Video Games and Learning Environments: An Exploration of Impact
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AI Summary
This report investigates the integration of video games into various learning environments, examining their impact on education, healthcare, and skill development. It begins by discussing the use of video games as educational tools, highlighting their potential to enhance cognitive skills, attract student participation, and facilitate goal setting. The report then explores the application of video games for special needs groups, such as those with autism and dyslexia, demonstrating how games can foster social skills and improve basic abilities. Furthermore, it delves into the use of video games in healthcare, specifically for managing chronic conditions like diabetes. The report acknowledges potential disadvantages, such as the cost of technology and the risk of cyber threats. Overall, the report presents a comprehensive analysis of the benefits and challenges of incorporating video games into learning environments, emphasizing their potential to create more engaging and effective learning experiences.
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Running head: VIDEO GAMES AND LEARNING ENVIRONMENT
VIDEO GAMES AND LEARNING ENVIRONMENT
Name of the Student
Name of the University
Author Note
VIDEO GAMES AND LEARNING ENVIRONMENT
Name of the Student
Name of the University
Author Note
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1VIDEO GAMES AND LEARNING ENVIRONMENT
Excuetive summary
The report mainly concern with the topic that do video games have a place in learning
environment? . The answer to this is yes. The report discusses all kinds of learning
environment that can be use the video games as learning aids . The educational tools to the
health care . the report touches every corner that use the learning aid application discuss both
positive and negative impacts and shows how the application of computer games helps in
building better environment of skill development
Excuetive summary
The report mainly concern with the topic that do video games have a place in learning
environment? . The answer to this is yes. The report discusses all kinds of learning
environment that can be use the video games as learning aids . The educational tools to the
health care . the report touches every corner that use the learning aid application discuss both
positive and negative impacts and shows how the application of computer games helps in
building better environment of skill development

2VIDEO GAMES AND LEARNING ENVIRONMENT
Table of Contents
Excuetive summary....................................................................................................................1
Introduction................................................................................................................................4
Education as the research tool....................................................................................................4
Learning environment for special groups..................................................................................7
Videogames as a skill development tool for social need groups.......................................7
Videogames in Healthcare.................................................................................................8
Brain wave bio feedback....................................................................................................9
Conclusion................................................................................................................................10
REFERENCE...........................................................................................................................12
Table of Contents
Excuetive summary....................................................................................................................1
Introduction................................................................................................................................4
Education as the research tool....................................................................................................4
Learning environment for special groups..................................................................................7
Videogames as a skill development tool for social need groups.......................................7
Videogames in Healthcare.................................................................................................8
Brain wave bio feedback....................................................................................................9
Conclusion................................................................................................................................10
REFERENCE...........................................................................................................................12

3VIDEO GAMES AND LEARNING ENVIRONMENT
Introduction
The video game is the combination of user interface in order to generate A visual
feedback on the visual output devices like Television and monitors. The video games of
widely spread among the youngsters which have centred it with many negative feedbacks
which includes allegations like game addiction obesity and various socializing issues.
Nevertheless, every g invention has as two face or aspects of the same thing. The research
have shown that at playing computer games enables more hand eye coordination in fees
curiosity and nature to accept challenges in life (Engelhardt and Clark, 2015). It improves the
cognitive way of thinking, reasoning and problem solving. It have also been proven to
provide better results in brain development. This Learning about the brain development has
helped in bring up the idea of using video games in the learning environment. The following
report discusses how and do the video games have place in the learning organisation. It also
shows the different learning factors where the video games order computer games have had
shown positive results. The report will mainly put forward the use of video games before as
the learning tools, the advantages and the disadvantages mentioned will give a proper clear
view of giving video games a place in learning environment.
Education as the research tool
Since the video games, please clearly he steals the attention children and the teenager.
This new proposed idea of edutainment media has created a new revolution in childhood
education. With the video game Technologies in learning aids. The audio and visual effects
have better impact of learning new things easily than text book learning. The technological
revolution in childhood education is more likely to be accepted because just watching
visuals images and graphics provide a better approach to learning. They are likely accepted
by the kids since the videogames have proven to be one of the best attractions in order to
maintain the learn by play approach, the video games have a major place. unfortunately ,
Introduction
The video game is the combination of user interface in order to generate A visual
feedback on the visual output devices like Television and monitors. The video games of
widely spread among the youngsters which have centred it with many negative feedbacks
which includes allegations like game addiction obesity and various socializing issues.
