correlates of Active and Non-Active Gaming Among Dutch Gaming Adolescents: Survey-Based Multivariable, Multilevel Logistic Regression Analyses

    PubMed Central

    de Vet, Emely; Chinapaw, Mai JM; de Boer, Michiel; Seidell, Jacob C; Brug, Johannes

    2014-01-01

    Background Playing video games contributes substantially to sedentary behavior in youth. A new generation of video games—active games—seems to be a promising alternative to sedentary games to promote physical activity and reduce sedentary behavior. At this time, little is known about correlates of active and non-active gaming among adolescents. Objective The objective of this study was to examine potential personal, social, and game-related correlates of both active and non-active gaming in adolescents. Methods A survey assessing game behavior and potential personal, social, and game-related correlates was conducted among adolescents (12-16 years, N=353) recruited via schools. Multivariable, multilevel logistic regression analyses, adjusted for demographics (age, sex and educational level of adolescents), were conducted to examine personal, social, and game-related correlates of active gaming ≥1 hour per week (h/wk) and non-active gaming >7 h/wk. Results Active gaming ≥1 h/wk was significantly associated with a more positive attitude toward active gaming (OR 5.3, CI 2.4-11.8; P<.001), a less positive attitude toward non-active games (OR 0.30, CI 0.1-0.6; P=.002), a higher score on habit strength regarding gaming (OR 1.9, CI 1.2-3.2; P=.008) and having brothers/sisters (OR 6.7, CI 2.6-17.1; P<.001) and friends (OR 3.4, CI 1.4-8.4; P=.009) who spend more time on active gaming and a little bit lower score on game engagement (OR 0.95, CI 0.91-0.997; P=.04). Non-active gaming >7 h/wk was significantly associated with a more positive attitude toward non-active gaming (OR 2.6, CI 1.1-6.3; P=.035), a stronger habit regarding gaming (OR 3.0, CI 1.7-5.3; P<.001), having friends who spend more time on non-active gaming (OR 3.3, CI 1.46-7.53; P=.004), and a more positive image of a non-active gamer (OR 2, CI 1.07–3.75; P=.03). Conclusions Various factors were significantly associated with active gaming ≥1 h/wk and non-active gaming >7 h/wk. Active gaming is most

  1. Differential-Game Examination of Optimal Time-Sequential Fire-Support Strategies

    DTIC Science & Technology

    1976-09-01

    77 004033 NPS-55Tw76091 NAVAL POSTGRADUATE SCHOOL 4Monterey, California i ’ DIFFERENTIAL- GAME EXAMINATION OF OPTIMAL TIME-SEQUENTIAL FIRE...CATALOG NUMBER NPS-55Tw76091 4. TITLE (and Subtitle) S. TYPE OF REPDRT & PERIOD COVERED Differential- Game Examination of Optimal Tir Technical Report...NOTES 19. KEY WORDS (Continue on reverse side If necessary and identify by block number) Differential Games Lanchester Theory of Combat Military Tactics

  2. Descriptive study of dental injury incurred by junior high school and high school students during participation in school sports clubs.

    PubMed

    Nonoyama, Toshiya; Shimazaki, Yoshihiro; Nakagaki, Haruo; Tsuge, Shinpei

    2016-12-01

    Students often injure their teeth during participation in school-based sports clubs. This study examined the frequencies and types of dental injuries sustained at school sports clubs and compared the risk of dental injury among different sports. Based on injury statistics from the Japan Sport Council of the junior high schools and high schools in seven prefectures during fiscal year 2006, the risk of dental injury was estimated using a rate ratio (RR) by calculating the ratio of occurrence of dental injury under various circumstances. The RRs of exercise-related dental injury for boys and girls in junior high school were 0.7 (P < 0.001) and 1.3 (P < 0.05), respectively, and for those in high school were 2.6 (P < 0.001) and 2.7 (P < 0.001), respectively. In junior high school, softball (RR = 7.7) for boys and handball (RR = 3.9) for girls commonly led to dental injuries. In high school, Japanese-style wrestling (RR = 18.5) and rugby (RR = 7.3) for boys and handball (RR = 6.5) for girls had high risks for dental injury. Crown fracture was the predominant dental injury among boys and girls attending both junior high school and high school. The proportion of alveolar fracture was higher in school sports clubs than outside school sports clubs among high school boys. Contact or limited-contact sports had significantly higher risks for dental injuries than did noncontact sports. The results of this study suggest that teachers and administrators at schools should pay attention to the risk of dental injury among students participating in high-risk sports. © 2016 FDI World Dental Federation.

