Database: Communication & Mass Media Complete
Boolean Search Terms: Gaming & Genre
Limiter: Scholarly Article
Results: 50
Filters: None
Citation:
Brandtzæg, P. B., & Heim, J. (2009). Children’s Electronic Gaming Content Preferences and Psychosocial Factors. NORDICOM Review, 30(2), 69–86. https://sciendo.com/article/10.1515/nor-2017-0152
The source touches on the topic of how video games effect children and if there are any specific reasons why they choose the games that they do. This can be used and applied to my topic as it has information that I should consider when doing my research as if there are psychological reasons for why they play certain games I need to try and take that into account.
Database: Communication & Mass Media Collection
Boolean Search Terms: School & Sampling
Results: 65
Limiter: Scholarly Peer Reviewed Journals
Filters: None
Citation:
Gambari, I. A., Olumorin, C. O., & Yusuf, M. O. (2013). Effectiveness of Computer-supported Jigsaw ii Cooperative Learning Strategy on the Performance of Senior Secondary School Students in Physics. Global Media Journal, 6. https://link.gale.com/apps/doc/A368422505/PPCM?u=klnb_fhsuniv&sid=bookmark-PPCM&xid=3cc7043a
This source is a study that was done on students to help see how different learning strategies affected them. The way that this source could be applied is because I’m also planning on aiming my study towards high school aged kids and this can really help set the stage for that.
Database: Computer Source
Boolean Search Terms: school & surveys
Results: 2,780
Limiter: Scholarly Peer Reviewed Journals
Filters: None
Citation:
Kňažek, G., Suchá, J., Dolejš, M., & Pipová, H. (2021). Prevalence of computer-gaming in the general population of adolescents: results from a Czech population-based survey. Behaviour & Information Technology, 40(11), 1169–1176. https://www.tandfonline.com/doi/abs/10.1080/0144929X.2021.1891461