Digital Games and Independent Learning

2013 ◽  
Vol 333-335 ◽  
pp. 2183-2186
Author(s):  
Bo Yang Xie ◽  
De Cai Zhao

[Objective] The research of digital games characteristics and connotations are to explorecreating favorable conditions of independent study; to analyze the learning motivation, learningactivities and process, self-confidence, aesthetic ability of students during the activities of thedigital game, to learn the impact of creativity.[Methods] Simulation, experimental teaching, thecomparison of experimental and traditional teaching methods are used. [Results] The experimentsshow that the vast majority of learners on the digital game for learners to create learning conditionsand elements, as well as to develop learners' abilities and have made a positive evaluation (M= 4.059, SD = 0.732). Endorsement or in favor of digital games very much are to improve theircapacity for cooperation and autonomy which accounted for 93.6% and 78.2% respectively;endorsement or in favor of such an environment favorable to learning accounted for 78.4%; that thelearning environment for students to learn positive emotions accounted for 95.8%; 87.1% of the testthat the environment to cultivate their sense of learning. [Conclusion] Digital game provides theindependent study of effective resources, environment, elements, activities and processes, but alsocontains the self-motivation to learn; digital game activities contributed to enhancing learners'self-confidence, aesthetic skills, creativity, help to lead to a research study of the learners; aneffective way of learning is the integration of learning and entertainment.

Author(s):  
Nina PASTUSHKOVA ◽  

Introduction. Necessity of increase of sports teams results requires from the coach to concen-trate not only on physical training of athletes, but taking into account the impact of psychological factor in training and competitive process. Despite the fact the athlete's ability to maximize their physical abilities and achieve high results in team performance are defined the level of psychological training, there is still not received a full justification both in the methodical plan, and in the theory of sports. The least studied are mental states that arise under the influence of competitive activities and lead to reduced results. There is not developed the system of psychological training of sports teams, including cheer-leading, that’s why we decided to study this problem. The purpose of the article is to develop and experimen-tally substantiate the method of increasing the psycholog-ical training of cheerleading sports team, taking into ac-count the personal characteristics and features of mental states its members. The methods of analyses, synthesis, induction, deduc-tion, comparison, abstraction, experiment are used in the article. Results. Our study was devoted to research psycho-logical states of gymnasts in preparation for competitions and the development of their emotional stability, balance, ability to behave adequately in tense and complicated situations that often occur in sports. 40 female gymnasts of the student team 17-22 years old were involved in the empirical study. According to the method of S. Rosenzweig a study of frustration reactions showed that there is a self-protective type and extra punitive direction of the reaction occurs most often among the athletes. R. Cattell's 16PF questionnaire showed a high level of emotional instability and frustration among female ath-letes. By the results of R. Cattell and G. Eisenko testing methods, only 36% of students are characterized by the ability to correctly place emphasis in a frustrating situa-tion. The practical implementation of the idea of psychologi-cal support of gymnasts in the formation of personality was represented in the form of a practical training-seminar. There were 16 classes, 3 hours a class. The seminar included elements of socio-psychological training, counseling sessions, thematic classes and other forms of work, which were implemented on the basis of an inte-grated approach. The program of the seminar included the following blocks: the ideal image of a successful athlete, the formation of emotional - volitional regulation of gym-nasts, self-knowledge of athletes and skills of value choice. Retesting after working with athletes showed that the attitude of gymnasts to difficult and stressful situations of sports has changed. The number of decisive behavioral strategies in difficult situations has increased, the number of self-defense has decreased. There is a positive trend in the number of positive emotions and experiences. The analysis of self-reports of the experimental group showed that more than 85% of respondents noted an increase in self-confidence, desire for self-development, reduced internal tensions. Originality. The understanding of the psychological training role and importance in the whole system of com-petitive training raises the coaches’ professional compe-tence and improve sports results of both individual ath-letes and sports team. Conclusion. The hypothesis was fully verified and we can approve that the emotional balance of female gym-nasts directly affects the effectiveness of sports activities and represents the systemic quality of their individuality. It is characterized by possibility of diverse changes under the influence of training and correctional programs. As a result of psycho-correctional work athletes increased the level of emotional stability, self-confidence, psychological competence, increased positive emotions, decreased ten-sion, stress. Athletes-gymnasts have acquired the skills of comprehensive analysis of complex and stressful situa-tions that may arise both in the training process and during competitions, increased the number of dominant behavioral strategies aimed at finding a constructive solution to such situations


