2015
DOI: 10.1016/j.chb.2015.07.001
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Using video game play to improve education-majors’ mathematical performance: An experimental study

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Cited by 49 publications
(43 citation statements)
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References 35 publications
(53 reference statements)
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“…Although the positive effects of health gaming have been demonstrated by a large body of research, [1][2][3][4] numerous studies have systematically reported potentially harmful effects games can have on human health due to its potentially addictive properties [5][6][7] and overall detrimental effects [8][9][10][11] in several life domains for a minority of gamers. Such harmful effects related to addiction to gaming can include decreased levels of exercise and sports, 12 impaired decision-making, 13 poorer psychosomatic health, 14 greater incidence of psychiatric symptoms, 15 lower expected college engagement and grades in adolescent students, 5 compromised prefrontal cognitive control over emotional interference, 16 in addition to other psychiatric disorders and abnormal behaviors.…”
Section: Introductionmentioning
confidence: 99%
“…Although the positive effects of health gaming have been demonstrated by a large body of research, [1][2][3][4] numerous studies have systematically reported potentially harmful effects games can have on human health due to its potentially addictive properties [5][6][7] and overall detrimental effects [8][9][10][11] in several life domains for a minority of gamers. Such harmful effects related to addiction to gaming can include decreased levels of exercise and sports, 12 impaired decision-making, 13 poorer psychosomatic health, 14 greater incidence of psychiatric symptoms, 15 lower expected college engagement and grades in adolescent students, 5 compromised prefrontal cognitive control over emotional interference, 16 in addition to other psychiatric disorders and abnormal behaviors.…”
Section: Introductionmentioning
confidence: 99%
“…Currently, video games and digital games are part of our culture and idiosyncrasies [37]. Dealing with education from the digital point of view implies a change of perspective.…”
Section: Discussionmentioning
confidence: 99%
“…Learners use their thinking ablity in order to complete activities like puzzles or quizzes. Novak & Tassell, (2015) investigated that the relationship between the time of usage of game between two groups. The learners who play the game for 10 hours show significant improvement in memory and gemotery performances.…”
Section: M1 = Mean Of Treatment Groupmentioning
confidence: 99%