Determining Human Development Competency Training Needs of Family and Consumer Sciences Extension Professionals

2021 ◽  
Vol 49 (3) ◽  
pp. 222-237
Author(s):  
Alisha M. Hardman ◽  
Marina D. Denny ◽  
AlliGrace Story ◽  
Geoffrey Denny
2021 ◽  
Vol 113 (2) ◽  
pp. 46-49
Author(s):  
Ezequiel Aleman ◽  
Larysa Nadolny

Digital games can provide fun, motivating, and challenging experiences for students in the classroom. Recent research on educational games has shown that game play can positively influence academic achievement, engagement, and 21st century skills (Abdul Jabbar & Felicia, 2015; Qian & Clark, 2016). When playing games, students solve problems, collaborate with peers, and practice new skills—all within a digital environment. There are multiple games that simulate preparing and serving food. Generally, players are tasked to prepare food based on the requests of customers. Ingredients are processed on different tables or appliances, and final dishes are delivered to customers. Players who fail to complete recipes correctly or take too long during preparation may negatively influence customers' expectations. Although games vary in quality and applicability to the classroom, many address components of the Food Service and Production standard to "integrate knowledge, skills, and practices required for careers in food production and services" (National Association of State Administrators of Family and Consumer Sciences [NASAFACS], 2018, p.1).


2021 ◽  
Author(s):  
Crystal Tyler-Mackey ◽  
Karen DeBord

2011 ◽  
Vol 26 (2) ◽  
Author(s):  
Julie D. Dainty ◽  
Brian A. Sandford ◽  
Sho-Hsien Su ◽  
Gregory G. Belcher

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