  3. Implementation of a Curriculum-Integrated Computer Game for Introducing Scientific Argumentation

    NASA Astrophysics Data System (ADS)

    Wallon, Robert C.; Jasti, Chandana; Lauren, Hillary Z. G.; Hug, Barbara

    2017-11-01

    Argumentation has been emphasized in recent US science education reform efforts (NGSS Lead States 2013; NRC 2012), and while existing studies have investigated approaches to introducing and supporting argumentation (e.g., McNeill and Krajcik in Journal of Research in Science Teaching, 45(1), 53-78, 2008; Kang et al. in Science Education, 98(4), 674-704, 2014), few studies have investigated how game-based approaches may be used to introduce argumentation to students. In this paper, we report findings from a design-based study of a teacher's use of a computer game intended to introduce the claim, evidence, reasoning (CER) framework (McNeill and Krajcik 2012) for scientific argumentation. We studied the implementation of the game over two iterations of development in a high school biology teacher's classes. The results of this study include aspects of enactment of the activities and student argument scores. We found the teacher used the game in aspects of explicit instruction of argumentation during both iterations, although the ways in which the game was used differed. Also, students' scores in the second iteration were significantly higher than the first iteration. These findings support the notion that students can learn argumentation through a game, especially when used in conjunction with explicit instruction and support in student materials. These findings also highlight the importance of analyzing classroom implementation in studies of game-based learning.

  4. Epidemiology of Exertional Heat Illnesses in Youth, High School, and College Football.

    PubMed

    Yeargin, Susan W; Kerr, Zachary Y; Casa, Douglas J; Djoko, Aristarque; Hayden, Ross; Parsons, John T; Dompier, Thomas P

    2016-08-01

    Data on exertional heat illness (EHI) in youth football are limited and have not been compared across competition levels. This study describes the epidemiology of EHI events in youth, high school (HS), and college football in the 2012-2014 seasons. One hundred and eighteen youth teams (players age 5-14 yr), 96 HS programs (~14-18 yr), and 34 college programs (~18-23 yr) participated. During games and practices, athletic trainers recorded EHI events and athlete exposures (AE), defined as one athlete participating in one game/practice. We calculated the number of reported EHI by time in season, game/practice, and need for emergency transportation. EHI rates, risk, included rate ratios (IRR), and risk ratios (RR) with 95% confidence intervals (CI) were calculated in 2015. EHI rates for youth, HS, and college football were 1.82, 0.57, and 1.67/10,000 AE, respectively. Rates were highest during the preseason (youth: 2.76; HS: 1.47; college: 3.66/10,000 AE). Game rates were higher than practice rates in youth (4.04 vs 1.22/10,000 AE; IRR = 3.31; 95% CI, 1.75-6.26) and college (4.42 vs 1.38/10,000 AE; IRR = 3.21; 95% CI, 2.00-5.16); the practice rate was higher than the game rate in HS (0.63 vs 0.27/10,000 AE; IRR = 2.33; 95% CI, 1.01-5.38). The EHI risk was higher in college (0.9%) than in youth (0.6%; RR = 1.59; 95% CI, 1.06-2.37) and HS (0.5%; RR = 2.01; 95% CI, 1.43-2.81). Common EHI events included heat cramps (youth: 15.8%; HS: 28.6%; college: 45.6%), heat exhaustion (youth: 42.1%; HS: 32.9%; college: 20.0%), and dehydration (youth: 31.6%; HS: 28.6%; college: 28.9%). EHI risk was low. Higher preseason football EHI rates across levels emphasize developing and continually modifying preseason heat acclimatization policies. Lower EHI rates in HS games and youth practices may be attributable to night events, suggesting the importance of modifying/canceling events based on environmental conditions.

  5. Evaluating High School IT

    ERIC Educational Resources Information Center

    Thompson, Brett A.

    2004-01-01

    Since its inception in 1997, Cisco's curriculum has entered thousands of high schools across the U.S. and around the world for two reasons: (1) Cisco has a large portion of the computer networking market, and thus has the resources for and interest in developing high school academies; and (2) high school curriculum development teams recognize the…

  6. Prevalence of Problematic Video Gaming among Ontario Adolescents

    ERIC Educational Resources Information Center

    Turner, Nigel E.; Paglia-Boak, Angela; Ballon, Bruce; Cheung, Joyce T. W.; Adlaf, Edward M.; Henderson, Joanna; Chan, Vincy; Rehm, Jurgen; Hamilton, Hayley; Mann, Robert E.

