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Uly Lalunio

Multimedia Memory Boost: Learning by listening as we sleep --- Scientific American - 1 views

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    A new study suggests that a video before bed or a recording played while asleep can enhance learning and memory.
Jennifer Jocz

Youths Spend 7+ Hours/Day Consuming Media - CBS News - 0 views

  • kids spend almost as much time on a computer, watching television, using their cell phones, playing video games or listening to music as an adult spends during a full day at work.
  • The only type of media usage that has not increased is reading
  • the children who spend their time consuming so much media seem to have a harder time in school
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    Article discussing a study showing that media use by children has increased significantly in the past 5 years.
michele_rigolizzo

Emerald FullText Article : Factors that influence informal learning in the w... - 0 views

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    Study of engagement with informal learning in the workplace
Xavier Rozas

Research Paper on AR Book Study with 6-7 year olds - 0 views

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    There doesn't appear to be much here as far as quntitative data, but I think this arena is ripe for further educational research.
Parisa Rouhani

FOXNews.com - Surfing the Web Can Make You Depressed - 0 views

  • The longer people spend on the Internet, the less likely they are to be happy,
  • the longer people spent online the more depressed
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    there appears to be a link between internet usage and depression; i wonder if this study includes web-based games and social forums.
Soomi Hong

'Gaming' Sends Boys' Test Scores Sliding - BusinessWeek - 1 views

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    Study finds they spend less time on academics with video-game systems at home
Parisa Rouhani

Virtually addicted: Weaning Koreans off their wired world - CNN.com - 1 views

  • Cheong is down to playing two or three hours on "Starcraft" and "World of Warcraft" three times a week,
  • The South Korean government estimates that the country has 2 million citizens addicted to the Internet
  • Earlier this month a three-month-old baby girl succumbed to malnutrition while her parents spent 12-hour stretches in an Internet café playing the role-playing game Prius Online
  • ...6 more annotations...
  • 22-year-old man returned to an Internet cafe to continue playing immediately after he murdered his mother, who had complained about his gaming habits. Physical exhaustion after long computer sessions has also caused deaths.
  • Internet addicts will also be offered free software with a timer that shuts down their computers or a "fatigue system" that bores players by making games slower and more difficult
  • Some of the suggested new measures to curb Internet addiction could collide with a gaming market that is expected to be worth $5.5 billion this year with a 17 percent growth rate
  • The companies make their money selling add-ons such as weapons, outfits and special abilities for the online characters.
  • Another novel idea to curb addiction is to punish excessive playing by confiscating gamers' virtual wealth.
  • We are examining various technological directions to prevent excessively continuous game play even for adults, and we are also discussing a special system that will allow children and teenagers to learn a healthy gaming habit,
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    This is an interesting article that speaks to the result of over-engagement. I wonder if this problem is specific to Korea and less so in other countries (if so, what is it about that environment that makes video games so addictive) or if it's only been studied in Korea but could be a similar problem in other parts of the world.
Soomi Hong

http://www.wired.com/wiredscience/2010/04/copycat-avatars-prevail/ - 1 views

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    "The new study runs counter to the conventional idea that success in an unfamiliar, changing environment comes from a mixture of innovation and copying others."
Nick Siewert

Pro Athletes Bring Video Games Into the Regimen - NYTimes.com - 1 views

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    Professional athletes are using video games to study strategy and "preset" their brains for game time.
Jennifer Jocz

University World News - US: Women gain in science while video games hold back boys - 0 views

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  • Last year, Iowa State University researcher Douglas Gentile published a survey of American 8-to-18 year-olds which found 12% of boys were video-game addicted, having at least six symptoms out of 11, similar to a scale for gambling addiction. Yet only 3% of girls were video game addicts.
  • Robert Weis and Brittany C Cerankosky of Denison University measured a group of boys' academic baseline achievement and surveyed their parents and teachers as well. They then gave half the boys video-game units. Boys receiving the video-game stations experienced an academic nosedive. The control group of boys without video games continued with solid schoolwork.
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    Although this study is just correlative, it still poses some interesting questions about video games and academic achievement.
Xavier Rozas

College Students Feel Isolated Without Social Media, Study Says - 0 views

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    I was in a NYC subway this weekend nd noticed that 100% of riders in my section were buried in their phones...not even sure they had a connection...
Uly Lalunio

The Dark Side of Collaboration in Scientific Community - WSJ.com - 0 views

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    Very disturbing findings. Here's a quick excerpt: "There is still debate over whether scientific collaboration leads to better results. Jonathon Cummings, an associate professor of management at Duke University, and his colleagues got a grant from the National Science Foundation to look at 491 research collaborations funded by the foundation. They discovered something unsettling: Collaborations of more universities fared worse than projects primarily executed at a single university. More collaborators meant fewer patent applications, fewer published papers, and less chance of the group seeking additional funding to keep projects going." "Dr. Cummings says it appears that the amount of coordination required to make progress on research-everything from setting up meetings to integrating knowledge among group members-outweighed the potential benefits of collaboration. In the wake of the study, he says, the science foundation now requires grant applicants for some programs to detail how they expect to manage the collaboration."
Jerusha Saldaña Yanez

BBC - GCSE Bitesize - Games index - 0 views

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    In order to progress in the game of The Lost Army of Fu Shi players must answer multiple choice questions regarding business studies, geography, science, etc. to get more time to "play" .
Chris Dede

Girl Gamers Who Play With Their Parents Are Better Behaved, Study Shows - Bloomberg - 3 views

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    games help build relationship between girls and parents
Yang Jiang

Video games: Kids obsessed with playing video games - latimes.com - 1 views

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    a new study identifies risk factors for "pathological," or obsessive, gamers and says that such children become more depressed and anxious the more they play.
Chris Dede

Online Gaming With Real-World Friends Is Healthier: Study - US News and World Report - 3 views

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    gaming as a basis for interpersonal communication
Chris Dede

High net use linked to teen risky behavior - UPI.com - 0 views

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    study cites a 50% increase in bad behavior based on internet games -- would be nice to know research design
Maurice Joyce

Enhancing Cognition with Video Games: A Multiple Game Training Study - 0 views

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    Further evidence to encourage gaming?
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