Research Question

Hey guys welcome back!
As you guys know, video games don't necessarily have the best reputation when it comes to school age children and their development. A lot of people in today's society say that there are no benefits to children playing video games. That's why i'm here! Though out my research I have found that there are quite a few benefits to school age children playing video games and that they can help them in many ways throughout their development.

For example, the other day it was -17 degrees outside so it was too cold to take my  school age class out to play, and the gym was being occupied by a volleyball tournament. I then decided to take out the Nintendo Switch as my last resource. I used the "Just Dance game" as a form of physical activity within the classroom environment. Using the Nintendo Switch was a fun and different way to get all children involved and participate in the activity. Children got to dance, jump around and follow the characters on the screen to their favourite music. 

Below you will find my research question and the resources ill be using to back up my belief that video games do have advantages for school age children.

Research Question: What are some advantages to school age children playing video game?

Resources
Adachi, P., & Willoughby, T. (2013). More than just fun and games: The longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades. Journal of Youth and Adolescence, 42(7), 1041-1052. doi:10.1007/s10964-013-9913-9

Bassiouni, D. H., & Hackley, C. (2016). Video games and young children's evolving sense of identity: A qualitative study. Young Consumers, 17(2), 127-142. Retrieved from http://sfx.scholarsportal.info.subzero.lib.uoguelph.ca/guelph/docview/1826809805?accountid=11233

Del Pozo, M. M., Gómez-Pablos, V. B., & Muñoz-Repiso, A. G. (2017). A quantitative approach to pre-service primary school teachers' attitudes towards collaborative learning with video games: Previous experience with video games can make the difference. International Journal of Educational Technology in Higher Education, 14, 1-18. doi:http://dx.doi.org.subzero.lib.uoguelph.ca/10.118610.1186/s41239-017-0050-5

Entertainment Software Association of Canada. (2018). Essential Facts About The Canadian Video Game Industry. Retrieved from 
http://theesa.ca/wp-content/uploads/2018/10/ESAC18_BookletEN.pdf


Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. The American Psychologist, 69(1), 66. doi:http://dx.doi.org.subzero.lib.uoguelph.ca/10.1037/a0034857

Kruger, M. (2016). A comparative study of student performance when using minecraft as a learning tool (Order No. 10256956). Available from ProQuest Dissertations & Theses A&I: Social Sciences. (1881841972). Retrieved from http://sfx.scholarsportal.info.subzero.lib.uoguelph.ca/guelph/docview/1881841972?accountid=11233

Rapeepisarn, K., Wong, K. W., Fung, C. C., & Khine, M. S. (2008). The Relationship between Game Genres, Learning Techniques and Learning Styles in Educational Computer Games. Technologies for E-Learning and Digital Entertainment Lecture Notes in Computer Science,497-508. doi:10.1007/978-3-540-69736-7_53

Talk to you later,

- The Positive Gamer

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