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Teaching Executive Functions, Self-Management, and Ethical Decision-Making through Popular Videogame Play

Teaching Executive Functions, Self-Management, and Ethical Decision-Making through Popular Videogame Play
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Author(s): Randy Kulman (LearningWorks for Kids, USA), Gary Stoner (University of Rhode Island, USA), Louis Ruffolo (University of Rhode Island, USA), Stephanie Marshall (University of Rhode Island, USA), Jennifer Slater (University of Rhode Island, USA), Amanda Dyl (University of Rhode Island, USA)and Alice Cheng (University of Rhode Island, USA)
Copyright: 2014
Pages: 15
Source title: Assistive Technologies: Concepts, Methodologies, Tools, and Applications
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-4666-4422-9.ch039

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Abstract

Numerous studies support the contention that videogames can be useful in developing specific attention and memory skills. Videogames and other digital technologies also require the practice of critical-thinking and executive-functioning skills, but there is little evidence that these skills, which lead to decision-making and problem-solving skills, can be generalized from the game to the real world. This chapter examines strategies that use videogames to enhance the development of these problem-solving and ethical decision-making skills. This chapter discusses the use of these strategies with a clinical population of children with Attention Deficit Hyperactivity Disorder (ADHD) and learning disabilities and considers methods for parents, teachers, and game publishers to make popular videogames a potent teaching tool for developing decision-making skills in children.

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