LOGIN TO YOUR ACCOUNT

Username
Password
Remember Me
Or use your Academic/Social account:

CREATE AN ACCOUNT

Or use your Academic/Social account:

Congratulations!

You have just completed your registration at OpenAire.

Before you can login to the site, you will need to activate your account. An e-mail will be sent to you with the proper instructions.

Important!

Please note that this site is currently undergoing Beta testing.
Any new content you create is not guaranteed to be present to the final version of the site upon release.

Thank you for your patience,
OpenAire Dev Team.

Close This Message

CREATE AN ACCOUNT

Name:
Username:
Password:
Verify Password:
E-mail:
Verify E-mail:
*All Fields Are Required.
Please Verify You Are Human:
fbtwitterlinkedinvimeoflicker grey 14rssslideshare1
Tannahill, Nick; Tissington, Patrick; Senior, Carl (2012)
Publisher: Frontiers Research Foundation
Journal: Frontiers in Psychology
Languages: English
Types: Article
Subjects: Digital, opinion Article, DGBL, Psychology, COTS, manop, Commercial Video Games, games, BF1-990, Learning

Classified by OpenAIRE into

ACM Ref: ComputingMilieux_COMPUTERSANDEDUCATION, ComputingMilieux_PERSONALCOMPUTING
Here it is argued that with game-based learning it is possible, through their inherent teaching mechanisms, to sustain stimulation throughout a class within higher education. That is, the “net generation” (Tapscott, 1999, p. 6) is intrinsically motivated by games and that commercial video games have a potentially important role in the classroom to assist learning of a range of crucial transferable skills. We further argue that commercial off the shelf (COTS) game design is replete with effective constructivist teaching structures and that such games should play a more prominent role within mainstream education.
  • The results below are discovered through our pilot algorithms. Let us know how we are doing!

    • Achtman,R.L.,Green,C.S.,and Bavelier,D.(2008).Video games as a tool to train visual skills. Restor. Neurol. Neurosci. 26, 435-446.
    • Chatefild, T. (2010). Why Games are the 21st Century's Most Serious Business. London: The Royal Society for the Encouragement of Arts.
    • Corlett, E. N. (1965). Some problems of management education in Britain and a proposed solution.Manage. Int. 5, 53-56.
    • Csíkszentmihályi, M. (1992). Flow: The Psychology of Optimal Experience. Cambridge: Cambridge University Press.
    • Earling, A. (1996). The tetris effect: do computer games fry your brain? Philadelphia Citypaper. Available at: http://archives.citypaper.net/articles/032196/article038.shtml (accessed March 21-28).
    • Ebner, M., and Hoizinger, A. (2006). Successful implementation of user-centered game based learning in higher education: an example from civil engineering. Comput. Educ. 49, 873-890.
    • Frand, J. L. (2000). The information age mindset. Educause Rev. 35, 15-24.
    • Gee, J. P. (2007). What Video Games Have to Teach us About Learning and Literacy. Basingstoke: Palgrave Macmillan.
    • Green, C. S., and Bavelier, D. (2006). Effect of action video games on the spatial distribution of visuospatial attention. J. Exp. Psychol. Hum. Percept. Perform. 32, 1465-1478.
    • Griftfihs, M. (2002). The educational benetfis of videogames. Educ. Health 20, 47-51.
    • Johnson, S. (2006). Everything Bad is Good for You. London: Penguin Press.
    • Koepp, M. J., Gunn, R. N., Lawrence,A. D., Cunningham, V. J., Dagher, A., Jones, T., Brooks, D. J., and Grasby, P. M. (1998). Evidence for striatal dopamine release during a video game. Nature 21, 266-268.
    • Lega, B. C., Kahana, M. J. B., Jaggi, J., Baltuch, G. H., and Zaghoul, K. (2011). Neuronal and oscillatory activity during reward processing in the human ventral striatum. NeuroReport 22, 795-800.
    • Ryan,R.,Rigby,S.,and Przybylski,A.(2006).The motivational pull of video games: a self-determination theory approach. Motiv. Emot. 30, 344-360.
    • Senior,C.,and Cubbidge,R.(2010).Enhancing employability in the“ME generation.”Educ.Train. 52,445-449.
    • Stickgold,R.,Malia,A.,Maguire,D.,Roddenbury,D.,and O'Connor,M.(2000).Replaying the game:hypnagogic images in normals and amnesics.Science 290,350-353.
    • Stuart, K. (2011). The seduction secrets of video game designers. The Guardian. Available at: http://www. guardian.co.uk/technology/2011/may/15/videogame-design-psychology (Sunday 15th May).
    • Swing, E. L., Gentile, D. A., Anderson, C. A., and Walsh, D.A. (2010). Television and video game exposure and the development of attention problems, Pediatrics 126, 214-221.
    • Tapscott, D. (1999). Educating the net generation. Educ. Leadersh. 56, 6-11.
    • Van Eck, R. (2006). Digital game-based learning: it's not just the digital natives who are restless. Educause Rev. 41, 17-30.
    • Wright, W. (2009). A Conversation with Will Wright, Keynote Lecture at the Web 2.0 Expo. New York: Javits Centre.
  • No related research data.
  • No similar publications.