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STUDENTS & GRADUATES |
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Blind Date with the Open University |
"The Open University: A Superior Training Ground for Professional Success" |
From Tractor Driver to Master's Degree |
A Family Affair |
TECHNOLOGY |
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Digital University: Mobile Digital Books Project |
Is Technology Tromping the ABC's? |
INITIATIVES - LANGUAGE |
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Arabic-Speaking Students Study in Arabic |
Sao Paulo University Students Learn About Israeli Society in Spanish |
INTERNATIONAL |
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Conference at Cambridge University |
Cambridge in Ra'anana |
American Friends: The Open University Foundation |
HIGHLIGHTS |
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Dr. Milly Perry |
Prof. Yoav Yair |
Prof. Yoram Eshet |
Aviel Atias |
Laurence Berry |
Edna Tal |
SuperBrands Israel |
Prof. Judith Gal-Ezer |
Co-editors: Elissa Allerhand, Ilene Bloch-Levy Photographer: Gideon Markowitz Graphic Designer: Laura Grinberg Web Manager: Batsheva Engelberg-Behr Web Master: Sonia Pechersky |
RESEARCH |
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Violent Digital Games: Are They Just a Game?
...continued from previous page.
Four Different Situations
Digital games are a multi-billion dollar business. But as Tami learned, many seemingly violent digital games also have a pedagogic element to them. Can we harness this? "Apply the same cooperative game playing strategy to the world of educators, policy makers and game developers. Have these professionals work in a more cooperative, as opposed to more competitive environment, and the results could lead to enriched learning experiences for children"
In conducting her research study, Tami assembled a group of 10-12 year-olds, all familiar with online digital games. She selected an equal number – 28 of each – of girls and boys.
Tami Dubi
She created four separate situations, in which each game reflected two situations:
After a healthy break, the children played another game, of opposite type and strategy to what they had previously played. In each case, the order of the games changed, so that the children could not anticipate or plan for the next game. The results of Tami's study were not only eye-opening, but also contradict much commonly accepted knowledge in this vast field of study. One, no difference was found between boys and girls in terms of violence or aggressiveness. Two, the level of aggressiveness in an individual is impacted not by the violence of the game itself, but rather by the game's strategy. Tami discovered that games played competitively against another player tend to lead to greater hostility, as opposed to games that are played cooperatively. Specifically, competitive, non-violent games raised the level of hostility among the players after the game, while cooperative, violent games lowered the hostility level. Digital Games in EducationFor Tami Dubi, and Prof. Yoram Eshet-Alkalai, this study is the first in what they hope will be additional research projects which can contribute to understanding aggressive behavior and hostility.Tami also believes that the results from her study can have challenging applications in education. Digital games are a multi-billion dollar business. But as Tami learned, many seemingly violent digital games also have a pedagogic element to them. Can we harness this? Tami suggests, "Apply the same cooperative game playing strategy to the world of educators, policy makers and game developers. Have these professionals work in a more cooperative, as opposed to a more competitive environment, and the results could lead to enriched learning experiences for children."
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