Nevertheless, every g invention has as two face or aspects of the same thing. The research
have shown that at playing computer games enables more hand eye coordination in fees
curiosity and nature to accept challenges in life (Engelhardt and Clark, 2015). It improves the
cognitive way of thinking, reasoning and problem solving. It have also been proven to
provide better results in brain development. This Learning about the brain development has
helped in bring up the idea of using video games in the learning environment. The following
report discusses how and do the video games have place in the learning organisation. It also
shows the different learning factors where the video games order computer games have had
shown positive results. The report will mainly put forward the use of video games before as
the learning tools, the advantages and the disadvantages mentioned will give a proper clear
view of giving video games a place in learning environment.
Education as the research tool
Since the video games, please clearly he steals the attention children and the teenager.
This new proposed idea of edutainment media has created a new revolution in childhood
education. With the video game Technologies in learning aids. The audio and visual effects
have better impact of learning new things easily than text book learning. The technological
revolution in childhood education is more likely to be accepted because just watching
visuals images and graphics provide a better approach to learning. They are likely accepted
by the kids since the videogames have proven to be one of the best attractions in order to
maintain the learn by play approach, the video games have a major place. unfortunately ,
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4VIDEO GAMES AND LEARNING ENVIRONMENT
there are very less games in the market at empowered education value. According to
according to some suggestive evidences (Engelhardt and Clark, 2015) it has been shown that
important skills can be built it and reinforced by video games. Researches for over 20 years
have proven the following facts.
1. The video games can be useful for measurement the interest and the strength of the
children in the field of Curriculum: the video games helps the educational
organization to know the strength and weakness of the student in the curriculum field.
2. Attracts the participation of students and teenager across demographic boundaries and
show their interest in curriculum: educational organization to maintain a better
approach to their learning aids by making the subjects more interesting through video
games, since they are a part of the game, they feel more connected and involved with
the curriculum.
3. It helps children in setting goals providing feedback, maintaining records of
behavioural change, and improving in the skills: the video games help the children to
self-assess their growth by mirroring the scores while playing the games. The
education organisation can keep a track of the progress through scores achieved by
each student in video games (Durkin et al. 2017).
4. It helps to equip children and help them in overcoming (Technophobia that can be
also labelled as the fear or the anxiety of using the advance technologies): there are
cases of the student’s being hesitant to use the new media. They are suffering from the
anxiety of the not understanding or lack of the knowledge about the certain computer
tools. The condition can be improvised using the video games. The video games will
provide them with better interface to the digital media.
5. It also eliminate gender imbalance (the bias gender stereotyping, biasing specific
gender) in turn help them to be more competitive with themselves: the gender
there are very less games in the market at empowered education value. According to
according to some suggestive evidences (Engelhardt and Clark, 2015) it has been shown that
important skills can be built it and reinforced by video games. Researches for over 20 years
have proven the following facts.
1. The video games can be useful for measurement the interest and the strength of the
children in the field of Curriculum: the video games helps the educational
organization to know the strength and weakness of the student in the curriculum field.
2. Attracts the participation of students and teenager across demographic boundaries and
show their interest in curriculum: educational organization to maintain a better
approach to their learning aids by making the subjects more interesting through video
games, since they are a part of the game, they feel more connected and involved with
the curriculum.
3. It helps children in setting goals providing feedback, maintaining records of
behavioural change, and improving in the skills: the video games help the children to
self-assess their growth by mirroring the scores while playing the games. The
education organisation can keep a track of the progress through scores achieved by
each student in video games (Durkin et al. 2017).
4. It helps to equip children and help them in overcoming (Technophobia that can be
also labelled as the fear or the anxiety of using the advance technologies): there are
cases of the student’s being hesitant to use the new media. They are suffering from the
anxiety of the not understanding or lack of the knowledge about the certain computer
tools. The condition can be improvised using the video games. The video games will
provide them with better interface to the digital media.
5. It also eliminate gender imbalance (the bias gender stereotyping, biasing specific
gender) in turn help them to be more competitive with themselves: the gender

5VIDEO GAMES AND LEARNING ENVIRONMENT
inferiority can be abolished since the games can be played online by anyone beyond
any demographic boundaries.
