Rachel Kowert
speaker
308 appearances
1 recordings
1 series
first heard Aug 2017
last heard Aug 2017
Rachel Kowert’s voice in public audio — every appearance, attributed to the second.
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In the research, they talk a lot about interacting with people that you wouldn't necessarily interact with and being able to be a leader and being able to be helpful.
Um, and that's a perfect example of it.
Another example would be directly related to leadership skills.
So these are the games like World of Warcraft where you lead groups and this allows children, I mean, twelve, thirteen, fourteen year olds can lead groups of thirty year olds to success, you know, and this is something they would never
ever experience in real life or have the opportunity to do and and gain a sense of self-efficacy and and you know, be able to interact with different adults from all over the world.
In more general terms, you know, video games have also kind of been called emotional self-medication.
So this is kind of just as a general benefit of playing online, you can achieve sense of success, achievement, solving problems, social appreciation.
So Asher probably, you know, gets kudos for helping people with the game and feels appreciated for spending time to help other individuals.
And all of these are great social benefits.
It's
Absolutely.
And there's also research to suggest that the skills that you're learning doing that in these games, you take into the real world.
So you take that confidence.
Oh I well, I've led groups online.
I can definitely lead groups in my classroom.
I've led adults.
I can lead my peers.
So yeah.
I mean, I'm not saying don't have any concerns, but I think that they get such a bad rap and when you really look at the science behind what we know about video games as tools and what they're gonna offer us, yeah, the opinions begin to shift.
Because this this is not something you usually hear about when you hear about video games.
Showing 141–160 of 308 · page 8 of 16
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