Video games as virtual teachers: Prosocial video game use by children and adolescents from different socioeconomic groups is associated with increased empathy and prosocial behaviour.
Brian HarringtonMichael O'ConnellPublished in: Comput. Hum. Behav. (2016)
Keyphrases
- video games
- mathematics learning
- educational games
- game based learning
- computer games
- middle school
- educational software
- learning experience
- helping students
- secondary education
- game design
- game play
- primary school
- young children
- foreign language learning
- sixth grade
- computer supported collaboration
- virtual environment
- learning tools
- high school
- online game
- playing games
- digital games
- game playing
- commercial games
- learning games
- immersive virtual environments
- serious games
- professional development
- learning process
- learning environment
- learning scenarios
- virtual world
- game development
- game engine
- adventure game
- learning objects
- e learning
- machine learning