Search results
Results from the WOW.Com Content Network
In his book What Video Games Have to Teach Us About Learning and Literacy, James Paul Gee talks about the application and principles of digital learning. Gee has focused on the learning principles in video games and how these learning principles can be applied to the K-12 classroom. Successful video games are good at challenging players.
Gee began playing video games when his (then) six-year-old son needed help playing the problem-solving game Pajama Sam.When he discovered how much enjoyment his son had and how much attention and time he spent solving the game's problems, Gee decided to start playing video games on his own and began to analyze what makes people spend time and money on video games.
Video game play is frequently associated with obesity. Many studies have been conducted on the link between television & video games and increased BMI (Body Mass Index). Due to video games replacing physical activities, there appears to be a clear association between time spent playing video games and increased BMI in young children. [30]
LONDON (AP) — Time spent playing video games can be good for mental health, according to a new study by researchers at Oxford University. The finding comes as video game sales this year have ...
Parents are expressing concern over the pricey consequences of video games on children.. Michael and Jennifer Ferri couldn’t believe their eyes when they found $4,000 in video game charges on ...
Related to video game content (particularly violence), gaming addiction, and online harassment, there is ongoing concern that video games may have a negative impact on the development of children. Video games are commonly marketed towards younger audiences, and in a 2008 Pew Research Center study, 97% of teenagers from ages 12 to 17 played ...
On December 9, 1993, and March 4, 1994, members of the combined United States Senate Committees on Governmental Affairs and the Judiciary held congressional hearings with several spokespersons for companies in the video game industry including Nintendo and Sega, involving violence in video games and the perceived impacts on children.
[6] [7] TV and video games were once largest contributors to children's screen time, but the past decade has seen a shift towards smart phones and tablets. [8] Specifically, a 2011 nationally representative survey of American parents of children from birth to age 8 suggests that TV accounted for 51% of children's total daily screen time, while ...