scholarly journals Assessment of Perception and Perspective of Video Games on the Children: A Case Study of Tirana, Albania

2021 ◽  
Vol 17 (12) ◽  
Author(s):  
Ermelinda Satka ◽  
Pranvera Troka

Internet is a communication tool used in entertainment worldwide. The Internet is no longer a novelty for children and young people, but a necessity for them. For many children, today the distinction between online and daily activities is becoming smaller. Gradually, the computer game industry has become a lucrative business, increasing its production every day. The recent technology, depending on “PlayStation” slots, has begun to make significant impacts by creating a problem that needs to be addressed. On the other hand, there is little evidence that shows how social professionals are responding to new child protection challenges while navigating online. This paper focuses on describing, identifying, and assessing the perception and perspective of children aged 7-14 who are involved in playing computer games at PlayStation centers in Tirana. The method used in the study is qualitative research, which is specifically a case study research. The main instrument for data collection is the semi-structured interview with 20 children who are users of video games at PlayStation centers in the New Tirana neighborhood. The data analysis showed that children has a high attendance and dependence on computer games at PlayStation centers, leading to children's positive perceptions and attitudes towards electronic games. Children's attitudes towards playgrounds indicate the importance of these games in entertainment, leisure time, communication, and relationships with peers. It is important that everyone - parents and caretakers, teachers, institutions and government structures - should work together to create a safe environment for children regardless of where they are; at home, at school, or in public places such as internet centers.

2014 ◽  
Vol 13 (8) ◽  
pp. 4760-4766
Author(s):  
Sachchida Nand Prasad

This paper presents a design case study of SIDES: Design Interfaces to Develop Effective Public Efficiency. SIDES is a tool designed to help adolescents in Public group therapy, specifically individuals with Asperser’s Syndrome, practice effective group work efficiency using a four-player cooperative computer game that runs on computer games technology. We are represent the design process and evaluation of SIDES conducted over a period of six months with a middle school Public group therapy class. Our findings indicate that   computer games   are a motivating and supported tool for effective group work among. My target population and reveal different design lessons to inform the development of similar systems.


2016 ◽  
Vol 44 (10) ◽  
pp. 1747-1759 ◽  
Author(s):  
Jia-Kun Zheng ◽  
Qian Zhang

We investigated how aggression resulting from playing violent computer games varies by gender and trait aggressiveness level. In Study 1, 220 children rated 2 video games in terms of pleasantness, excitement, violent content, violent images, fear, interest, and reality. Results indicated that Virtual Cop2 and Fight Landlord games were perceived as violent and nonviolent, respectively. In Study 2, 240 different children responded to the Buss–Perry Aggression Questionnaire, played either Virtual Cop2 or Fight Landlord, and completed a semantic classification task involving rating whether 60 words were aggressive or nonaggressive. Results showed that boys, but not girls, displayed stronger aggression after playing Virtual Cop2, compared to Fight Landlord. Further, children with high trait aggressiveness exhibited strong aggression after playing Virtual Cop2, whereas those with moderate or low trait aggressiveness did not. Overall, our results indicate that gender and trait aggressiveness both affect aggression among children who play violent video games.


2014 ◽  
Vol 9 (1) ◽  
pp. 171-188 ◽  
Author(s):  
Michalis Kokonis

Abstract In the last ten or fourteen years there has been a debate among the so called ludologists and narratologists in Computer Games Studies as to what is the best methodological approach for the academic study of electronic games. The aim of this paper is to propose a way out of the dilemma, suggesting that both ludology and narratology can be helpful methodologically. However, there is need for a wider theoretical perspective, that of semiotics, in which both approaches can be operative. The semiotic perspective proposed allows research in the field to focus on the similarities between games and traditional narrative forms (since they share narrativity to a greater or lesser extent) as well as on their difference (they have different degrees of interaction); it will facilitate communication among theorists if we want to understand each other when talking about games and stories, and it will lead to a better understanding of the hybrid nature of the medium of game. In this sense the present paper aims to complement Gonzalo Frasca’s reconciliatory attempt made a few years back and expand on his proposal.


