You are here:

Cognition and Recreational Computer Games: Implications for Educational Technology
ARTICLE

, ,

Journal of Research on Computing in Education Volume 32, Number 1, ISSN 0888-6504

Abstract

A qualitative approach was used to examine the cognitive processes students engaged in while playing recreational computer games. Participants were 21 high school students. Results indicated that players practiced complex cognitive processes such as interpreting explicit and implicit information, inductive reasoning, metacognitive analysis, and problem solving. (AEF)

Citation

Pillary, H., Brownlee, J. & Wilss, L. (1999). Cognition and Recreational Computer Games: Implications for Educational Technology. Journal of Research on Computing in Education, 32(1), 203. Retrieved June 24, 2019 from .

This record was imported from ERIC on April 18, 2013. [Original Record]

ERIC is sponsored by the Institute of Education Sciences (IES) of the U.S. Department of Education.

Copyright for this record is held by the content creator. For more details see ERIC's copyright policy.

Keywords

Cited By

View References & Citations Map

These links are based on references which have been extracted automatically and may have some errors. If you see a mistake, please contact info@learntechlib.org.