Author(s):  
Sotiris Kirginas ◽  
Dimitris Gouscos

This paper describes an experiment which aims to examine whether different versions of the same game, which differ only in terms of freedom of movement that incurs varying degrees of freeform gameplay, elicit different kinds of player experiences. Seventy one children aged 9 and 11 from a Greek primary school participated in a research experiment with these different game versions. Post-tests were used to measure the children’s opinion of these games and differences in the appeal of the versions were then attributed to the feature of freeform gameplay. The findings from the study demonstrated that the digital game that offers the greatest extent of freeform gameplay led to better gaming experience than the digital games with lower extent of freeform gameplay. The main contribution of the paper, therefore, is that the research conducted provides some evidence that freeform gameplay is an important factor of positive gaming experience, and as such it should be optimized. This can only be done by considering at the same time the cognitive capabilities and pre-existing skills and knowledge of users, in the sense that only a level of freeform gameplay harmonized with user capabilities can lead users to learn, which is the ultimate goal of serious games.


Author(s):  
Caiyun Gao ◽  
Qiutang Wu

The experimental teaching of surveying is an effective method for students to acquire basic surveying skills and solve practical problems. By contrast, the traditional experimental teaching mode of surveying presents students with insufficient experimental opportunities and difficulties to achieve independent learning and interactive operation due to limitations in the allotted time for experiments, sites, instruments, and external environmental conditions. This study developed a virtual experimental system by combining network virtual reality technology and surveying experiment. The proposed system intends to provide students with additional experimental opportunities to achieve computer desktop-like virtual experimental devices and engineering construction scenes, thereby accomplishing the indoor simulation of field surveying. This virtual surveying experimental system mainly comprised four modules, namely, classroom teaching, classroom practice, teaching practice, and production practice. This system realized equipment, operation, and data virtualizations, as well as various highly realistic measurement experiments, such as topographic surveying, engineering setting out, and road surveying. Application results demonstrated that the proposed system was convenient for the independent study of students, stimulates their enthusiasm for learning, strengthens their operational ability, and achieves good teaching effect. Furthermore, this system provides a novel experimental teaching mode for surveying courses.