6. It provides the participants to experience more curiosity and interactivity with
learning. The better the graphics, the better the curiosity grown in order to know about
the certain topic. The video games helps in building better interaction and improvise
skills to problem solving by bringing live like task in the video games.
7. The video games might help in development of IT skills:
The IT skills are developed in the better way of developing the exposure of the
technology to the student. The organisation using the video games as the aids have
seen the students eager to know about the technology in a better manner.
The video games have been some potential disadvantage that have been noted while doing
research in an educational context:
1. There can be they can be cost cuttings regarding up gradation and installation of new
systems that could run the video games.: the installation of new computer and video
games need a high storage RAM , graphics card and processors. With the numerous
computer systems in a school or the organization might face a little financial setback.
2. The certainty of playing the same game help in making the judgement harder: the
games need to be constantly updated. since the same game won’t let the student to
know whether the student is growing or no, knowing the game will help in bringing
3. The potential threats like cyber-attacks: the cyber-attacks like malware, virus, sql
attacks if the game has an educational platform.
The cyber-attack can be checked by maintaining a better security to the system. The video
games have a better potential advantage to the organization.
inferiority can be abolished since the games can be played online by anyone beyond
any demographic boundaries.
6. It provides the participants to experience more curiosity and interactivity with
learning. The better the graphics, the better the curiosity grown in order to know about
the certain topic. The video games helps in building better interaction and improvise
skills to problem solving by bringing live like task in the video games.
7. The video games might help in development of IT skills:
The IT skills are developed in the better way of developing the exposure of the
technology to the student. The organisation using the video games as the aids have
seen the students eager to know about the technology in a better manner.
The video games have been some potential disadvantage that have been noted while doing
research in an educational context:
1. There can be they can be cost cuttings regarding up gradation and installation of new
systems that could run the video games.: the installation of new computer and video
games need a high storage RAM , graphics card and processors. With the numerous
computer systems in a school or the organization might face a little financial setback.
2. The certainty of playing the same game help in making the judgement harder: the
games need to be constantly updated. since the same game won’t let the student to
know whether the student is growing or no, knowing the game will help in bringing
3. The potential threats like cyber-attacks: the cyber-attacks like malware, virus, sql
attacks if the game has an educational platform.
The cyber-attack can be checked by maintaining a better security to the system. The video
games have a better potential advantage to the organization.

6VIDEO GAMES AND LEARNING ENVIRONMENT
Learning environment for special groups
The people suffering from severe development issues live autism, dyslexia can connect
through which in turn can bring them a self-calming effect. The video games provide new
way of learning from pattern, speed and, story line which in turn to develop basic skill. The
basic skills that could be developed by video games are language skills basic reading skills
socializing skills. According to the research, the game horn was used train children with
multiple handicaps (Durkin et al. 2017). The video game was also used to scan and record
selection responses. The v the research proved that at the disabled children where developing
special abilities, problem solving exercises and mathematical ability. Research has also
proved that Computer technology we have enhanced motivation among the disable to learn
new things.
Videogames as a skill development tool for social need groups
There have been many incidences where it has been found that video games have
been utilized for the social skill development in need group. These groups comprise of the
adolescent people as well as children having serious lack of social development skills or have
neural disorders like autism. People have surveyed over people with autism and have found
that even if the autistic people cannot cope up with basic social development skills like
understanding of languages, understanding difficulties in social, behavioural and emotional
aspects are excelled in playing a complicated video game((Baghaei et al, 2017). It has also
been analysed that excelling in these video games boosted their egos and had a self-calming
effect on their conscience. The analysis also found that the graphics, patterns, storyline and
the patterns described in these storylines of the video games helped in improving the basic
skill development within the autistic children. The therapeutic development that these video
games have provided in the basic skills of the autistic children and people with deficiency in
basic social development skills could be listed as follows:
Learning environment for special groups
The people suffering from severe development issues live autism, dyslexia can connect
through which in turn can bring them a self-calming effect. The video games provide new
way of learning from pattern, speed and, story line which in turn to develop basic skill. The
basic skills that could be developed by video games are language skills basic reading skills
socializing skills. According to the research, the game horn was used train children with
multiple handicaps (Durkin et al. 2017). The video game was also used to scan and record
selection responses. The v the research proved that at the disabled children where developing
special abilities, problem solving exercises and mathematical ability. Research has also
proved that Computer technology we have enhanced motivation among the disable to learn
new things.
