Adoption Of Gaming As An Alternative Educational Tool Among Japanese Youth.
Year 2023,
Volume: 5 Issue: 2, 99 - 104, 14.07.2023
Armando Moreno Del Castillo
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
Armando Moreno Del Castillo
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.