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Computer Games Influence on Everyday Social Practices of Students-Gamers
Computer Games Influence on Everyday Social Practices of
Students-Gamers
STEP 1
Topic
Social media and learning English
Key words
Students
Computer games
Social Practices
Materials and Methods
The criteria for the selection of respondents
Student youth
Self-identification
Frequency of stay in the game space
Case-by-case basis
Time-waste
The study or research
First stage
Compile a dictionary of terms
words and expressions
most used by gamers
Second Stage
an interview with gamers
Third Stage
collection of primary information
processing
Fourth Stage
interpretation of data
Results
Problems
calling students as gamers
computer-player
slang
Main characteristics
be able to appreciate the game
have a lot of fun to play
not to chase the game awards
see in the games something of great importance
know a lot about different games
Can learn something new
meeting new people
learning English
improving communication skills
know interesting stories
learn historical moments
learn military Affairs
know myths and legends of different world cultures
STEP 2
Title and Year
Computer Games Influence on Everyday Social Practices of Students-Gamers in 2020
Name of the Journal
Contemporary Educational Technology,
Main Goal
Make a research and find that games are good or bad for students
Main finding
Students can improve their skills
Not waste of time because students can learn
Country
Russia
Names of the Authors
Rimma R. Khanmurzina
Elena I. Cherdymova
Tatyana Yu. Guryanova
Rita A. Toriia
Evgenia M. Sukhodolova
Larisa I. Tararina