
In this article, the authors summarise the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social.
By integrating insights from developmental, positive, and social psychology, as well as media psychology, they propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. They aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming.
Featured category: 21st century skills
NMC Horizon Report > 2018 Higher Education Edition
Australian Educational Technologies Trends (AETT) report
Over 100 leading Australian and international educators and experts concerned with Australian education contributed to this report on how Educational Technologies and the computing curriculum is currently being implemented in Australian schools, and the changes that may occur in the near future (5 years).
Students, computers and learning - making the connection
OECD report examines how students access to and use ICT
Mobile learning – why tablets? -- DERN's research brief looks at mobile learning and why tablets are so popular.
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