Bibliography- yourfavoriteanon

Annotated Bibliography

  1. A date with destiny: Video games teach kids life lessons. (2017, ). Chicago Weekend

Background: This little article talks about how the video game Destiny teaches life lessons. The author goes into detail explaining the different aspects that differs it from other games.

How I Used It: I used a quote from this article to reinforce how video games can teach teamwork and help build team skills.

2. Gabbiadini, A., & Greitemeyer, T. (2017). Uncovering the association between strategy video games and self-regulation: A correlational study. Personality and Individual Differences, 104, 129-136. doi:10.1016/j.paid.2016.07.041


Background:
Gabbiadini and Greitemeyer both study whether or not strategy video games help with self-regulaton. They both discuss the different definitions of self-regulation and how each one plays out in the study.

How I Used It: I implemented a quote from this article to help the reader undesteand that video games can be a way to improve skills through trial and error without real consequence.

3. Gaming the brain.(research about action video games’ effect on a person’s decision making ability)(brief article). (2010). Nature, 467(7313), 254.


Background:
This short article explains the outcome of an experiment conducted by Daphne Bavelier at the University of Rochester, New York. This experiment involved video game players and nonvideo game players to perform sensory and perception tasks on proving the succes of video games on the brain.

How I Used It: I added a quote specifically from this article as an example of succesful effects of video games affecting skills not realted to game play.

4. Green, C. S., & Bavelier, D. (2012). Learning, attentional control, and action video games.Current Biology, 22(6), R197-R206. doi:10.1016/j.cub.2012.02.012


Background:
This article talks about how action video games affect the learning phases of the brain and hos attention control plays a role in action video games. Some improvements shown include selective attention and multitasking.

How I Used It: The quote I used from this article was a paver to a better understanding of how the effects of video games are not immediate to the player and they help the player learn new tasks easier.

5. Kulman, R. (2014). Playing smarter in a digital world: A guide to choosing and using popular video games and apps to improve executive functioning in children and teens, based on the LearningWorks for kids model. Plantation, Florida: Specialty Press/A.D.D. Warehouse.


Background:
This entire book’s about finding safe and healthy ways to implement video games into a kid or teen’s life. The chapter specifally used was about how video games can improve learning indirectly.

How I Used It: The quote used from this article explains the improvements of reading fluidity from playing selected acrion video games.

6. Mohan, D., Farris, C., Fischhoff, B., Rosengart, M. R., Angus, D. C., Yealy, D. M., . . . Barnato, A. E. (2017). Efficacy of educational video game versus traditional educational apps at improving physician decision making in trauma triage: Randomized controlled trial. BMJ (Clinical Research Ed.), 359, j5416. doi:10.1136/bmj.j5416


Background:
This article discusses an experiment on traditional learning apps versus educational video games and how they differ. The test was experimented on physicians training for trauma triage in a clinical setting.

How I Used It: I added this article to my sources for the purpose of showing the different effects of how traditoinal learning apps are not as effective as educational video games.

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