loading...
 This Article 
   
 Share 
   
 Bibliographic References 
   
 Add to: 
 
Digg
Furl
Spurl
Blink
Simpy
Google
Del.icio.us
Y!MyWeb
 
 Search 
   
The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07)
Digital games: Developing the Issues of Socio-cognitive Learning Theory in an Attempt to Shift an Entertainment Gadget to an Educational Tool
Jhongli, Taiwan
March 26-March 28
ISBN: 0-7695-2801-5
Sofia Mysirlaki, University of Piraeus
Fotini Paraskeva, University of Piraeus
Over the years, digital games have become one of adolescents? main interests and a controversial issue among researchers all over the world. However, it is claimed that digital games can be a promising educational tool utilizing both the attributes that make them effective in the learning process and the students? predisposition to deal with them. The present study explores the background of digital game use in a group of Greek adolescents (N=125) (12 to 16 years old) and the potential of using digital games as an educational tool, on a socio-cognitive learning theory basis. Gender differences were revealed; concerning the time spent playing digital games, the game preferences, and the identification with the hero of the game. There was no correlation of frequent digital game use with low academic performance, though frequent game use was partially correlated with low Self-esteem and high Computer Self-efficacy.
Citation:
Sofia Mysirlaki, Fotini Paraskeva, "Digital games: Developing the Issues of Socio-cognitive Learning Theory in an Attempt to Shift an Entertainment Gadget to an Educational Tool," digitel, pp.147-151, The First IEEE International Workshop on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL'07), 2007
Usage of this product signifies your acceptance of the Terms of Use.