2020
DOI: 10.4102/aosis.2020.bk206.05
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Puzzle video games and the benefits for critical thinking: Developing skills and dispositions towards self-directed learning

Abstract: Peer review declarationThe publisher (AOSIS) endorses the South African 'National Scholarly Book Publishers Forum Best Practice for Peer Review of Scholarly Books'. The manuscript was subjected to rigorous two-step peer review prior to publication, with the identities of the reviewers not revealed to the author(s). The reviewers were independent of the publisher and/or authors in question. The reviewers commented positively on the scholarly merits of the manuscript and recommended that the manuscript be publis… Show more

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Cited by 1 publication
(3 citation statements)
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“…They attract the player with the narrative, influencing their interest and fulfillment, key factors towards increasing commitment and satisfaction [44]. Some video games have been shown to help improve performance in critical thinking tests, like Minecraft, which requires players to think creatively and strategically to solve construction problems [45], or Portal 2, a puzzle video game in which players must find solutions to riddles [46]. Other benefits include improvements in problem-solving and decision-making [47].…”
Section: Games and Media Literacymentioning
confidence: 99%
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“…They attract the player with the narrative, influencing their interest and fulfillment, key factors towards increasing commitment and satisfaction [44]. Some video games have been shown to help improve performance in critical thinking tests, like Minecraft, which requires players to think creatively and strategically to solve construction problems [45], or Portal 2, a puzzle video game in which players must find solutions to riddles [46]. Other benefits include improvements in problem-solving and decision-making [47].…”
Section: Games and Media Literacymentioning
confidence: 99%
“…Games are also media, and this becomes more pertinent when considering their extensive utilization by the youth [46]. This implies that the analysis of games requires new and distinctive methods that cannot simply be transferred from other media, though this is equally the case when we compare television and books, for example.…”
Section: Games and Media Literacymentioning
confidence: 99%
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