Research about emerging best practices in the learning sciences points to the potential of deploying digital games as one possible solution to the twin challenges of weak student engagement and the need for more robust achievement in literacy, science, technology, and math. This chapter reviews key cross-cutting themes in this special volume, drawing perspective from the context of the current United States program and policy reform. The authors conclude that digital games have some unique potential to address pressing educational challenges, but that new mechanisms for advancing purposeful research and development must be adopted by both policymakers and industry leaders.
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http://dx.doi.org/10.1002/cad.20033 | DOI Listing |
Disabil Rehabil
January 2025
Sydney School of Health Sciences, Faculty of Medicine & Health, The University of Sydney, Sydney, Australia.
Purpose: To investigate potential mechanisms of a digital rehabilitation intervention associated with improved mobility among adults undertaking rehabilitation.
Materials And Methods: Causal mediation analysis of the AMOUNT trial (ACTRN12614000936628). Participants were randomised to digitally-enabled rehabilitation (virtual reality video games, activity monitors, and handheld computer devices prescribed by a physiotherapist) and usual care or usual care alone.
Lancet Child Adolesc Health
January 2025
Oxford Internet Institute, University of Oxford, Oxford, UK. Electronic address:
In this Personal View, we critically evaluate the limitations and underlying challenges of existing research into the negative mental health consequences of internet-mediated technologies on young people. We argue that identifying and proactively addressing consistent shortcomings is the most effective method for building an accurate evidence base for the forthcoming influx of research on the effects of artificial intelligence (AI) on children and adolescents. Basic research, advice for caregivers, and evidence for policy makers should tackle the challenges that led to the misunderstanding of social media harms.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
School of Nursing, Jilin University, Changchun, China.
Background: Gamification refers to using game design elements in nongame contexts. Promoting physical activity (PA) through gamification is a novel and promising avenue for improving lifestyles and mitigating the advancement of cardiovascular diseases (CVDs). However, evidence of its effectiveness remains mixed.
View Article and Find Full Text PDFBehav Sci (Basel)
January 2025
Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong 999077, China.
The COVID-19 pandemic placed significant strains on daily life, particularly affecting vulnerable groups such as rural-to-urban young migrant workers. Based on General Strain Theory (GST), these pandemic-related strains lead to delinquent copings, including excessive Internet use. However, the association between pandemic-related challenges faced by migrant youth and their digital copings has yet to be investigated.
View Article and Find Full Text PDFJ Med Internet Res
January 2025
Department of Internal Medicine, Hospital Clinic, Institut d'Investigacio Biomèdica August Pi i Sunyer, Barcelona, Spain.
Background: Enhancing self-management in health care through digital tools is a promising strategy to empower patients with type 2 diabetes (T2D) to improve self-care.
Objective: This study evaluates whether the Greenhabit (mobile health [mHealth]) behavioral treatment enhances T2D outcomes compared with standard care.
Methods: A 12-week, parallel, single-blind randomized controlled trial was conducted with 123 participants (62/123, 50%, female; mean age 58.
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