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1.
This article explores using game theory in social studies classrooms as a heuristic to aid students in understanding strategic decision making. The authors provide examples of several simple games teachers can use. Next, we address how to help students design their own simple (2 × 2) games.  相似文献   

2.
Gambling among primary school students   总被引:2,自引:0,他引:2  
This study identifies the gambling behavior of 1,320 primary school students aged 8 to 12 of the 4th, 5th and 6th grades. Eighty-six percent admitted to having, at some time or another, bet money. Lotteries are the most popular form of gambling for this age group. Sixty-one percent of these students gamble with lotteries. In descending order of popularity, other games played by students were: bingo, card-playing for money, bets on sports, wagering on specific events, video gambling (video poker and slot machines), and finally betting on games of skill. Gambling behaviors differed according to gender. More than 40% of respondents reported gambling once a week or more for at least one game. Because of the early development of gambling behavior in children, prevention programs for pathological gambling should be implemented as early as the fourth grade.This research was supported by a grant from the Fonds Richelieu.  相似文献   

3.
Online role-playing games such as World Of Warcraft represent new participatory cultures in which today's students engage every day. They are appealing to players largely because of the social aspects of game play. Some features of massively multiplayer online role-playing games (MMORPGs) can be incorporated into classroom culture to create more dynamic interactions between students and improve both content instruction and civic competence.  相似文献   

4.
According to the cognitive perspective on gambling, regular gamblers persist in trying to win money at gambling because they hold a set of false beliefs about the nature of gambling, the likelihood of winning, and their own expertise. In order to investigate this claim, twenty seven university students were recruited who played one of three types of games at least twice a week: slot machines, video draw poker, and video amusement games. Subjects played their preferred machines on site (clubs, hotels and amusement arcades) first for at least thirty minutes and then the other two games for a minimum of twenty minutes each. During play, each subject spoke aloud into a microphone describing what he or she was doing or thinking about in the game. It was hypothesised that slot machine players would verbalise more irrational thinking than video poker or video amusement players and that slot machines would elicit more irrational thinking than video poker or video amusement machines. Most importantly, it was hypothesised that slot machine players would exhibit relatively greater amounts of irrational thinking when playing their preferred game. The data supported all three hypotheses. Out of all of the statements made by slot machine players when playing slot machines, 38% were categorised irrational. Furthermore, 80% of the strategic statements made by slot machine players while playing slot machines were categorised as irrational. These results are consistent with earlier work which showed high levels of irrational thinking in artificial gambling games. Together, the results provide support for a cognitive view of the origins of gambling problems.  相似文献   

5.
Online deviant behaviors have been prevalent since the Internet became ubiquitous, but research in this field is relatively scarce. The present study investigates a unique deviant behavior in online video gaming communities – game cheating – to further understand the scope of online deviant social behaviors. This paper aims to uncover how game players actively create and negotiate new meanings of game cheating in online games. Six focus groups were conducted to explore the rationalization process for engaging in game cheating among players of different online video games. It was discovered that elements of intentionality, utility, core gaming goals, evolving gaming norm, and social ties to gaming communities serve as important rationalizing process to justify game cheating behaviors. Through the discovery of these mental schemas for online game cheating, the paper discusses how online deviant behaviors are connected with social life online and form a unique online culture.  相似文献   

6.
This study analysed, from a social justice perspective, how students from two Chilean public schools evaluate, legitimise and delegitimise processes and social actors associated with classroom well-being. Using a participatory qualitative design, fifty-nine (59) seventh grade students were asked to take and then select photographs about their school experience, and later participated in semi-structured interviews and a group workshop. Findings regarding the classroom context showed that children legitimised active learning methodologies, teachers to whom they feel close, and the use of technology for learning. They delegitimised punishment and teachers who ignored minority students or those with learning difficulties.  相似文献   

7.
Because video games are becoming such an integral part of our culture, modern family therapists are more likely than ever to encounter families with members who play them. It is easy to overlook video game use in terms of its potential as a therapeutic tool, particularly if a therapist possesses only limited knowledge of the medium. Using existing literature and my experience as a lifelong gamer, I provide family therapists with a background of the major video game genres and explain how video games can aid in the assessment of factors such as identity formation and social development. I also provide a systemic case example, recommendations for practice, and a table for quick reference to highlight potential videogame‐based family therapy interventions.  相似文献   

