Training on the use of video game learning media for clean and healthy living behavior for Aisyiyah kindergarten teachers, Surakarta City

2021 ◽  
Vol 6 (11) ◽  
pp. 2052-2057
Author(s):  
Maryani Setyowati ◽  
Jaka Prasetya ◽  
Hesti Dina Apriyani ◽  
Sutrisno Sutrisno ◽  
Noor Alis Setiyadi

With the emergence of the Covid-19 pandemic at the end of 2019, Clean and Healthy Living Behavior (PHBS) is now more important than ever. This is inextricably linked to people's habits in maintaining their health, so that they are not exposed to Covid-19 disease. As information technology advances, so does the form of media used in learning. As a result, a video game about PHBS has been created to aid in learning and increase the knowledge of teachers at Aisyiyah Kindergarten in Surakarta City. The goal of this activity is to provide kindergarten teachers with training on how to use PHBS video games. This activity is carried out in stages, such as problem analysis, identifying teachers' characteristics, socializing about the use of interactive learning media, analyzing partner needs in interactive learning media, and training the use of PHBS video games. The activity resulted in an increase in PHBS knowledge as well as an increase in teachers' ability to use PHBS video games. The creation of PHBS video games is critical in order to assist teachers in providing PHBS material to their students.

Author(s):  
Ben Tran

Understanding the psychology of the gamer is important not just in studying video game players but also for understanding behaviors and characteristics of individuals who are non-players of video games. Currently, there is a gap in literature concerning the utilization of the gamer in selecting and training potential and current employees in organizational settings. The benefits of utilizing the gamer factor in selecting and training potential employees are: 1) identifying a qualified candidate who is a good fit to the organizational needs and 2) achieving and maintaining competitive advantage over competitors. Organizations are encouraged to utilize the Enneagram of Personality and Emotional Intelligence measures to identify gamers’ other characteristics (O) and utilize the Tavistock method to assess gamers’ factors. The Tavistock approach has been utilized in various formats including the Apprentice.


2019 ◽  
Vol 51 (1) ◽  
pp. 55-86
Author(s):  
Diana R. Sanchez ◽  
Markus Langer

Background. Recent research on game-based assessment and training demonstrates growing interest in how individual differences affect game-based outcomes. However, there is still a lack of clarity about the variables that affect important game-based outcomes and issues with measurement approaches regarding these variables (e.g., no validation of scales). This study develops a model where video game pursuit (VGPu) is measured as an antecedent to entering the gaming cycle. We propose that VGPu-related antecedents lead to a feedback loop where engaging in the game cycle affects game-related outcomes which again affect the antecedents of re-entering the game cycle. Moreover, we validate a measure of VGPu and provide construct as well as criterion validity evidence. Methods. Within three studies ( N = 716) we develop and validate the VGPu scale - a psychometrically sound measure of intentions to pursue video games. Using Amazon’s MTurk (Studies 1, 2), participants responded to the VGPu items and we conducted exploratory and confirmatory factor analyses showing that VGPu consists of a general latent VGPu factor with four subfactors (Intentional Game Play, Generalized Game Self-Efficacy, Enjoyment of Games, Prone to Game Immersion). In Study 3, students responded to the VGPu items, to items examining construct validity, and played three video games from different genres to assess criterion-related validity of game performance and game reactions. Results. Results demonstrate construct and criterion-related validity showing that VGPu correlates with other game-related scales and predicts game performance and game reactions. Discussion. The findings demonstrate the value of the VGPu scale for research and practice because pursuing video games seems to be an important variable for predicting how individuals perform and react to game-based activities. Finally, we discuss implications for future research and practice in the realm of game-based assessment and training.


Author(s):  
Cecile Meier ◽  
Jose Luis Saorín ◽  
Alejandro Bonnet de León ◽  
Alberto Guerrero Cobos

This paper describes an experience to incorporate the realization of virtual routes about the sculptural heritage of a city in the classroom by developing a simulation of the urban environment using a video game engine. Video game engines not only allow the creation of video games but also the creation and navigation of in-teractive three-dimensional worlds. For this research, Roblox Studio has been used, a simple and intuitive program in which no previous programming skills are required. During the 2018/2019 academic year, a pilot experience was carried out with 53 secondary school students who were given the task of designing a virtual environment in which they had to include 3D models of the sculptural her-itage of the city of Santa Cruz de Tenerife. Before starting the experience, the par-ticipants answered a questionnaire to obtain a previous idea of the students' knowledge about the creation of video games. Once the activity was finished and in order to evaluate the result of the activity, the participants answered a final questionnaire. The students emphasized that after the activity they are more aware of the sculptural heritage of Santa Cruz and that they consider themselves capable of creating their own interactive worlds with Roblox.


Loading ◽  
2021 ◽  
Vol 14 (23) ◽  
pp. 77-99
Author(s):  
Laureline Chiapello

The province of Quebec is seen as a center of “creativity” for video games and this concept is regularly used and valued. But the complexity of the socio-cultural phenomena leads us to question the meaning of this concept. What is creativity, who or what is creative? This paper uses a constructivist version the Four P’s framework (product, process, people and press) to show the limits of the concept of creativity in the Quebec video game industry, specifically in Montreal. This model allows us to focus on different interrelated dimensions of creativity, from government economic policies to the creation process, including the products created and the people involved. At first glance, the results show a disturbing lack of creativity. But it is rather the lack of theorization and operationalization of the concept in the context of Quebec video games that is problematic. If the province wishes to maintain its status as a leader in this sector, a transdisciplinary research effort must be undertaken.


Loading ◽  
2020 ◽  
Vol 13 (21) ◽  
pp. 77-90
Author(s):  
Samuel Poirier-Poulin

Indie developer Kristopher Poulin-Thibault speaks with Samuel Poirier-Poulin (no relation) about the creation of the video game Looking Back. The interview starts with a brief discussion about the RPG genre and quickly moves toward a broader discussion about autofiction, trauma, time, memory, retro games, and language. Poulin-Thibault reflects on the interconnectedness of these topics and their influence on identity construction.


First Monday ◽  
2019 ◽  
Author(s):  
Sam Srauy ◽  
John Cheney-Lippold

Platformed racism offers a unique lens through which to investigate technological structures that enable racism. Online video games, such as EA Sports’ FIFA series — which dominates the soccer video game market share through its touted realism — feature these structures. Like many platforms, FIFA enables representations of real bodies (i.e., professional soccer players). But, unlike many games, FIFA enables game players to directly affect the creation/modification of these representation in the form of player character cards. Analyzing a census of six years of player cards, this study found that platformed racism was enabled because the game’s realism invited racism when players tried to maintain that realism. The study concludes that the catalyst for racism to emerge in FIFA was the drive towards realism.


Gamification ◽  
2015 ◽  
pp. 1907-1935 ◽  
Author(s):  
Ben Tran

Understanding the psychology of the gamer is important not just in studying video game players but also for understanding behaviors and characteristics of individuals who are non-players of video games. Currently, there is a gap in literature concerning the utilization of the gamer in selecting and training potential and current employees in organizational settings. The benefits of utilizing the gamer factor in selecting and training potential employees are: 1) identifying a qualified candidate who is a good fit to the organizational needs and 2) achieving and maintaining competitive advantage over competitors. Organizations are encouraged to utilize the Enneagram of Personality and Emotional Intelligence measures to identify gamers' other characteristics (O) and utilize the Tavistock method to assess gamers' factors. The Tavistock approach has been utilized in various formats including the Apprentice.


2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


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