Stojanova, Melita (2016) Влијание на видео игрите врз психо-моторниот развој на децата. Masters thesis, Goce Delcev University, Stip.
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Abstract
Video-game is an electronic game which includes interaction with a user interface for manipulating images shown on a video device. Electronical systems (platforms) which are often used for playing video games are the PCs, game consoles and most recently for this purpose are using mobile phones. In terms of video games, they differ mutually, primarily by the way of interaction and input-output units that they use. In computers as input units for managing with video-games mostly are used mouse, keyboard, joystick or steering wheel, separately or in combination, and in consoles are used game controllers.
Initially, computer video-games were designed mostly for fun, and it has remained their dominant purpose till today. Depending on variety of factors such as: way of play, game purposes and others, video games can be categorized in more genres such as: strategically, action, adventurous and etc. Although, there are hypothesis that video games have negative effect on children social development, and that they are reason for some diseases related to loco motor and perceptual system, still in the past few years we are encountering with contra-thesis that video games can be used in educative purposes, but also to contribute for the psycho-motorist children development.
The purpose of this master`s work is to explore the impact of video games (especially through simulated ball games) at children of pre-school age and their effect in their motorist and psychological development. Ball games are characterized with perceptual insecureness and timing pressure. These characteristics together make the action of hitting and catching the ball difficult and determine the nature of visual strategies which the player should undertake. In many cases the most difficultness in fast ball games is that sum of time reaction and time movement exceeds the time of flight of the ball. From special interest in such games are visual strategies, when these characteristics are changeable. This is a case in table-tennis game (which we analyze for the needs of this master work) where, contrary on the practice process, when one type of hit is constantly repeated, during real matches, the hits are mostly unpredictable.
Key words: Table-tennis game, psycho-motorist skills, eye-hand coordination.
Item Type: | Thesis (Masters) |
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Subjects: | Natural sciences > Computer and information sciences |
Divisions: | Faculty of Computer Science |
Depositing User: | Marjan Markov |
Date Deposited: | 16 May 2016 11:17 |
Last Modified: | 16 May 2016 11:17 |
URI: | https://eprints.ugd.edu.mk/id/eprint/15820 |
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