Videogames as a skill development tool for social need groups
There have been many incidences where it has been found that video games have
been utilized for the social skill development in need group. These groups comprise of the
adolescent people as well as children having serious lack of social development skills or have
neural disorders like autism. People have surveyed over people with autism and have found
that even if the autistic people cannot cope up with basic social development skills like
understanding of languages, understanding difficulties in social, behavioural and emotional
aspects are excelled in playing a complicated video game((Baghaei et al, 2017). It has also
been analysed that excelling in these video games boosted their egos and had a self-calming
effect on their conscience. The analysis also found that the graphics, patterns, storyline and
the patterns described in these storylines of the video games helped in improving the basic
skill development within the autistic children. The therapeutic development that these video
games have provided in the basic skills of the autistic children and people with deficiency in
basic social development skills could be listed as follows:
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7VIDEO GAMES AND LEARNING ENVIRONMENT
Language Skills: The playing of the video games have made the people with low or
no social development skills become able of discussing and sharing of relevant information.
the following directions of these videogames and understanding of the prepositions, giving
the directions back to the video games, answering of the questions and understanding the
visual aids and hidden messages in them to share amongst others((Mehl-Schneider,. and
Steinmetz, 2015).
Basic skills of mathematics: The score counters that are displayed in the video
games help the people lacking basic social skills develop relevant math skills in keeping up
with the counters. It has been found that the people in discussion are good with keeping up
the scores as directed in the video game score counters, thus developing the basic math skills.
Basic skills for reading: The basic displayed reading instructions that the video
games instruct the players with are very well picked up even by the people with lack in
coordination and they do not find it hard to follow the instructions in the video games that say
“Play”, “Go”, “Stop”, “Load”, et cetera.
Social Skills: Videogames provided an interest that was popular with other children
makes talking and playing together so much easier. At school, always other children share a
passion for videogame play.
Videogames in Healthcare
Video games have also found use in the utilization of improving the healthcare of the
children. There are games that have been developed keeping in mind about the chronic
medical conditions in kids (Petrina,et al 2017). Of all the analysed games developed for the
children under medical help for their chronic conditions, ‘Packy and Marlon’ has noticed to
be the best in the business. This game particularly was developed depending on the basic
skills of the people with the need to improve skills of self-care and the compliance of
Language Skills: The playing of the video games have made the people with low or
no social development skills become able of discussing and sharing of relevant information.
the following directions of these videogames and understanding of the prepositions, giving
the directions back to the video games, answering of the questions and understanding the
visual aids and hidden messages in them to share amongst others((Mehl-Schneider,. and
Steinmetz, 2015).
Basic skills of mathematics: The score counters that are displayed in the video
games help the people lacking basic social skills develop relevant math skills in keeping up
with the counters. It has been found that the people in discussion are good with keeping up
the scores as directed in the video game score counters, thus developing the basic math skills.
Basic skills for reading: The basic displayed reading instructions that the video
games instruct the players with are very well picked up even by the people with lack in
coordination and they do not find it hard to follow the instructions in the video games that say
“Play”, “Go”, “Stop”, “Load”, et cetera.
Social Skills: Videogames provided an interest that was popular with other children
makes talking and playing together so much easier. At school, always other children share a
passion for videogame play.
Videogames in Healthcare
Video games have also found use in the utilization of improving the healthcare of the
children. There are games that have been developed keeping in mind about the chronic
medical conditions in kids (Petrina,et al 2017). Of all the analysed games developed for the
children under medical help for their chronic conditions, ‘Packy and Marlon’ has noticed to
be the best in the business. This game particularly was developed depending on the basic
skills of the people with the need to improve skills of self-care and the compliance of

8VIDEO GAMES AND LEARNING ENVIRONMENT
medicine in the children and the adolescent people diagnosed with diabetes. Electronic games
have also been used to enhance adolescents’ perceived the self efficiancy in the children
diagnosed with diabetes((Norris, Hamer and Stamatakis, 2016). This game includes the
players to assumptions of the avatar of characters that are also suffering from chronic
diabetes problems and make them go through several tasks that demonstrate good habits and
practices to take up when a person is going through diabetes. The storyline has been built up
as a summer camp organized especially for the children with diabetes and rats and mice are
the vices that have stolen all their supplies.