2018 ◽  
Vol 2 (01) ◽  
pp. 33-44
Author(s):  
Henry Bastian ◽  
Khamadi Khamadi

AbstrakSejarah panjang perkembangan game menjadi digital game saat ini ikut membawa perkembangan di berbagai lini kehidupan manusia. Jika dahulu game hanya dikenal sebagai media hiburan dalam waktu luang, kini digital game telah menjadi sebuah kebutuhan utama masyarakat dalam keseharian. Di berbagai aktivitasnya, digital game selalu mewarnai kehidupan sosial dan budaya masyarakat, khususnya para remaja. Sebagai dampaknya muncul wacana negatif sebagai budaya baru yang merusak seperti membuat kecanduan, memberi efek emosi yang negatif kepada pemain, dan sebagainya. Tulisan ini bertujuan untuk memberikan sebuah pandangan baru tentang bagaimana fenomena tersebut terjadi. Apakah dampak digital game sebenarnya yang terjadi di masyarakat dan bagaimana hal itu terjadi. Melalui observasi, wawancara, dan studi literatur terhadap pengguna aktif digital game didapatkan data perkembangan digital game di kehidupan masyarakat saat ini. Selanjutnya data dianalisis melalui pendekatan teori kebutuhan Maslow, teori interaksi sosial, dan teori perkembangan budaya masyarakat modern. Sebagai hasilnya digital game telah menjadi ciri masyarakat modern yang dinantikan perkembangan dan kehadirannya sebagai sebuah kebutuhan baru bersosialisasi. Digital game sebagai media komunikasi yang secara simbolik menawarkan simulasi kenyataan yang membuat penggunanya betah untuk berlama-lama memainkannya. Kata Kunci: digital game, sosial, budaya, masyarakat AbstractThe long history of game development involving the development of today’s digital games ignites the development of various sectors of human life. If the first game was only known as a medium of entertainment in leisure time, now, digital games have become society’s major necessity in everyday life. In many activities, digital games always spark the social and cultural life of society, especially the youths. As a result, negative discourse appears as a new destructive culture. It creates addiction and stimulates  negative emotion effecting the players, and so on. This paper aims to give a new view on how the phenomenon occurs. What is the impact of digital game in the society? and how can it happen? By conducting a literature review, and also observing and interviewing the active users of digital game, the data pertaining to the development of digital game in nowadays’ public life can be obtained. Furthermore, the data were analyzed by using Maslow's needs theory,theory of social interaction, and theory of cultural development of modern society. As a result, digital games have become the hallmark of modern society in which their development is being anticipated  and their presence is seen as a new requirement to socialize. As a medium of communication that symbolically offers simulated reality, digital games make the users feel comfortable playing them. Keywords: digital game, social, culture, society


Author(s):  
Sotiris Kirginas ◽  
Dimitris Gouscos

The paper presents results of a study that was focused on testing the hypothesis that the levels of kindergarten and primary school students' positive emotions, engagement and positive experience will be significantly different while they play free-form and structured digital games. In the context of this study, students' emotion, engagement and experience were assessed through three corresponding questionnaires drawn from the literature. These questionnaires were completed for approx. 500 students of public kindergartens and primary schools located in Athens, Greece. From the analysis of the data collected, free-form digital games are found to lead students towards more positive emotions, higher engagement and more positive player experience. On top of that, a significant correlation is found between positive emotions, engagement and positive experience; the more positive the students' emotion while playing digital games, the higher appears to be their engagement and positive player experience.


2014 ◽  
Vol 1 (1) ◽  
pp. 31-36 ◽  
Author(s):  
O. Zhukorskiy ◽  
O. Gulay ◽  
V. Gulay ◽  
N. Tkachuk

Aim. To determine the response of the populations of Erysipelothrix rhusiopathiae and Leptospira interrogans pathogenic microorganisms to the impact of broadleaf cattail (Thypha latifolia) root diffusates. Methods. Aqueous solutions of T. latifolia root diffusates were sterilized by vacuum fi ltration through the fi lters with 0.2-micron pore diameter. The experimental samples contained cattail secretions, sterile water, and cultures of E. rhusiopathiae or L. interrogans. The same amount of sterile water, as in the experimental samples, was used for the purpose of control, and the same quantity of microbial cultures was added in it. After exposure, the density of cells in the experimental and control samples was determined. Results. Root diffusates of T. latifolia caused an increase in cell density in the populations of E. rhusiopathiae throughout the whole range of the studied dilutions (1:10–1:10000). In the populations of the 6 studied serological variants of L. interrogans spirochetes (pomona, grippotyphosa, copenhageni, kabura, tarassovi, canicola), the action of broadleaf cattail root diffusates caused the decrease in cell density. A stimulatory effect was marked in the experimental samples of the pollonica serological variant of leptospira. Conclusions. The populations of E. rhusiopathiae and L. interrogans pathogenic microorganisms respond to the allelopathic effect of Thypha latifolia by changing the cell density. The obtained results provide the background to assume that broadleaf cattail thickets create favorable conditions for the existence of E. rhusiopathiae pathogen bacteria. The reduced cell density of L. interrogans in the experimental samples compared to the control samples observed under the infl uence of T. latifolia root diffusates suggests that reservoirs with broadleaf cattail thickets are marked by the unfavorable conditions for the existence of pathogenic leptospira (except L. pollonica).