2021 ◽  
Vol 16 (3) ◽  
pp. 1065-1072
Author(s):  
Zukiswa Nhase ◽  
Chinedu I.O. Okeke ◽  
Christian Sunday Ugwuanyi

This study explored Grade 3 teachers’ use of an inquiry-based approach to mediate the development of basic science concepts among learners within the socio-cultural theory. This study adopted interpretive case study research of the qualitative type, using a sample of four (4) female teachers who use the home language of learners as the language of instruction. Data were collected using a semi-structured interview guide and observational schedule which was properly validated. Analysis of data was achieved through thematic data analysis. The result of the study revealed that the foundation phase teachers are aware of the importance of the use of the inquiry-based approach in mediating the development of basic science concepts by the learners, but only one out of the four participants implemented it. Thus, it was recommended that there should be a provision of further professional development spaces that promote a community of practice in using an Inquiry-Based Approach in the Foundation Phase.   Keywords: Basic science concepts, Grade 3 teachers, Foundation Phase, Inquiry-Based approach


2021 ◽  
Vol 3 (2) ◽  
pp. 120-130
Author(s):  
Hemalatha Devarajoo ◽  
Hamidah Yamat

Being constantly motivated and capable to read fluently is one of the crucial aspects that should be acquired by an individual. This receptive skill is necessary in order to be able to decode written information and symbols of a language. The inability to read fluently imposes great threats to individuals as it may affect decoding skills and literacy. Low motivation and dysfluency in reading are regarded as the most blatant issues faced by learners in reading. This case study aimed to explore the effectiveness of Audacity Readers’ Theatre in increasing Year 2 pupils’ motivation and fluency in reading. The three Year 2 pupils were purposively selected due to their inability to read fluently and lack of motivation in reading. The main instrument used was the observation checklist where the lessons were observed and recorded by two observers. The pupils were interviewed to find out how Audacity Readers’ Theatre motivated and helped them to read more fluently. The researcher wrote journals after the lessons to keep a record on pupils’ behaviour and improvement throughout the lessons. Thus, the data from the semi structured interview and journal were used to triangulate the data from the observation checklist. The data which was analysed using thematic analysis illuminated on how Audacity Readers’ Theatre aided the pupils in heightening their motivation level and reading more fluently. The findings of the study revealed the necessity of incorporating Audacity Readers’ Theatre in the primary ESL classrooms to remedy problems of low motivation and dysfluency in reading.    


2012 ◽  
Vol 11 (2) ◽  
pp. 105
Author(s):  
ARIEF RAHMANA ◽  
INDRYATI SUNARYO ◽  
DRADJAD IRIANTO ◽  
UBUH BUCHARA HIDAJAT

Study of The Implementation Process of Quality Management (Case Study Research In Company X). This research is carried out to study implementation process of quality management,which consists of three stages namely introduction, adoption, and adaptation. Research strategy in this research is case study research in Company X, which is a company that already has the ability to export and certified quality assurace system. Prime method of collecting data is structured interview with director, managers, supervisors, and employees Company X. The result indicate that in the introduction stage are shown by customer recognition of quality product, Company X began to export, and demand of foreign customer to quality assurance system. In the adoption stage are shown by company’s plan for certification of quality assurance system, certification of quality assurance system, and quality improvement. Meanwhile, in the adaptation stage are shown by recertification of quality assurance system, upgrading of quality assurance system,and production process evaluation. Those result give insight that Company X has carried out continuous quality improvement through quality management implementation with the aim to enhance customer satisfaction.


2013 ◽  
Vol 4 (3) ◽  
pp. 35-50
Author(s):  
Krunoslav Bedi ◽  
Nikolina Žajdela Hrustek

Increases of the Internet users have drastically increased the number of media via which companies promote their products. One of such media are computer games. This paper investigates the perception of secondary school students as to the ads appearing in the games as well as their opinions and the experience they have gathered up to now regarding the advertising in the computer games. The first group of students encountered the term advertising and took part as well in creating a computer game intended to be the main advertising media. The second group did not have such experience. Among other things, the making of the computer game dubbed XcarPerformance was described. The results of the research indicated that the way of advertising in the computer and video games should be changed. Previously acquired knowledge and the present experience in advertising played a crucial role in the perception of advertising.


2019 ◽  
Vol 9 (3) ◽  
pp. 388 ◽  
Author(s):  
Mohd. Elmagzoub Eltahir ◽  
Sami Al-Qatawneh ◽  
Najah Al-Ramahi ◽  
Najeh Alsalhi

While there is much in the literature on the usability of the Course Management System (CMS) itself, there is little that looks at content of these CMS. This study aims to investigate the usability of the e-learning courses in Ajman University from the perspective of students and the faculty members. The e-learning usability evaluation questionnaire developed by Zaharias (2009) has been used as the main instrument for data collections in this study. Semi-structured interview is another instrument that has been used to investigate the e-Learning usability evaluation. This form has been used to collect the qualitative data from the faculty members. Research results revealed that the attitude of the majority respondents toward the usability of e-learning courses in Ajman University in general is strongly positive. Most of the participants in this study view the e-learning courses in Ajman university easy to use, easy to learn and have usable user interface. However, the first year students hesitate to express firm opinion about usability of e-learning courses in Ajman University. The study concludes and recommends that there is a great need to have more training for freshman students on how to use Moodle, in addition, advanced training sessions for instructors to improve their skills on how to use Moodle more effectively and utilize its all features to make more effective usage and easier ways of ongoing interaction with all students.


