Positive Youth Development: Digital Game-Based Learning


TY Lee, PhD (Editor)
Department of Social and Behavioural Sciences, City University of Hong Kong, Hong Kong, PR China

Daniel T.L. Shek, PhD (Editor)
Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong, PRC
Public Policy Research Institute, The Hong Kong Polytechnic University, Hong Kong, PRC
Department of Social Work, East China Normal University, Shanghai, PRC
Kiang Wu Nursing College of Macau, Macau, PRC
Division of Adolescent Medicine, Department of Pediatrics, Kentucky Children’s Hospital, University of Kentucky College of Medicine, Lexington, Kentucky, United States of America

Sarah SW Lee, PhD (Editor)
Department of English Language and Literature, Hong Kong Baptist University, Hong Kong, PR China

Joav Merrick, MD, MMedSci, DMSc, (Editor)
National Institute of Child Health and Human Development, Jerusalem, Israel
Division of Pediatrics, Hadassah Hebrew University Medical Centers, Mt Scopus Campus, Jerusalem, Israel
Division of Adolescent Medicine, KY Children’s Hospital, Department of Pediatrics, Lexington, Kentucky, USA
School of Public Health, Georgia State University, Atlanta, Georgia, USA

Series: Public Health: Practices, Methods and Policies
BISAC: MED078000

Table of Contents

This book furnishes a rich description and discussion on the theory and practice of DPYD (digital positive youth development) games, in particular, design, implementation, and initial evaluation. Chapters show a concerted and creative effort in providing preventive measures on commonly found adolescent developmental issues. They also demonstrate that the newly developed and specially designed games are in general efficient and effective measures to promote youth development and prevent some common adolescent problems from deteriorating in contemporary urban societies. Initial users’ qualitative feedback supports their effectiveness. Findings related to motivational variables such as self-efficacy, situational interest, goal orientation, and engagement variables are discussed. It is noteworthy that the game on interpersonal relationship has a special feature of promoting cross-cultural understanding of the values behind Chinese and Western (English-speaking only) cultures.
(Imprint: Nova Medicine and Health)


“This book explores the potential of gamification, that is, the application of game-design elements in an education context. It aims to improve student engagement and learning while providing in-depth feedback allowing students, teachers, parents, and youth workers to explore different topics relevant for older children and adolescents…” READ MORE >>> – Leopold Štefanič, published in Sodobna pedagogika/Journal of Contemporary Educational Studies Let./Vol. 73 (139)

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