Foreign Experience in the Use of Computer Games in Teaching Children

1112

Abstract

Compares games as one of the most interesting phenomena related to the computerization are the subject of many foreign and domestic psychological researches. The article presents the characteristics of the following international study destinations of computer (video) games: firstly, the scope of use of computer games in education, secondly, study computer’s game influence of the cognitive domain of children, as well as formation of different skills. Such studies, however, do not consider computer games as an object, and stop only at specific areas of attention or perception. We discussed the question about common conceptual and methodological basis for the construction of research, which will classify and interpret the private research in this area. It lists the various (both positive and negative) effects on the influence of computer games on the mental development of the player, their significant developmental and educational potential.

General Information

Keywords: computergames, educational influence of computer games on the identity technology

Journal rubric: Psychology of Education

Article type: scientific article

DOI: https://doi.org/10.17759/psyedu.2016080404

For citation: Grigoriev I.S. Foreign Experience in the Use of Computer Games in Teaching Children [Elektronnyi resurs]. Psikhologicheskaya nauka i obrazovanie psyedu.ru [Psychological Science and Education psyedu.ru], 2016. Vol. 8, no. 4, pp. 33–40. DOI: 10.17759/psyedu.2016080404. (In Russ., аbstr. in Engl.)

References

  1. Bandura A. Teoriyasocial'nogonaucheniya [Social learning theory]. Saint Petersburg: Evraziya, 2000. 320 p.
  2. Smirnova E.O., Sokolova M.V., Sheina E.G. Podhody k ponimaniyuigry v sovremennoizapadnoipsihologii [Elektronnyiresurs] [Approaches to the understanding of play in contemporary western psychology]. Sovremennayazarubezhnayapsihologiya [Contemporary foreign psychology], 2012, no. 1,  pp. 53–64. URL: https://psyjournals.ru/jmfp/2012/n1/50107.shtml (date: 09.03.2016)
  3. Anderson C.A., Bushman B.J. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, psychological arousal and prosocial behavior: a meta-analytic review of the scientific literature. Psychological science, 2001, no. 12(5), pp. 353-359.
  4. Blumberg F. (Ed.). Learning by playing: Video gaming in education. NewYork, NY: Oxford University Press, 2014, 42 p.
  5. Breuer J., Kowert R., Festl R., Quand T.  Sexist games = sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes. Cyberpsychology, Behavior, andSocialNetworking, 2015,  no. 18(4). 197 p.
  6. Breuer J., Vogelgesang J., Quandt T., Festl R. Violent video games and physical aggression: Evidence for a selection effect among adolescents. Psychology of Popular Media Culture, 2015, no. 4(4), pp. 305-328.
  7. Gee J.P. What video games have to teach us about learning and literacy. New York: Palgrave Macmillan, 2003. 256 p.
  8. Gee J.P. The Anti-Education Era: Creating Smarter Students through Digital Learning. New York, NY: St.Martin’s Press, 2013. 215 p.
  9. Gentile D.A., Stone, W. Violent video games effects on children and adolescents: a review of the literature. Minerva pediatrica, 2005, no. 57, pp. 337-358.
  10. Green S.C., Bavelier D. Action video game modifies visual selective attention. Nature, 2003, no. 423, pp. 534-537.
  11. Griffiths M. Violent video games and aggression: a review of the literature. Agression and violent behavior, 1999, no. 4 (2), pp. 203-212.
  12. Kirriemuir J., McFarlane, A. Literature revive in games and learning. Harbourside: NESTA futurelab, 2004. 40 p.
  13. MacMahan A. Immersion, Engagement, and Presence: A method for analyzing 3-D video games. New York: Routledge, 2003, pp. 67-86.
  14. Mayer R. E. Computer games for learning: An evidence-based approach. Cambridge, MA: MIT Press, 2014. 281 p.
  15. McGonigal J. The puppet master problem: Design for real-world mission-based gaming. Harrigan P. (adds), Second Person Role-playing and story in games. Journal of educational psychology, 2007, no. 97(1), pp.117-128.
  16. Moreno R., Mayer R.E. Role of guidance, reflection, and interactivity in an agent-based multimedia game. Journal of educational psychology, 2005, no. 97(1), pp. 117-128.
  17. Prensky M. Digital game-based learning. New York: McGraw-Hill, 2001. 442 p.
  18. Pursell C. From playground to PlayStation: the interaction of technology and play. Johns Hopkins University Press, 2015. 216 p.
  19. Rebetez C., Betancourt M. Video game research in cognitive and educational sciences. Cognition, Brain, and Behavior. 2007, no. XI, no. 1 (March), pp. 131-142.
  20. Rieber L.P., Tzeng S.-C., Tribble K. Discovery learning, representation, and explanation within a computer-based simulation: finding the right mix. Learning and Instruction, 2004, no. 14, pp. 307-323.
  21. Young M. F., Slota S., Cutter A. B., Jalette G., Mullin G., Lai B., Yukhymenko M. Our princess is in another castle: A review of trends in serious gaming. ReviewofEducationalResearch, 2012, no. 82 (1), pp. 61–89.

Information About the Authors

Igor S. Grigoriev, Post-graduate Student of the Department of age Psychology of the Faculty of Psychology of education, Moscow State University of Psychology & Education, Moscow, Russia, e-mail: i.grigoryev@mailvg.ru

Metrics

Views

Total: 4733
Previous month: 46
Current month: 13

Downloads

Total: 1112
Previous month: 2
Current month: 3