Playing video games and cognitive effects: teenagers' thinking skills and strategies

Henderson, Lyn (2002) Playing video games and cognitive effects: teenagers' thinking skills and strategies. In: Proceedings of ED-MEDIA 2002: World Conference on Educational Multimedia, Hypermedia and Telecommmunications (2) pp. 759-768. From: World Conference on Educational Multimedia, Hypermedia and Telecommunications, 24-29 June 2002, Denver, CO, USA.

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Abstract

The study examines a dominant aspect of youth culture: playing video computer games. The study is interested in the recreational video game as a means of informal cognitive education. Centered within an information processing theory and introspection methodological framework, the study investigates via stimulated recall methods the thinking skills and strategies used by two teenagers when playing an action-adventure video computer game. The players used a wide range of cognitive processes that are valued in schools such as: metacognition, prediction, justification, inductive and deductive reasoning, strategy planning, and parallel processing.

Item ID: 51065
Item Type: Conference Item (Research - E1)
ISBN: 978-1-880094-45-7
Date Deposited: 08 Oct 2017 23:02
FoR Codes: 13 EDUCATION > 1399 Other Education > 139999 Education not elsewhere classified @ 100%
SEO Codes: 93 EDUCATION AND TRAINING > 9399 Other Education and Training > 939999 Education and Training not elsewhere classified @ 100%
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