8.
The author discusses how high school social studies teachers can have their students investigate local history topics and share their findings by producing Web pages, using a cooperative learning structure. The author discusses his firsthand experiences using this approach with high school students at Warrensburg High School. He emphasizes the need to rethink how technology is being used in the social studies classroom—in particular, by having students share their local history findings with others beyond the walls of the classroom rather than being passive learners with the Internet. In addition, he emphasizes the benefits of having students work together to collaboratively construct knowledge using technology—specifically, by using the PIES cooperative learning structure to ensure there is positive interdependence, individual accountability, equal participation, and simultaneous interaction among group members. Examples of Web pages, produced by his students using the PIES cooperative learning structure, are discussed in the article.  相似文献   

9.
This paper reviews Australian classification practices for commercial video games that contain simulated gambling. In the last decade, over 100 video games featuring gambling simulations have been classified as suitable for commercial sale to youth in Australia, with 69 of these video games rated ‘PG’ for Parental Guidance Recommended (i.e. suitable for ages 8+years) and the remaining 33 rated ‘G’ for General (i.e. suitable for all ages). A review of the literature suggests that consumer advice and warnings related to video game material are often inconsistent and/or not adequately provided. A public health approach suggests that the presence of gambling content in video games may present risks to younger players unfamiliar with how gambling operates. It is argued that there is a need for further academic debate on social responsibility issues of early childhood and adolescent exposure to, and involvement in, simulated gambling activities available in interactive gaming technologies.  相似文献   

10.
Video games are an enormous segment of popular media today, comparable to television and movies. Moreover, video games represent a new form of media distinguished from previous forms due to the interactive element, where game players have the ability to change and influence the game world. This paper contributes to the study of race and popular media by examining how race is presented in role‐playing video games through the feature of avatar creation. Capabilities for avatar creation are analyzed in over sixty massively multiplayer online role‐playing games (MMORPGs) in service as of early 2010 and twenty offline role‐playing games (RPGs) published over the past 10 years. The analysis shows that the vast majority of games, both online and offline, do not allow for the creation of avatars with a non‐white racial appearance. Forcing an Anglo appearance on avatars that purport to represent the player has the potential to reinforce a sense of normative whiteness as well as shape the social composition of online worlds into all‐white virtual spaces, contributing to the creation of a virtual “white habitus.”  相似文献   

11.
Digital technologies have changed the way students read and communicate. Subsequently, teachers must use technology to engage their students in learning. This article illustrates the value of using Web 2.0 tools (blogs, wikis, and digital media–sharing) in the social studies classroom. Additionally, a social studies teacher shares insights into how to incorporate types of Web 2.0 tools into the curriculum.  相似文献   

12.
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent games, TimeLab 2100, players role-play citizens of the early 22nd century when global climate change is out of control. Through AR, they see their community as it might be nearly one hundred years in the future. TimeLab and other similar AR games balance location specificity and portability--they are games that are tied to a location and games that are movable from place to place. Focusing students on developing their own AR games provides the best of both virtual and physical worlds: a more portable solution that deeply connects young people to their own surroundings. A series of initiatives has focused on technical and pedagogical solutions to supporting students authoring their own games.  相似文献   

13.
To help students learn the concepts, personages, and events central to a course on religion and media, students were charged with designing a board game or a card game that employed this information. They drew from required books and documentaries, which the instructor chose for breadth and inclusiveness, focusing on both print and electronic media as well as on Christianity, Judaism, and Islam. The games were evaluated according to the appeal and educational value of the game design, the clarity and coherence of the written instructions, and the accuracy, significance, and comprehensiveness of the knowledge tested. The assignment helped maximize the time students spent thinking about key information in the course. It also provided the instructor with games that students in future classes can play to help them learn terms central to the study of media and religion.  相似文献   

