Short Report

Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth.

Volume: 5 Number: 2 July 14, 2023
TR EN

Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth.

Abstract

This text will try to explore the question of adopting gaming into education. Explore its possible benefits by measuring the test results of college students. The goal of this research is to try to find if there is a noticeable difference and benefit from this new type of pedagogical approach. What are the student’s opinions and sentiments towards it with the objective of providing the best possible result in students' motivation.

Keywords

References

  1. Bekebrede, G., Warmelink, H. J. G., & Mayer, I. S. (2011). Reviewing the need for gaming in education to accommodate the net generation. Computers & Education, 57(2), 1521-1529.
  2. Bloomberg. (2019, Jan. 24). Peak videogames. www.bloomberg.com. https://www.bloomberg.com/news/articles/2019-01-23/peak-video-game-top-analyst-sees-industry-slumping-in-2019
  3. Bolliger, D. U.; Mills, D.; White, J.; Kohyama, M. (2015). Japanese Students' Perceptions of Digital Game Use for English-Language Learning in Higher Education. Journal of Educational Computing Research, 53(3), 384–408.
  4. EsportsEarning (2022, Jan. 10) Largest Overall Prize Pools in Esports EsportsEarning.com https://www.esportsearnings.com/tournaments
  5. JapanToday (2022, Jan. 2) Japan opening a video gaming/e-sports high school www.japantoday.com https://japantoday.com/category/features/lifestyle/Japan-opening-a-video-gaming-e-sports-high-school
  6. Manichi.com (2021, Aug. 15) Japan firm offering lessons on 'Fortnite' to get kids learning 'Gaming English' www.manichi.jp https://mainichi.jp/english/articles/20210813/p2a/00m/0na/017000c#:~:text=TOKYO%20%2D%2D%20More%20and%20more,at%20home%20while%20learning%20English.
  7. Marketwatch.com. (2021, Jan. 2). Videogames are a bigger industry than movies and North American sports combined, thanks to the pandemic. www.MarketWatch.com. https://www.marketwatch.com/story/videogames-are-a-bigger-industry-than-sports-and-movies-combined-thanks-to-the-pandemic-11608654990
  8. McClarty, K. L., Orr, A., Frey, P. M., Dolan, R. P., Vassileva, V., & McVay, A. (2012). A Literature Review of Gaming in Education. Research Report. Pearson.

Details

Primary Language

English

Subjects

Educational Psychology

Journal Section

Short Report

Publication Date

July 14, 2023

Submission Date

June 16, 2022

Acceptance Date

September 3, 2022

Published in Issue

Year 2023 Volume: 5 Number: 2

APA
Moreno Del Castillo, A. (2023). Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth. The Universal Academic Research Journal, 5(2), 99-104. https://doi.org/10.55236/tuara.1131583
AMA
1.Moreno Del Castillo A. Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth. The Universal Academic Research Journal. 2023;5(2):99-104. doi:10.55236/tuara.1131583
Chicago
Moreno Del Castillo, Armando. 2023. “Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth”. The Universal Academic Research Journal 5 (2): 99-104. https://doi.org/10.55236/tuara.1131583.
EndNote
Moreno Del Castillo A (July 1, 2023) Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth. The Universal Academic Research Journal 5 2 99–104.
IEEE
[1]A. Moreno Del Castillo, “Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth”., The Universal Academic Research Journal, vol. 5, no. 2, pp. 99–104, July 2023, doi: 10.55236/tuara.1131583.
ISNAD
Moreno Del Castillo, Armando. “Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth”. The Universal Academic Research Journal 5/2 (July 1, 2023): 99-104. https://doi.org/10.55236/tuara.1131583.
JAMA
1.Moreno Del Castillo A. Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth. The Universal Academic Research Journal. 2023;5:99–104.
MLA
Moreno Del Castillo, Armando. “Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth”. The Universal Academic Research Journal, vol. 5, no. 2, July 2023, pp. 99-104, doi:10.55236/tuara.1131583.
Vancouver
1.Armando Moreno Del Castillo. Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth. The Universal Academic Research Journal. 2023 Jul. 1;5(2):99-104. doi:10.55236/tuara.1131583

The Universal Academic Research Journal (TUARA) is an international, peer-reviewed journal publishing scholarly work in the social sciences. All submissions undergo rigorous evaluation to ensure academic quality and integrity. TUARA is indexed in EBSCO Education Full Text (HW Wilson) and disseminates its content through EBSCOhost under a licensing agreement. The journal adheres to strict ethical standards and open-access principles.

All articles are published under a Creative Commons Attribution-NonCommercial-NoDerivatives (CC BY-NC-ND 4.0) license.