scholarly journals Exposing High School Students to Concurrent Programming Principles Using Video Game Scripting Engines

2020 ◽  
Author(s):  
Michael Steffen ◽  
Joseph Zambreno
Author(s):  
I Dewa Putu Eskasasnanda

Science and technology development causes a lot of changes in any fields including the form of popular games among the Junior and Senior High School students in Indonesia.The traditional games that are famous formerly have been replaced by the modern games like online video game.This article discusses the cause and effect of the online video game playing on the Junior and Senior High Schools students in Malang.This study reveal that students play video games online due to peers pressure; and online video games are liked because they are considered more modern, practical, realistic and varied. Initially, students play online video games to relieve the fatigue due to studying at school, but subsequently, they are becoming addicted, and reach a condition that they find it difficult to stop playing games.This condition will directly affect their achievement in school.


2016 ◽  
Vol 32 (1) ◽  
pp. 89-95 ◽  
Author(s):  
Zewditu Demissie ◽  
Danice K. Eaton ◽  
Richard Lowry ◽  
Allison J. Nihiser ◽  
Jennifer L. Foltz

Purpose: To determine the prevalence and correlates of missing meals among adolescents. Design: The 2010 National Youth Physical Activity and Nutrition Study, a cross-sectional study. Setting: School based. Participants: A nationally representative sample of 11 429 high school students. Measures: Breakfast, lunch, and dinner consumption; demographics; measured and perceived weight status; physical activity and sedentary behaviors; and fruit, vegetable, milk, sugar-sweetened beverage, and fast-food intake. Analysis: Prevalence estimates for missing breakfast, lunch, or dinner on ≥1 day during the past 7 days were calculated. Associations between demographics and missing meals were tested. Associations of lifestyle and dietary behaviors with missing meals were examined using logistic regression controlling for sex, race/ethnicity, and grade. Results: In 2010, 63.1% of students missed breakfast, 38.2% missed lunch, and 23.3% missed dinner; the prevalence was highest among female and non-Hispanic black students. Being overweight/obese, perceiving oneself to be overweight, and video game/computer use were associated with increased risk of missing meals. Physical activity behaviors were associated with reduced risk of missing meals. Students who missed breakfast were less likely to eat fruits and vegetables and more likely to consume sugar-sweetened beverages and fast food. Conclusion: Breakfast was the most frequently missed meal, and missing breakfast was associated with the greatest number of less healthy dietary practices. Intervention and education efforts might prioritize breakfast consumption.


2017 ◽  
Vol 10 (2) ◽  
pp. 1 ◽  
Author(s):  
Mohsen Ebrahimzadeh

The present study investigated vocabulary acquisition through a commercial digital video game compared to a traditional pencil-and-paper treatment. Chosen through cluster sampling, 241 male high school students (age 12–18) participated in the study. They were randomly assigned to one of the following groups. The first group, called Readers, involved those who learned vocabulary through intensive reading; the second group, Players, learned vocabulary through playing a digital video game; the third group, Watchers, were trained through watching two classmates play the digital video game. The vocabulary items were first pretested. Next, each group underwent training for five weeks (one session a week). Then, the vocabulary items were posttested. Also, field notes were made. To compare the three groups, a mixed between within subjects ANOVA was run. Results indicated that the Players and Watchers outperformed the Readers. It is concluded that digital video games can be beneficial complementary activities for vocabulary acquisition in high school classrooms.


2021 ◽  
Vol 12 ◽  
Author(s):  
Marina Milyavskaya ◽  
Brian M. Galla ◽  
Michael Inzlicht ◽  
Angela L. Duckworth

People generally prefer easier over more difficult mental tasks. Using two different adaptations of a demand selection task, we show that interest can influence this effect, such that participants choose options with a higher cognitive workload. Interest was also associated with lower feelings of fatigue. In two studies, participants (N = 63 and N = 158) repeatedly made a choice between completing a difficult or easy math problem. Results show that liking math predicts choosing more difficult (vs. easy) math problems (even after controlling for perceived math skill). Two additional studies used the Academic Diligence Task (Galla et al., 2014), where high school students (N = 447 and N = 884) could toggle between a math task and playing a video game/watching videos. In these studies, we again find that math interest relates to greater proportion of time spent on the math problems. Three of these four studies also examined perceived fatigue, finding that interest relates to lower fatigue. An internal meta-analysis of the four studies finds a small but robust effect of interest on both the willingness to exert greater effort and the experience of less fatigue (despite engaging in more effort).


Circulation ◽  
2012 ◽  
Vol 125 (suppl_10) ◽  
Author(s):  
Janet E Fulton ◽  
MinKyoung Song ◽  
Dianna D Carroll ◽  
Sarah M Lee

Objective: Active video game usage (active gaming) is a viable way to encourage and increase physical activity. Video game technology is perceived as ubiquitous although no current nationally-representative study describes participation in active gaming in U.S. youth. Our study describes the proportion of high school youth who report active gaming and the characteristics associated with active gaming. Methods: The National Youth Physical Activity and Nutrition Survey, 2010 provided data for this study. A nationally representative sample of 9,125 U.S. students in grades 9=12 completed a self-administered questionnaire during class in Spring, 2010. The survey response rate was 73%. Active gaming was assessed as the number of days reported participating in active video games [Wii, Dance Dance Revolution] in the past 7 days. Students reporting ≥1 days were classified as active gamers. Characteristics hypothesized to be associated with active gaming [demographic (sex, grade, race/ethnicity), BMI (normal, overweight, obese), sedentary behaviors (watching DVDs and TV), and physical activity (sports and physical education participation, meeting aerobic and muscle strengthening guidelines)] were also obtained from the questionnaire. Statistical software was used to account for complex sampling and to calculate prevalence estimates and 95% confidence intervals (CI). Logistic regression was used to examine the association between active gaming and demographic characteristics, BMI, sedentary behaviors, and physical activity. Results: The proportion of U.S. high school students reporting active gaming was 39.9% (95% CI = 37.9, 42.0%). Adjusting for all covariates, the following characteristics were positively associated (p<0.05) with active gaming: 9 th and 10 th grades (versus 12 th grade), African-American race/ethnicity (versus Hispanic), overweight or obese (versus normal weight), watching DVDs >0 hours/day (versus watching DVDs 0 hours/day) and watching TV >0 hours/day (versus watching TV 0 hours/day), and meeting aerobic physical activity and muscle strengthening guidelines (versus not meeting the respective guidelines). Conclusion: Four out of 10 U.S. high school students report participating in active gaming. Active gamers are more likely to be younger, African-American, overweight or obese, spend time watching DVDs or TV, and meet physical activity guidelines. Active gaming may be a viable mode for U.S. youth to meet physical activity guidelines.


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