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Autor/inn/en | Eichenbaum, Adam; Bavelier, Daphne; Green, C. Shawn |
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Titel | Video Games: Play That Can Do Serious Good |
Quelle | In: American Journal of Play, 7 (2014) 1, S.50-72 (23 Seiten)
PDF als Volltext |
Sprache | englisch |
Dokumenttyp | gedruckt; online; Zeitschriftenaufsatz |
ISSN | 1938-0399 |
Schlagwörter | Video Games; Educational Technology; Cognitive Development; Older Adults; Learning Strategies; Brain; Perceptual Development; Visual Perception; Attention; Executive Function; Relevance (Education); Job Skills; Teaching Methods Video game; Videospiel; Videospiele; Unterrichtsmedien; Kognitive Entwicklung; Älterer Erwachsener; Learning methode; Learning techniques; Lernmethode; Lernstrategie; Gehirn; Wahrnehmungsentwicklung; Visuelle Wahrnehmung; Aufmerksamkeit; Relevance; Relevanz; Produktive Fertigkeit; Teaching method; Lehrmethode; Unterrichtsmethode |
Abstract | The authors review recent research that reveals how today's video games instantiate naturally and effectively many principles psychologists, neuroscientists, and educators believe critical for learning. A large body of research exists showing that the effects of these games are much broader. In fact, some types of commercial games have been proven to enhance basic perceptual and cognitive skills. These effects are significant enough that educators use these games for such practical, real-world purposes as training surgeons and rehabilitating individuals with perceptual or cognitive deficits. Although many individuals may still consider video games nothing more than mindless fun, the authors argue that games serve also as serious tools for good. (As Provided). |
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Erfasst von | ERIC (Education Resources Information Center), Washington, DC |
Update | 2017/4/10 |