2020 ◽  
Vol 4 (2) ◽  
pp. 88-100
Author(s):  
Widhah Nur Azizah ◽  
Mohammad Ishom ◽  
Edi Widianto

AbstrakStrategi pemberdayaan masyarakat melalui bank sampah merupakan alternatif dalam mengembangkan kampung wisata tematik “Kampung Putih” serta untuk mengetahui partisipasi masyarakat dalam mengikuti kegiatan bank sampah di Jalan Jaksa Agung Suprapto Dalam Kecamatan Klojen Kota Malang. Pelaksanaan kegiatan penelitian masyarakat melalui bank sampah ini menggunakan metode atau pendekatan kualitatif dengan menggunakan jenis penelitian studi kasus dikarenakan peneliti menggambarkan secara mendetail tentang latar belakang kasus. Peneliti bertindak langsung dalam proses penelitian dikarenakan peneliti merupakan instrument utama dalam penelitian Menjadi bagian dari Kampung Putih merupakan upaya bagi individu memastikan dirinya sebagai makhluk sosial. Upaya yang dilakukan ini salah satunya adalah dengan memperbaiki kebiasaan membuang sampah ke sungai. Strategi pemberdayaan masyarakatnya dalam mengembangkan kampung wisata tematik Kampung Putih yaitu melalui bank sampah Melati. Kegiatan pengelolaan sampah di Bank Sampah Melati warga merasa bahwa mereka berpartisipasi karena memang mereka mengetahui bagaimana kondisi permasalahan sampah yang ada di lingkungan tempat tinggal mereka. Dalam hal ini masyarakat mampu berdaya karena sadar akan pentingnya menjaga kelestarian lingkungan dengan tidak membuang sampah di sungai serta dapat memunculkan kepedulian mereka sehingga mereka ikut berpartisipasi. WASTE BANK AS AN ALTERNATIVE COMMUNITY EMPOWERMENT STRATEGY IN DEVELOPING THE THEMATIC TOURISM VILLAGE "KAMPUNG PUTIH" IN MALANG CITY                                                Abstract        The community empowerment strategy through waste banks is an alternative in developing the thematic tourism village "Kampung Putih" and to find out community participation in participating in waste bank activities on Jalan Jaksa Agung Suprapto Dalam Klojen District, Malang City. The implementation of community research activities through this waste bank uses a qualitative method or approach using the type of case study research because the researcher describes in detail the background of the case. Researchers act directly in the research process because researchers are the main instrument in research. Being part of Kampung Putih is an effort for individuals to ensure that they are social beings. One of the efforts made by this is by improving the habit of throwing garbage into the river. The community empowerment strategy in developing the thematic tourism village Kampung Putih is through the Melati waste bank. The waste management activities at Melati Waste Bank residents feel that they are participating because they know the condition of the waste problem in their neighborhood. In this case, the community is able to be empowered because they are aware of the importance of preserving the environment by not throwing garbage in the river and can raise their concern so that they can participate.


2021 ◽  
Vol 6 (166) ◽  
pp. 15-19
Author(s):  
M. Bulaienko ◽  
D. Pisariev

The purpose of the article is development of the issue of increasing the interest in the issue of the interactive entertainment industry, in particular in such areas as the development of electronic games, as well as coverage of the issue of independent product development and content of the compound. During the research, such a program product was developed, with usage of author’s content, to avoid the similarities with the other products. Today, the information technology sphere remains one of the leading sectors of the economy. The field of computer games, in turn, is one of the most popular areas of information technology development. Over the past 50 years, this segment has only strengthened its position in the global entertainment market and continues to grow. Profits from the sale of games are growing, as is the demand for them, because nowadays more people play electronic games than ever before. Due to the inconvenience of the financial plan on the part of publishers involved in the distribution of computer games, the phenomenon of indie games has emerged - projects that are independent from a financial and creative point of view. This article is devoted to the issue of modeling and development of computer indie games. The above-mentioned computer game being developed is a representative of the "visual novel" genre. The main purpose of any game is to meet the needs of end users - players - in the organization of their own leisure, as well as making a profit from the game. The software product under development is an electronic (computer) game called "PRIESTESS", developed using the tools of the engine "Ren'Py" and high-level programming language "Python", the graphical shell of the project is created using the graphical editor "Photoshop CS5". All the necessary models, schemes, diagrams and algorithms were made before the development, and built by means of the Internet resource "draw.io".


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