There has been a research organized with the treatment of 8 to 16 year old kids with
chronic diabetes and they have been put under a controlled study to check how the games
provide relevant help to these children. This program has been assigned to with of a control
group or a treatment institution. The participants were provided with a Super Nintendo game
console which had the Packy and Marlon game pre installed in the systems for the treatment
group and an entertainment videogame for the controlled group(Theng, et al., 2015). In
addition to more communication with parents and improved self-care, the treatment group
demonstrated a significant decrease in urgent medical visits thus proving the worth of these
games in providing therapeutic treatments to the children in need of healthcare treatments.
Brain wave bio feedback
Videogames have also proved to provide help to the children having difficulty with
attention deficit disorders(Eichenbaum, Bavelier and Green 2014). These video games have
found to have brain wave biofeedback that provides relevant help to the children having
issues in providing affective attention to instructions or further minute details in an
instruction. Biofeedback is a technology adopted by the video game developers, which helps
in teaching these patients about the control of the normal involuntary body functions like
heart rate. This provides real time monitoring of those responses. The computer display in
medicine in the children and the adolescent people diagnosed with diabetes. Electronic games
have also been used to enhance adolescents’ perceived the self efficiancy in the children
diagnosed with diabetes((Norris, Hamer and Stamatakis, 2016). This game includes the
players to assumptions of the avatar of characters that are also suffering from chronic
diabetes problems and make them go through several tasks that demonstrate good habits and
practices to take up when a person is going through diabetes. The storyline has been built up
as a summer camp organized especially for the children with diabetes and rats and mice are
the vices that have stolen all their supplies.
There has been a research organized with the treatment of 8 to 16 year old kids with
chronic diabetes and they have been put under a controlled study to check how the games
provide relevant help to these children. This program has been assigned to with of a control
group or a treatment institution. The participants were provided with a Super Nintendo game
console which had the Packy and Marlon game pre installed in the systems for the treatment
group and an entertainment videogame for the controlled group(Theng, et al., 2015). In
addition to more communication with parents and improved self-care, the treatment group
demonstrated a significant decrease in urgent medical visits thus proving the worth of these
games in providing therapeutic treatments to the children in need of healthcare treatments.
Brain wave bio feedback
Videogames have also proved to provide help to the children having difficulty with
attention deficit disorders(Eichenbaum, Bavelier and Green 2014). These video games have
found to have brain wave biofeedback that provides relevant help to the children having
issues in providing affective attention to instructions or further minute details in an
instruction. Biofeedback is a technology adopted by the video game developers, which helps
in teaching these patients about the control of the normal involuntary body functions like
heart rate. This provides real time monitoring of those responses. The computer display in

9VIDEO GAMES AND LEARNING ENVIRONMENT
these video games helps in the modulation of brain waves in the attention deficit patients so
that they can modulate the brain waves and help them focus. . With enough training, changes
become automatic and lead to improvements in grades, sociability, and organizational skills.
Following on from research involving pilot attentiveness during long flights, a similar
principle has been developed to help attention-deficit children stay focused by rewarding an
attentive state of mind. This has been done by linking biofeedback to commercial
videogames. In addition to this, the parents who were also the part of the program, have
reported that their children have been faring better in school and it has been found that the
driving factor between the cases was the focus and motivation. The video-game group
showed fewer no-shows and no dropouts. The researchers do warn that the ‘wrong kinds of
videogame’ may be detrimental to children with attention disorders. Thus, it can be clearly
stated that the video games have proven to be helpful in this case also where the children with
lack in providing attention have also been improved with constant practices.
Conclusion
The report mainly focuses on the use of the video games in the learning environment. In
order to prove the point ,the report discuss the basic cases and research that has been done to
prove the positive aspect of video games in learning sectors like education and health. The
benefits of the learning environment can be seen in biofeedback as well as cross-referenced
through different cited journals. The report mainly shows the impact of visual interface in
improvising learning.
these video games helps in the modulation of brain waves in the attention deficit patients so
that they can modulate the brain waves and help them focus. . With enough training, changes
become automatic and lead to improvements in grades, sociability, and organizational skills.