14.
Teachers’ Page     
Encouraging elementary students to become aware of place and the role it plays in shaping their lives can provide them with a clearer sense of self and a greater appreciation for diversity. To support this premise, this article explores using six National Council for the Social Studies Notable Trade Books to assist primary students in their understanding of place. By using realistic fiction and nonfiction picture books that focus on children's lives in diverse locations, the suggested activities enable teachers to address the five themes of geography and promote cultural awareness to elementary students in meaningful ways. The author provides a summary of each book and describes student-centered activities to develop concepts related to the NCSS thematic strands of culture; people, places, and environments; and individual development and identity.  相似文献   

15.
ABSTRACT

This paper extends an emerging approach emphasizing contextual variation in the affordances of digital technologies and new media through an empirical application focused on relational dynamics of power and resistance. Specifically, I focus on the case of student and teacher negotiations over smartphones and social media in the classroom ? a case where actors on either side of a power relationship assign conflicting meanings to the same technology. Interviews were conducted with 37 students and 19 teachers at a public high school with a technology policy designating students’ personally-owned smartphones as educational devices. As the affordance of contextual mobility allowed students to access shared online social spaces within the classroom, smartphones threatened the cultural logic of separation bounding the social from the educational. With their sense of control threatened, teachers sought to re-constitute separation through strategies of restriction and differentiation. Viewing online-offline integration as a taken-for-granted part of social life, students used strategies of adaptive resistance to combat school policies and maximize technology use. However, students also worked to re-constitute separation through peer cultural norms limiting the in-school consequences of online peer social interactions. Underneath the contestation between restriction and resistance, both teachers and students worked to set conditions on the affordance of contextual mobility.  相似文献   

16.
There is a paucity of empirical research examining the possible association between gambling and video game play. In two studies, we examined the association between video game playing, erroneous gambling cognitions, and risky gambling behaviour. One hundred and fifteen participants, including 65 electronic gambling machine (EGM) players and 50 regular video game players, were administered a questionnaire that examined video game play, gambling involvement, problem gambling, and beliefs about gambling. We then assessed each groups' performance on a computerised gambling task that involved real money. A post-game survey examined perceptions of the skill and chance involved in the gambling task. The results showed that video game playing itself was not significantly associated with gambling involvement or problem gambling status. However, among those persons who both gambled and played video games, video game playing was uniquely and significantly positively associated with the perception of direct control over chance-based gambling events. Further research is needed to better understand the nature of this association, as it may assist in understanding the impact of emerging digital gambling technologies.  相似文献   

17.
News and Comment     
Morris Wolf 《Social Studies》2013,104(3):129-131
This article tells the story of a classroom teacher's journey with her elementary students as they attempt to understand and define citizenship. The narrative highlights the process of using an emergent curriculum, creating a democratic classroom, and facilitating an active citizenship project led by students. The authors provide steps to help classroom teachers implement a social action curriculum, and they also include children's literature connections.  相似文献   

18.
Abstract

Objectives, Participants, Methods: Drinking game participation has increased in popularity among college students and is associated with increased alcohol consumption and alcohol-related problems. The current study investigated drinking game participation among 133 undergraduates attending National Alcohol Screening Day (NASD) in April of 2007. Results: A large percentage of the sample reported lifetime (77%) and recent (52%) drinking game participation. Males were more likely to report recent participation and reported higher levels of consumption while playing drinking games. Drinking game participants were more likely to experience a range of alcohol-related problems, and the relationship between drinking game participation and alcohol-related problems was mediated by weekly alcohol consumption. Conclusions: These results suggest that drinking game participation is a risk factor for elevated levels of alcohol consumption and alcohol-related problems. Programs should be developed to educate students about the risks of drinking game participation, and prevention programs like NASD should address drinking games.  相似文献   

19.
This paper introduces a special issue of theJournal of Gambling Studies on slot machine gambling, and overviews some current trends concentrating on research and policy issues. It is demonstrated that throughout the world, research findings have linked slot machines with pathological gambling. Indeed slot machines are now the predominant form of gambling activity by pathological gamblers treated in self help groups and professional treatment centres in numerous countries. This paper briefly examines the research on slot machines and pathological gambling and then goes on more specifically to examine four areas. These are (i) slot machine gambling and youth, (ii) slot machines and arcade video game playing, (iii) the possible developmental link between slot machines and video games and (iv) pathological video game playing.  相似文献   

20.
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