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Ko Seonju (2002). « An empirical analysis of children's thinking and learning in a computer game context ». Educational Psychology, vol. 22, n° 2, p. 219–233. 
Added by: Marie Musset (22 Jul 2009 16:11:20 Europe/Paris)
Resource type: Journal Article
BibTeX citation key: Ko2002
Categories: General
Keywords: culture numérique, jeu
Creators: Ko
Collection: Educational Psychology
Views: 1823/3212
Views index: 21%
Popularity index: 5.25%
Abstract     
This study explored ways to analyse gains in children's cognitive skills through playing computer games. Eighty-seven children aged from 7 to 10 years participated in a computer game called 'Find the Flamingo', one of Safari Search series (O'Brien, 1985). The game consisted of a set of rules, given with affirmative and negative if-then statements. Development, individual differences and learning were found in children's inferential game play. It was also found that there were already different play patterns from the beginning of the games between the good problem solvers and the random guessers. Discussions were made on the methods for analysis of computer game activity.
Added by: Marie Musset  
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