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

Year 2023, Volume: 5 Issue: 2, 99 - 104, 14.07.2023
https://doi.org/10.55236/tuara.1131583

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.

References

  • 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.
  • 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
  • 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.
  • EsportsEarning (2022, Jan. 10) Largest Overall Prize Pools in Esports EsportsEarning.com https://www.esportsearnings.com/tournaments
  • 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
  • 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.
  • 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
  • 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.
  • Statista.com. (2021, Jan. 26). Total value of the video game market in Japan in fiscal year 2020 with a forecast until 2027. www.Statista.com. https://www.statista.com/statistics/1024411/japan-gaming-market-size/
  • Nippon.com. (2019, Dec. 6). Concern Over Gaming Addiction Among Young Japanese. www.Nippon.com https://www.nippon.com/en/japan-data/h00599/concern-over-gaming-addiction-among-young-japanese.html
  • Yamori, K. (2008). Action research on disaster reduction education: building a “community of practice” through a gaming approach. Journal of Natural Disaster Science, 30(2), 83-96.

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

Year 2023, Volume: 5 Issue: 2, 99 - 104, 14.07.2023
https://doi.org/10.55236/tuara.1131583

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.

References

  • 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.
  • 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
  • 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.
  • EsportsEarning (2022, Jan. 10) Largest Overall Prize Pools in Esports EsportsEarning.com https://www.esportsearnings.com/tournaments
  • 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
  • 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.
  • 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
  • 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.
  • Statista.com. (2021, Jan. 26). Total value of the video game market in Japan in fiscal year 2020 with a forecast until 2027. www.Statista.com. https://www.statista.com/statistics/1024411/japan-gaming-market-size/
  • Nippon.com. (2019, Dec. 6). Concern Over Gaming Addiction Among Young Japanese. www.Nippon.com https://www.nippon.com/en/japan-data/h00599/concern-over-gaming-addiction-among-young-japanese.html
  • Yamori, K. (2008). Action research on disaster reduction education: building a “community of practice” through a gaming approach. Journal of Natural Disaster Science, 30(2), 83-96.
There are 11 citations in total.

Details

Primary Language English
Subjects Educational Psychology
Journal Section Research Articles
Authors

Armando Moreno Del Castillo

Publication Date July 14, 2023
Published in Issue Year 2023 Volume: 5 Issue: 2

Cite

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