    2012-01-01

    Video game playing has become a very popular activity among adolescents. Its impact on the mental health and well-being of players is just beginning to be explored. This paper reports on the prevalence of problematic gaming in a representative sample of 2,832 Ontario students in grades 7 to 12. The survey included questions about the school grade,…

  7. Correlates of video games playing among adolescents in an Islamic country

    PubMed Central

    2010-01-01

    Background No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. Methods This cross-sectional study was performed with a random sample of 444 adolescents recruited from eight middle schools. A self-administered, anonymous questionnaire covered socio-demographics, video gaming behaviors, mental health status, self-reported aggressive behaviors, and perceived side effects of video game playing. Results Overall, participants spent an average of 6.3 hours per week playing video games. Moreover, 47% of participants reported that they had played one or more intensely violent games. Non-gamers reported suffering poorer mental health compared to excessive gamers. Both non-gamers and excessive gamers overall reported suffering poorer mental health compared to low or moderate players. Participants who initiated gaming at younger ages were more likely to score poorer in mental health measures. Participants' self-reported aggressive behaviors were associated with length of gaming. Boys, but not girls, who reported playing video games excessively showed more aggressive behaviors. A multiple binary logistic regression shows that when controlling for other variables, older students, those who perceived less serious side effects of video gaming, and those who have personal computers, were more likely to report that they had played video games excessively. Conclusion Our data show a curvilinear relationship between video game playing and mental health outcomes, with "moderate" gamers faring best and "excessive" gamers showing mild increases in problematic behaviors. Interestingly, "non-gamers" clearly

  8. Correlates of video games playing among adolescents in an Islamic country.

    PubMed

    Allahverdipour, Hamid; Bazargan, Mohsen; Farhadinasab, Abdollah; Moeini, Babak

    2010-05-27

    No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. This cross-sectional study was performed with a random sample of 444 adolescents recruited from eight middle schools. A self-administered, anonymous questionnaire covered socio-demographics, video gaming behaviors, mental health status, self-reported aggressive behaviors, and perceived side effects of video game playing. Overall, participants spent an average of 6.3 hours per week playing video games. Moreover, 47% of participants reported that they had played one or more intensely violent games. Non-gamers reported suffering poorer mental health compared to excessive gamers. Both non-gamers and excessive gamers overall reported suffering poorer mental health compared to low or moderate players. Participants who initiated gaming at younger ages were more likely to score poorer in mental health measures. Participants' self-reported aggressive behaviors were associated with length of gaming. Boys, but not girls, who reported playing video games excessively showed more aggressive behaviors. A multiple binary logistic regression shows that when controlling for other variables, older students, those who perceived less serious side effects of video gaming, and those who have personal computers, were more likely to report that they had played video games excessively. Our data show a curvilinear relationship between video game playing and mental health outcomes, with "moderate" gamers faring best and "excessive" gamers showing mild increases in problematic behaviors. Interestingly, "non-gamers" clearly show the worst outcomes. Therefore

  9. Pedagogical Stances of High School ESL Teachers: "Huelgas" in High School ESL Classrooms

    ERIC Educational Resources Information Center

    del Carmen Salazar, Maria

    2010-01-01

    This article presents a qualitative case study of the pedagogical stances of high school English as a Second Language (ESL) teachers, and the subsequent responses of resistance or conformity by their English Language Learners (ELLs). The participants include three high school ESL teachers and 60 high school ESL students of Mexican origin. Findings…

  10. A Learner-Centred Game-Design Approach: Impacts on Teachers' Creativity

    ERIC Educational Resources Information Center

    Frossard, Frederique; Barajas, Mario; Trifonova, Anna

    2012-01-01

    This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…

  11. Cooperative Games as an Intervention to Promote Cross-racial Acceptance.

    ERIC Educational Resources Information Center

    Rogers, Marian; And Others

    1981-01-01

    More cross-racial interaction was found among boys because they participate in more team sports. Cooperative games have a strong potential for facilitating social acceptance among desegregated elementary school girls. Observations of cross-racial prosocial and antagonistic interactions revealed the practical value of games for increasing…

  12. Learning the Rules of the Game: The Nature of Game and Classroom Supports When Using a Concept-Integrated Digital Physics Game in the Middle School Science Classroom

    ERIC Educational Resources Information Center

    Stewart, Phillip Michael, Jr.

