Behavioural Changes in Students Participating in an Upper Secondary Education Program Using Unmodified Computer Games as the Primary Teaching Tool
2005 (English)In: Proceedings of CGAMES 2005, 7:th International Conference on Computer Games, 28-30 November 2005 / [ed] Mehdi, Q., Gough, N., and Natkin S., Wolverhampton: University of Wolverhampton, School of Computing and Information Technologies , 2005, 66-73 p.Conference paper (Refereed)
The extensive use of computer games have been suggested to induce behavioural differences in the players as a result of neuroplasticity. Such changes, if present, suggests that computer games may be ideally suited as teaching tools for students having grown up with this technology. Using computer games extensively in the education system would in turn increase the gaming exposure significantly, even further accentuating any such neuroplastically mediated behavioural changes. To obtain information on possible changes in student behaviour patterns in key areas, an empirical study was conducted. Students participating in a test project extensively using computer games as teaching tools, were interviewed about both games related and other key behaviours. Results show some changed behaviours in the studied areas, such as decreased television watching habits and a shift from FPS to MMORPG as favourite game genre. While being consistent with computer games being able to induce behavioural changes through neuroplasticity, other factors may also have contributed in the studied case, and more research is needed.
Place, publisher, year, edition, pages
Wolverhampton: University of Wolverhampton, School of Computing and Information Technologies , 2005. 66-73 p.
IdentifiersURN: urn:nbn:se:su:diva-38039ISBN: 0-9549016-2-6OAI: oai:DiVA.org:su-38039DiVA: diva2:305872
CGAMES, 28-30 November 2005, Angouleme, France