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Engagement in educational games and quality of life in early and middle childhood : evidence from a developing country

Abbasi, Amir Zaib (författare)
IRC for Finance and Digital Economy, KFUPM Business School, King Fahd University of Petroleum & Minerals, Dhahran, Saudi Arabia
Azeem, Sundas (författare)
Shaheed Zulfikar Ali Bhutto Institute of Science and Technology, Islamabad, Pakistan
Farooq, Muhammad Usman (författare)
Shaheed Zulfikar Ali Bhutto Institute of Science and Technology, Islamabad, Pakistan
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Hussain, Khalil (författare)
Shaheed Zulfikar Ali Bhutto Institute of Science and Technology, Islamabad, Pakistan
Ting, Ding Hooi (författare)
Department of Management and Humanities, Universiti Teknologi PETRONAS, Seri Iskandar, Malaysia
Rehman, Umair (författare)
User Experience Design, Wilfrid Laurier University, Waterloo, ON, Canada
Griffiths, Mark D. (författare)
International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, UK
Pakpour, Amir H. (författare)
Jönköping University,HHJ, Avdelningen för omvårdnad,The Jönköping Academy for Improvement of Health and Welfare
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 (creator_code:org_t)
2022-07-29
2023
Engelska.
Ingår i: Current Psychology. - : Springer. - 1046-1310 .- 1936-4733. ; 42, s. 19386-19400
  • Tidskriftsartikel (refereegranskat)
Abstract Ämnesord
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  • Serious games (SGs), are gaining prominence as a tool for early education at home as well as in school settings. Given the mixed effects of gamification on various aspects of users' lives, it is pertinent to study its broader effects on a child's pre-school and school years. Given the lack of consensus on a comprehensive measure that encapsulates these effects on an individual's routine functioning, the present study examined whether various engagement states in SGs use influence a relatively broader measure of users' functioning across significant life domains such as Quality of Life (QoL). It is argued that it would serve scholars, teachers, and parents better to understand the broader implications of SGs on children's overall QoL rather than isolated physiological and behavioral effects. Consequently, utilizing structural equation modeling, results from 335 parents of 2-10-year-olds in a developing country showed that cognitive and behavioral engagement in gamified applications appear to influence the child's QoL, but not affective engagement. Results are discussed in terms of the consequences of using game-based technology for a child's development, with far-reaching academic, personal, physical, and social implications not only for the school-going ages, but also for early teenage years. The results are promising in relation to QoL. The findings indicate the role modern technology plays in improving individuals' lives. The findings provide scholars, parents, and creators of SGs important information for their plan of action regarding children's exposure to SGs and making SGs a frequent aspect of the learning experience early in life.

Ämnesord

SAMHÄLLSVETENSKAP  -- Utbildningsvetenskap -- Lärande (hsv//swe)
SOCIAL SCIENCES  -- Educational Sciences -- Learning (hsv//eng)
NATURVETENSKAP  -- Data- och informationsvetenskap -- Människa-datorinteraktion (hsv//swe)
NATURAL SCIENCES  -- Computer and Information Sciences -- Human Computer Interaction (hsv//eng)

Nyckelord

Children
Engagement states
Gamification
Serious games
Quality of life

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