Learning Theory Video Games And Popular Culture Pdf
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- Pedagogy and Pop Culture: Pop Culture as Teaching Tool and Assessment Practice
- Social learning theory
- Educational game
Pedagogy and Pop Culture: Pop Culture as Teaching Tool and Assessment Practice
This textbook brings criminology theories to life through a wide range of popular works in film, television and video games including 13 Reasons Why , Game of Thrones , The Office , and Super Mario Bros, from a variety of contributors. It serves as an engaging and creative introduction to both traditional and modern theories by applying them to more accessible, non-criminal justice settings. It helps students to think more broadly like critical criminologists and to identify these theories in everyday life and modern culture. It encourages them to continue their learning outside of the classroom and includes discussion questions following each chapter. The chapters use extracts from the original works and support the assertions with research and commentary.
Social learning theory
Literacy and popular culture are intrinsically linked as forms of communication, entertainment, and education. Students are motivated to engage with popular culture through a myriad of mediums for a variety of purposes. Utilizing popular culture to bridge literacy concepts across content areas in K settings offers a level playing field across student groups and grade levels. As concepts around traditional literacy education evolve and become more culturally responsive, the connections between popular culture and disciplinary literacy must be explored. Disciplinary Literacy Connections to Popular Culture in K Settings is an essential publication that explores a conceptual framework around pedagogical connections to popular culture. While highlighting a broad range of topics including academic creativity, interdisciplinary storytelling, and skill development, this book is ideally designed for educators, curriculum developers, instructional designers, administrative officials, policymakers, researchers, academicians, and students.
Skip to Main Content. A not-for-profit organization, IEEE is the world's largest technical professional organization dedicated to advancing technology for the benefit of humanity. Use of this web site signifies your agreement to the terms and conditions. Understanding the Educational Values of Video Games from the Perspective of Situated Learning Theory and Game Theory Abstract: The educational values of video games have been widely acknowledged and discussed, and a deep understanding of the learning process provides crucial theory basis for understanding video game. This paper tries to answer the question how video games can enhance learning based upon the situated learning theory and game theory. Legitimate peripheral participation is the core concept for situated learning theory, which illustrates that learning is unintentional and situated within authentic activity, context, and culture, and it is a process of participation in communities of practice in real context. Based upon the core idea of situated learning, the ideal learning environment should make students get engaged in the learning activities, provide the delicately designed learning contexts, and encourage students' active participation in the dynamic learning process.
The studies of violence in mass media analyzes the degree of correlation between themes of violence in media sources particularly violence in video games , television and films with real-world aggression and violence over time. Many social scientists support the correlation. Complaints about the possible deleterious effects of mass media appear throughout history; even Plato was concerned about the effects of plays on youth. This has led some scholars to conclude statements made by some researchers merely fit into a cycle of media-based moral panics e. The advent of television prompted research into the effects of this new medium in the s.
Popular culture is today an intrinsic element of social and political life in many societies, particularly those that have reached advanced stages of industrialisation and development. Wherever we go and whatever we do, we are exposed in one way or another to elements of popular culture. The development and advancement of communication networks and technologies, particularly the internet, has only hastened the spread and penetration of popular culture into our everyday lived experiences. As Webber , p. This is not a particularly novel claim and has been recognised many times before elsewhere, both within and outside the discipline of IR for example, see Grayson, Davies and Philpott ; Ruane and James
This study aimed to investigate the effects of addiction to computer games on physical and mental health of students. The study population includes all students in the second year of public guidance schools in the city of Isfahan in the educational year of The sample size includes students selected by multiple steps stratified sampling.
Social learning theory is a theory of learning process and social behavior which proposes that new behaviors can be acquired by observing and imitating others. When a particular behavior is rewarded regularly, it will most likely persist; conversely, if a particular behavior is constantly punished, it will most likely desist. In the s, B. Skinner delivered a series of lectures on verbal behavior, putting forth a more empirical approach to the subject than existed in psychology at the time.
Educational games are games explicitly designed with educational purposes, or which have incidental or secondary educational value. All types of games may be used in an educational environment, however Educational games are games that are designed to help people learn about certain subjects, expand concepts, reinforce development, understand a historical event or culture, or assist them in learning a skill as they play. Game types include board , card , and video games.