Following on from research involving pilot attentiveness during long flights, a similar
principle has been developed to help attention-deficit children stay focused by rewarding an
attentive state of mind. This has been done by linking biofeedback to commercial
videogames. In addition to this, the parents who were also the part of the program, have
reported that their children have been faring better in school and it has been found that the
driving factor between the cases was the focus and motivation. The video-game group
showed fewer no-shows and no dropouts. The researchers do warn that the ‘wrong kinds of
videogame’ may be detrimental to children with attention disorders. Thus, it can be clearly
stated that the video games have proven to be helpful in this case also where the children with
lack in providing attention have also been improved with constant practices.
Conclusion
The report mainly focuses on the use of the video games in the learning environment. In
order to prove the point ,the report discuss the basic cases and research that has been done to
prove the positive aspect of video games in learning sectors like education and health. The
benefits of the learning environment can be seen in biofeedback as well as cross-referenced
through different cited journals. The report mainly shows the impact of visual interface in
improvising learning.
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10VIDEO GAMES AND LEARNING ENVIRONMENT
REFERENCE
Baghaei, N., Casey, J., Nandigam, D., Sarrafzadeh, H. and Maddison, R., 2017. Engaging
children in diabetes education through mobile games.
Durkin, K., Boyle, J., Hunter, S. and Conti-Ramsden, G., 2015. Video games for children and
adolescents with special educational needs. Zeitschrift für Psychologie.
Eichenbaum, A., Bavelier, D. and Green, C.S., 2014. Video games: Play that can do serious
good. American Journal of Play, 7(1), pp.50-72.
Finke, E.H., Hickerson, B. and McLaughlin, E., 2015. Parental intention to support video
game play by children with autism spectrum disorder: An application of the theory of planned
behavior. Language, speech, and hearing services in schools, 46(2), pp.154-165.
Gutierrez, A.Y.L. and Torres, R.M., 2015. Counting carbohydrates as an educational tool to
reduce fat consumption in obese children exposed to videogames: A pilot
study. International Journal of Nutrition and Metabolism, 7(3), pp.33-38.
Henkemans, O.A.B., Bierman, B.P., Janssen, J., Looije, R., Neerincx, M.A., van Dooren,
M.M., de Vries, J.L., van der Burg, G.J. and Huisman, S.D., 2017. Design and evaluation of a
personal robot playing a self-management education game with children with diabetes type
1. International Journal of Human-Computer Studies, 106, pp.63-76.
Institute of Digital Media and Child Development Working Group on Games for Health,
Baranowski, T., Blumberg, F., Buday, R., DeSmet, A., Fiellin, L.E., Green, C.S., Kato, P.M.,
Lu, A.S., Maloney, A.E. and Mellecker, R., 2016. Games for health for children—Current
status and needed research. Games for health journal, 5(1), pp.1-12.
REFERENCE
Baghaei, N., Casey, J., Nandigam, D., Sarrafzadeh, H. and Maddison, R., 2017. Engaging
children in diabetes education through mobile games.
Durkin, K., Boyle, J., Hunter, S. and Conti-Ramsden, G., 2015. Video games for children and
adolescents with special educational needs. Zeitschrift für Psychologie.
Eichenbaum, A., Bavelier, D. and Green, C.S., 2014. Video games: Play that can do serious
good. American Journal of Play, 7(1), pp.50-72.
Finke, E.H., Hickerson, B. and McLaughlin, E., 2015. Parental intention to support video
game play by children with autism spectrum disorder: An application of the theory of planned
behavior. Language, speech, and hearing services in schools, 46(2), pp.154-165.
Gutierrez, A.Y.L. and Torres, R.M., 2015. Counting carbohydrates as an educational tool to
reduce fat consumption in obese children exposed to videogames: A pilot
study. International Journal of Nutrition and Metabolism, 7(3), pp.33-38.
