Vytautas Magnus University Research Management System (VDU CRIS)





3. Mokslo žurnalai / Research Journals

Permanent URI for this communityhttps://hdl.handle.net/20.500.12259/261291

Browse

Search Results

Now showing1 - 1 of 1
  • Item type:Publication,
    Elektroninių žaidimų socioedukacinis vertinimas
    [Socio-educational assessment of electronic games]
    research article[2015][S4][S007][13]
    ;
    Rapkauskaitė, Gintarė
    Socialinis ugdymas / Social Education, 2015, vol. 40, no. 1, p. 54-66

    Research of electronic game opportunities to enrich social pedagogic activities revealed that there are only a few positive social pedagogic aspects of these games. Sports themed games are related to better ability to create and maintain social relations while logical and puzzle games or playing in groups shows increase in social activity. Study highlighted aspects and dangers of electronic games that require attention of social pedagogy, education system workers and parents. A big concern is extended periods of time spent playing electronic games and negatively influential information within them. Extended electronic game playing periods of 4 and more hours and aggression and violence within games is related to decrease emotional state, social apathy, decreased ability to engage or maintain social relations, increase in delinquent traits and problems at school. It’s important for social pedagogic activity organizers to determine how much time a child spends on games, what content these games have that have positive effect in social pedagogic activities and does not become a replacement of them.

      15  83