Playing video games and cognitive effects: Teenagers' thinking skills and strategies PROCEEDINGS
Lyn Henderson, James Cook University, Australia
EdMedia: World Conference on Educational Media and Technology, in Denver, Colorado, USA ISBN 978-1-880094-45-7 Publisher: Association for the Advancement of Computing in Education (AACE), Waynesville, NC
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, Final Fantasy IX, 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.
Henderson, L. (2002). Playing video games and cognitive effects: Teenagers' thinking skills and strategies. In P. Barker & S. Rebelsky (Eds.), Proceedings of ED-MEDIA 2002--World Conference on Educational Multimedia, Hypermedia & Telecommunications (pp. 759-760). Denver, Colorado, USA: Association for the Advancement of Computing in Education (AACE). Retrieved October 22, 2017 from https://www.learntechlib.org/p/10074/.
© 2002 AACE