2018 ◽  
Vol 3 (1) ◽  
Author(s):  
Hussein SALEM MUBARAK BARABWD ◽  
Mohammad YUSOFF BIN MOHD NOR ◽  
Noriah Mohd Ishak

The aim of the current study is to examine the intrinsic and extrinsic motivations of the gifted students from Hadhramout Gifted Center HGC in Yemen, and to investigate the impact of these intrinsic and extrinsic motivations on their giftedness development. A qualitative approach was adopted; data has been collected through an open- ended questionnaire that was prepared by the researcher and distributed among a sample of gifted students who were chosen purposively from HGC. The interpretative phenomenological method has been used to analyze the data using, Atlas ti. The results indicate that the majority of the participants consider it interesting to explore new things, and experience curiosity and desire to achieve their goals as their intrinsic motivations. Whereas, the minority consider preference to serve the community, competition preference and self-confidence as their intrinsic motivations. On the other hand, half of the participants consider rewards as their extrinsic motivation, whereas 40 % of them consider exams scores, verbal praise, parents and environment as their extrinsic motivations. Regarding the impact of intrinsic and extrinsic motivations on the development of giftedness, the majority of the participants believe that intrinsic and extrinsic motivations affect positively the development of their giftedness development. Finally, based on the findings, some recommendations were provided. 


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Loubna Belaid ◽  
Emmanuel Ochola ◽  
Pontius Bayo ◽  
George William Alii ◽  
Martin Ogwang ◽  
...  

Abstract Background Community participatory interventions mobilizing women of childbearing age are an effective strategy to promote maternal and child health. In 2017, we implemented this strategy in Gulu Northern Uganda. This study explored the perceived impact of this approach on women's capability. Methods We conducted a qualitative study based on three data collection methods: 14 in-depth individual interviews with participating women of childbearing age, five focus group discussions with female facilitators, and document analysis. We used the Sen capability approach as a conceptual framework and undertook a thematic analysis. Results Women adopted safe and healthy behaviors for themselves and their children. They were also able to respond to some of their family's financial needs. They reported a reduction in domestic violence and in mistreatment towards their children. The facilitators perceived improved communication skills, networking, self-confidence, and an increase in their social status. Nevertheless, the women still faced unfreedoms that deprived them of living the life they wanted to lead. These unfreedoms are related to their lack of access to economic opportunities and socio-cultural norms underlying gender inequalities. Conclusion To expand women's freedoms, we need more collective political actions to tackle gender inequalities and need to question the values underlying women's social status.


Religions ◽  
2021 ◽  
Vol 12 (3) ◽  
pp. 147
Author(s):  
Cheonghwan Park ◽  
Kyungrae Kim

While the Covid-19 pandemic has altered many aspects of life in South Korea over 2020, its impact on South Korea’s religious landscape has been enormous as the country’s three major religions (Catholicism, Buddhism, and Protestant Christianity) have suffered considerable loses in both their income and membership. Despite these challenges, however, Buddhism’s public image has actually improved since the start of the epidemic due to the rapid and proactive responses of the nation’s largest Buddhist organization, the Jogye Order of Korean Buddhism (K. Daehan bulgyo jogyejong). This article critically examines the Jogye Order’s response to the epidemic and its impact on the order thus far, along with discussions regarding the order’s future. In particular it will examine the results of three conferences held by the order in response to the epidemic and the resulting recommendations on how Korean Buddhism should adapt to effectively address the many challenges brought by the pandemic. These recommendations include establishing an online Buddhist education system, further engaging the order’s lay supporters through various social media platforms, upgrading the current lay education program with virtual learning options that directly address problems faced by the general public during the pandemic, and distributing virtual meditation classes world-wide for those who remain in quarantine or social isolation. By adopting these changes, the Jogye Order will be able to play a crucial role in promoting mental stability and the cultivation of positive emotions among the many suffering from anxiety, social isolation and financial difficulties during the pandemic.


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