2003
DOI: 10.1016/s0749-3797(02)00570-6
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Cited by 259 publications
(79 citation statements)
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References 37 publications
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“…Traditionally, games have been used in the areas of health and physical education to increase health-related knowledge or change behaviors. Areas include skin cancer and sun protection (Hewitt et al, 2001), diet and physical activity (Baranowski, Marsh, & deMoor, 2003;Casazza & Ciccazzo, 2006), and prevention of chronic diseases such as diabetes and asthma (Brown et al, 1997). For young people who belong to "the net" generation (Prensky, 2001b), games represent an effective option for those who think and process information differently and desire interactive rather than traditional learning modes.…”
Section: Games As a Social Product For Behavior Changementioning
confidence: 99%
“…Traditionally, games have been used in the areas of health and physical education to increase health-related knowledge or change behaviors. Areas include skin cancer and sun protection (Hewitt et al, 2001), diet and physical activity (Baranowski, Marsh, & deMoor, 2003;Casazza & Ciccazzo, 2006), and prevention of chronic diseases such as diabetes and asthma (Brown et al, 1997). For young people who belong to "the net" generation (Prensky, 2001b), games represent an effective option for those who think and process information differently and desire interactive rather than traditional learning modes.…”
Section: Games As a Social Product For Behavior Changementioning
confidence: 99%
“…21 For example, trials have shown that when children play games targeting higher consumption of nutritious foods they consume significantly more servings of fruits and vegetables when compared to children who do not play these games 22,23 , or children who visit standard knowledge-based or instructional websites. 24–28 Pemprek and Cavert (2009) found that the use of rewards is an important element of gaming that can modify preferences and behaviors among children, with games that award points for capturing nutritious snacks and deduct points for capturing less nutritious snacks emerging as most effective.…”
Section: Methods and Resultsmentioning
confidence: 99%
“…Tout simplement parce que l'importance du jeu en éducation est, depuis longtemps, valorisée par de nombreux auteurs (Dewey et Deledalle, 1983;Piaget, 1959;Winnicott, 1975) et qu'aujourd'hui, le recours à sa forme numérique, le jeu vidéo, qui plus est, première industrie culturelle au monde 4 , apparaît donc comme une évidence. Cependant, tout ne fut pas aussi évident et simple concernant le recours au jeu vidéo en salle de classe, même si la recherche a montré qu'y avoir recours pouvait offrir des conditions très clairement favorables à certains apprentissages (Baranowski et al, 2003) et produire des effets positifs sur les joueurs aux niveaux « cognitifs, affectifs et psychomoteurs » (Shaftel, Pass et Schnabel, 2005). En effet, il a été prouvé que la prise de plaisir suscitée par le fait de jouer aux jeux vidéo était particulièrement importante dans tout apprentissage (Picard, 2016), au même titre que la situation de flow (ou d' expérience optimale) (Csikszentmihalyi, 1990) que peut faire naître cette pratique.…”
Section: Des Jeux Vidéo Pour Apprendre… à L'écoleunclassified