共查询到19条相似文献,搜索用时 31 毫秒
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今天早上我在玩儿子的玩具车的时候又给妻子逮了个正着,这已经是本周的第三回了。我和儿子一起发明一种新游戏:我们将他的玩具车发射出去,冲过了一段陡峭的斜坡轨道,悬空在他的卧室里飞过,然后一头撞到他的洗衣篮边缘并翻滚进去。在经过多次练习以后,我们已经有了40%的成功把握。 相似文献
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[1]视频游戏玩家或许会从消灭坏人的游戏中得到意想不到的好处——好的视力。玩“动作类”视频游戏会提高视觉能力,这对于像阅读和晚上驾驶汽车这样的任务来说至关重要,一项新的研究表明。 相似文献
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近年来,以年轻人为消费群体的商家及广告界越来越看好视频游戏这一平台。目前我国视频游戏广告有了一定的发展,本文将从在线植入式广告和线下营销式活动两个方面来梳理我国视频游戏广告经营现状。从而为业界更好利用视频游戏这一平台提供一些参考。 相似文献
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本文就视频游戏引入中小学校的可行性及视频游戏用于中小学教育的优势做了一定的论述,期待视频游戏能够早日应用于中小学教育中,为传统的中小学教育注入新的活力。 相似文献
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视频游戏对青少年的影响受到了广泛的关注,大量研究集中于视频游戏对青少年心理发展的消极影响。随着积极心理学的发展以及视频游戏研究的深入开展,学者也开始关注其对青少年心理发展产生的积极影响,主要是亲社会视频游戏提高了个体的亲社会性;视频游戏迁移对认知、情感和行为也有积极影响。社会、学校和家庭需要根据视频游戏的不同特性对青少年采取有针对性的教育对策。 相似文献
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《Reading and Writing(初中版)》2009,(Z1)
Video games have become more and more popular in China in recent years.No matter where you go,you can always find some youngsters1 or even adults indulging2 themselves in the games.They 相似文献
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电子游戏的教育价值:来自美国研究的新观点 总被引:2,自引:0,他引:2
当前,许多教育工作者和家长对电子游戏谈虎色变.然而,技术的发展已经使当今的电子游戏与过去的街机游戏有了天壤之别.美国一些知名专家和学者(包括Thiagarajan、Prensky、Johnson、Beck、Reeves、Brown、Gee以及Shaffer)的最新研究表明,电子游戏有许多积极的教育价值.本文以这些有影响力的人物及其在这一领域有影响力的著作或文章为主线,将这些挑战传统的观点归纳概括为:电子游戏是企业进行人力资源培训的新方法;电子游戏能发展玩家许多重要的能力,如问题解决能力、多任务处理能力、智力、管理能力,以及塑造玩家独特的商业品质和性格倾向;电子游戏能促进孩子们的学习. 相似文献
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Dylan Arena 《理论付诸实践》2015,54(2):94-100
Video games are pervasive in today's culture, and the time kids spend playing them may seem, from a teacher's perspective, as time that is lost to education. Sometimes, sadly, this is true. But many good video games, although not explicitly educational in focus, provide powerful experiences that are rich fodder for subsequent instruction. Looking at game play this way—as a source of rich prior experiences that can be brought to bear to illuminate curricular concepts—frees teachers to explore the potential benefits of having a classroom full of gamers. 相似文献
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Julia Mason 《Technical Communication Quarterly》2013,22(3):219-236
With an ecological approach to the genres that circulate within communities of practice, this article traces the overlap between technical communication and online gaming communities in terms of their rhetorical uses of technical communication genres. Through shared practices, technologies, and epistemologies, online gaming environments call upon gamers to become technical communicators and provide opportunities for technical communicators to apply their expertise within the gaming industry. 相似文献
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In this article we propose that educational game design should work to create games as objects-to-think-with—games that engage players in the exploration of and experimentation with personally interesting questions around domain-relevant representations. We argue that this design focuses on developing tools and interactions that the player can use for inquiry and productive thinking. As a step toward achieving this goal, we propose the constructible authentic representations design principle and illustrate this principle using a prototype game, Particles!, for exploring the particulate nature of matter. Observations of game play and interviews with 9 children ages 11–14 suggest that core game representations and mechanics provided players with a space for engaging in useful scientific practices and knowledge resources for reasoning about the important role molecular structure plays in material properties beyond the game. We explore how this design proposal extends and complements existing constructivist game design frameworks. Furthermore, we suggest that the framework of games as objects-to-think-with should push the educational game design community to consider the complexity and nuance of cognition and to embrace and champion the learner in game design. 相似文献
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尽管有大量研究已经证明暴力视频游戏与攻击行为之间的密切联系,但是有关亲社会视频游戏的潜在影响却没有引起重视。理论上讲,游戏角色采用非暴力方式互相帮助和支持的游戏会增加游戏者短期或长期的亲社会行为。Gentile等人采用3个国家不同年龄段的被试进行的相关研究、纵向研究和实验研究得出了一致的结果,验证了理论设想,同时为一般学习模型提供了强有力的支持。 相似文献
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