    2013-01-01

    Games in science education is emerging as a popular topic of scholarly inquiry. The National Research Council recently published a report detailing a research agenda for games and science education entitled "Learning Science Through Computer Games and Simulations" (2011). The report recommends moving beyond typical proof-of-concept…

  13. The Impact of a Hybrid Sport Education-Invasion Games Competence Model Soccer Unit on Students' Decision Making, Skill Execution and Overall Game Performance

    ERIC Educational Resources Information Center

    Mesquita, Isabel; Farias, Claudio; Hastie, Peter

    2012-01-01

    The purpose of this study was to examine the impact of a hybrid Sport Education-Invasion Games Competence Model (SE-IGCM) unit application on students' improvements in decision making, skill execution and overall game performance, during a soccer season. Twenty-six fifth-grade students from a Portuguese public elementary school participated in a…

  14. The Effect of Computer Games on Students' Critical Thinking Disposition and Educational Achievement

    ERIC Educational Resources Information Center

    Seifi, Mohammad; Derikvandi, Zahra; Moosavipour, Saeed; Khodabandelou, Rouhollah

    2015-01-01

    The main aim of this research was to investigate the effect of computer games on student' critical thinking disposition and educational achievement. The research method was descriptive, and its type was casual-comparative. The sample included 270 female high school students in Andimeshk town selected by multistage cluster method. Ricketts…

  15. The Myth of Mental Illness Game: Sick is Just a Four Letter Word

    ERIC Educational Resources Information Center

    Gardner, James M.

    1976-01-01

    A comparative study of two high school courses about mental illness shows that a medical model course increased students' feelings that causal determinants of problems in living are rooted in childhood, whereas a course using the Mental Illness Game promoted increased emphasis on psychosocial influences and social tolerance. (Author/AV)

  16. Project Georgia High School/High Tech

    NASA Technical Reports Server (NTRS)

    2000-01-01

    Georgia High School/High Tech has been developing a suggested curriculum for use in its programs. The purpose of this instructional material is to provide a basic curriculum format for teachers of High School/High Tech students. The curriculum is designed to implement QCC classroom instruction that encourages career development in technological fields through post-secondary education, paid summer internships, and exposure to experiences in high technology.

  17. What High Schools are Like.

    ERIC Educational Resources Information Center

    Arnstine, Donald

    1987-01-01

    Reviews three recent books on high schools: "The Last Little Citadel: American High Schools Since 1940" (Hampel, 1986), "The Shopping Mall High School: Winners and Losers in the Educational Marketplace" (Powell, Farrar, and Cohen, 1985), and "Multiple Realities: A Study of 13 American High Schools" (Tye, 1985). Notes that all three books are based…

  18. A Study on Exploiting Commercial Digital Games into School Context

    ERIC Educational Resources Information Center

    Panoutsopoulos, Hercules; Sampson, Demetrios G.

    2012-01-01

    Digital game-based learning is a research field within the context of technology-enhanced learning that has attracted significant research interest. Commercial off-the-shelf digital games have the potential to provide concrete learning experiences and allow for drawing links between abstract concepts and real-world situations. The aim of this…

  19. "We Don't Need No Education": Video Game Preferences, Video Game Motivations, and Aggressiveness among Adolescent Boys of Different Educational Ability Levels

    ERIC Educational Resources Information Center

    Bijvank, Marije Nije; Konijn, Elly A.; Bushman, Brad J.

    2012-01-01

    This research focuses on low educational ability as a risk factor for aggression and violent game play. We propose that boys of lower educational ability are more attracted to violent video games than other boys are, and that they are also higher in trait aggressiveness and sensation seeking. Participants were Dutch boys in public schools (N =…

  20. Astro-tainment: Using modern and indigenous games to communicate astronomy

    NASA Astrophysics Data System (ADS)

    Manxoyi, S.

    2008-06-01

    Games are by their nature interactive, informative and developmental and in many cases full of fun and entertainment. SAAO has used modern and indigenous games to communicate astronomy to learners, educators and members of the public. These games include board, card, stone, pen and paper, domino, singalongs, ball and computer games. The use of games serves to simplify, demystify and communicate hard concepts in a fun way. They extend beyond the confines of institutions as games can be played at home and school. There is also no need for supervision when rules are mastered. This presentation also examines the principles (racing, collection, simulation and placing) which underpin our games as well seeking to demonstrate how simple materials can be transformed into communication and educational tools by infusing relevant astronomical knowledge.