Henkemans, O.A.B., Bierman, B.P., Janssen, J., Looije, R., Neerincx, M.A., van Dooren,
M.M., de Vries, J.L., van der Burg, G.J. and Huisman, S.D., 2017. Design and evaluation of a
personal robot playing a self-management education game with children with diabetes type
1. International Journal of Human-Computer Studies, 106, pp.63-76.
Institute of Digital Media and Child Development Working Group on Games for Health,
Baranowski, T., Blumberg, F., Buday, R., DeSmet, A., Fiellin, L.E., Green, C.S., Kato, P.M.,
Lu, A.S., Maloney, A.E. and Mellecker, R., 2016. Games for health for children—Current
status and needed research. Games for health journal, 5(1), pp.1-12.

11VIDEO GAMES AND LEARNING ENVIRONMENT
Johansen, S.G., Makhlysheva, A., Årsand, E., Bradway, M. and Hartvigsen, G., 2016.
Designing motivational and educational diabetes video games involving children as a creative
resource. Diabetes Technology Therapeutics, 18.
Ledoux, T., Griffith, M., Thompson, D., Nguyen, N., Watson, K., Baranowski, J., Buday, R.,
Abdelsamad, D. and Baranowski, T., 2016. An educational video game for nutrition of young
people: Theory and design. Simulation & gaming, 47(4), pp.490-516.
Malinverni, L., Mora-Guiard, J., Padillo, V., Valero, L., Hervás, A. and Pares, N., 2017. An
inclusive design approach for developing video games for children with Autism Spectrum
Disorder. Computers in Human Behavior, 71, pp.535-549.
Mazurek, M.O., Engelhardt, C.R. and Clark, K.E., 2015. Video games from the perspective
of adults with autism spectrum disorder. Computers in Human Behavior, 51, pp.122-130.
Mehl-Schneider, T. and Steinmetz, S., 2015. Video games as a form of therapeutic
intervention for children with autism spectrum disorders. In Gamification: Concepts,
Methodologies, Tools, and Applications (pp. 1224-1238). IGI Global.
Norris, E., Hamer, M. and Stamatakis, E., 2016. Active video games in schools and effects on
physical activity and health: a systematic review. The Journal of pediatrics, 172, pp.40-46.
Petrina, N., Carter, M., Stephenson, J. and Sweller, N., 2017. Friendship satisfaction in
children with autism spectrum disorder and nominated friends. Journal of autism and
developmental disorders, 47(2), pp.384-392.
Theng, Y.L., Lee, J.W., Patinadan, P.V. and Foo, S.S., 2015. The use of videogames,
gamification, and virtual environments in the self-management of diabetes: a systematic
review of evidence. Games for health journal, 4(5), pp.352-361.
Johansen, S.G., Makhlysheva, A., Årsand, E., Bradway, M. and Hartvigsen, G., 2016.
Designing motivational and educational diabetes video games involving children as a creative
resource. Diabetes Technology Therapeutics, 18.
Ledoux, T., Griffith, M., Thompson, D., Nguyen, N., Watson, K., Baranowski, J., Buday, R.,
Abdelsamad, D. and Baranowski, T., 2016. An educational video game for nutrition of young
people: Theory and design. Simulation & gaming, 47(4), pp.490-516.
Malinverni, L., Mora-Guiard, J., Padillo, V., Valero, L., Hervás, A. and Pares, N., 2017. An
inclusive design approach for developing video games for children with Autism Spectrum
Disorder. Computers in Human Behavior, 71, pp.535-549.
Mazurek, M.O., Engelhardt, C.R. and Clark, K.E., 2015. Video games from the perspective
of adults with autism spectrum disorder. Computers in Human Behavior, 51, pp.122-130.
Mehl-Schneider, T. and Steinmetz, S., 2015. Video games as a form of therapeutic
intervention for children with autism spectrum disorders. In Gamification: Concepts,
Methodologies, Tools, and Applications (pp. 1224-1238). IGI Global.
Norris, E., Hamer, M. and Stamatakis, E., 2016. Active video games in schools and effects on
physical activity and health: a systematic review. The Journal of pediatrics, 172, pp.40-46.
Petrina, N., Carter, M., Stephenson, J. and Sweller, N., 2017. Friendship satisfaction in
children with autism spectrum disorder and nominated friends. Journal of autism and
developmental disorders, 47(2), pp.384-392.
Theng, Y.L., Lee, J.W., Patinadan, P.V. and Foo, S.S., 2015. The use of videogames,
gamification, and virtual environments in the self-management of diabetes: a systematic
review of evidence. Games for health journal, 4(5), pp.352-361.

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