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Can video games be a useful learning tool? essay
Can video games be a useful learning tool? essay
Should video games be used in education peered review essay
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Technology has become a huge part of the way we live. As the years move on, we are becoming more technologically advanced, and part of that progression is due to the fact that we are using avenues that we would have overlooked 20 years ago. One of these avenues is the use of video games in nonconventional ways, like supplementing a real class room for a virtual one, to help ease some of the social anxiety of those with Aspersers and Autism, and to assist in the training our troops, utilizing a safe and cost effective environment. Unfortunately, these methods have been questioned, by those weary of the dominant presence technology has taken in this new generation of youth; however, all of these pathways are helping solve a real problem with aid of virtual environments.
One innovative way virtual environments have been implemented is the use of video games to aid in making learning and teaching situations more comfortable. This new style of education is made possible with the use of virtual classrooms in the massive multiplayer online game, MMO, Second Life (SL). Through the use of this fully virtual world, we are now able to teach tangible skills to others. In “Using Second Life to enhance classroom management practice in teacher education”, Jennifer Mahon et al. explored this theory. They established that, “Overall, the results of this study suggest that using SL for a simulation of classroom management is promising (130)”. Because is it always easier to learn in an atmosphere where one feels relaxed and comfortable, this use of Second Life shows great potential. By using online games this way it is allowing not only new teachers, but veteran teachers as well to gain or brush up on skills they need as educators interacting with...
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Works Cited
Bauerlein, Mark. The Dumbest Generation: how the digital age stupefies young Americans and
jeopardizes our future (or, don’t trust anyone under 30). New York: Penguin Group
Orvis, A Karin, et all. “An Examination of the Role Individual Differences Play in Videogame-
Based Training.” Military Psychology 21.4 (2009): 461-467. Academic Search Complete. Web. 15 Apr. 2012.
Mahon, Jennifer, et al. “Using Second Life to enhance classroom management practice in teacher
education.” Educational Media International 47.2 (2010): 121-132. Academic Search Complete. Web. 16 APR. 2012.
Mitchell, Peter, et al. “Using Virtual Environments for Teaching Social Understanding to 6
Adolescents with Autistic Spectrum Disorders.” Journal of Autism & Developmental Disorders 37.3 (2007): 589-599. Academic Search Complete. Web. 16 APR. 2012.
It is often believed that children are better off spending more time reading books and less time zoning out in front of their video games. People claim that video games sanction and promote aggression and violent responses to conflict; and that most games are an immense waste of time. Steven Johnson, the author of “Why Games Are Good for You,” appreciates the virtues of reading books, but argues that playing video games may not be a complete waste of time. His purpose for writing this essay is to explain the impact of cybertechnology on human perception and communication, in which he defends the value of computer games. In his essay, Johnson fluctuates between the pros and cons of reading versus gaming to appeal to skeptics who believe video
Netball uses a combination of each energy systems. It is a fast paced game, with lots of stop-starting, abrupt direction changes, and short, sharp movements. For this reason, netball uses the alactacid, ATP/PC system. This caters for one explosive muscular contraction using ATP lasting 1-2 seconds, and then 10-12 seconds of creatine phosphate (CP) after that. This might be for the centre pass, or any short movements. The Lactic acid system would then take over for 10-60 seconds of high intensity movement, which could be for running or dodging down the court. The body would now progress from the anaerobic system to the aerobic, to meet the demands of the activity. This will last for one hour of work, and is the dominant system used through the 15 minute, interval quarters. As the aerobic system is the predominant energy system used in netball games, the training program is targeted to improve and work this area, for maximal performance.
The history of video games began in early 1950s, and it continued in development until today. video games gained popularity as movies and T.V shows, and like movies which producers focus on the story plot, each character role, and the way they are being represented, videogames have the same concerns, especially character 's role and, representation, because most of players will not care about the game’s story, they just want to have fun playing the game, but the player will play as a character, or meet other characters from various gender, and that what make game designers care about the gender and, characters representation. and by the way of presenting gender, it will control the number of players of both genders, because it could connect to their life. games industry made researches about what both genders want in their game,
This journal article is entirely credible and written by two women who know what they’re talking about. This article discusses how video games form stereotypes about both genders and that they impact both gamers and non-gamers. Men are portrayed as aggressive and women are unsurprisingly portrayed as sex objects. A main issue with this is that video games are mostly played by the younger generation meaning these are the ideas being imbedded into the youth of the world. The...
The first point that needs to be addressed is how video games are used for training purposes. Video games are used by the United States Army to train soldiers (Suellentrop). America’s Army helps the soldiers develop their fighting skills (Suellentrop). This video game also helps to teach soldiers how to learn to function as a team (Suellentrop). Along with the Army, video games train individuals how to respond in emergency situations (Issitt). Video games train people in many ways, even if it is unknown to many people how important they can be to society.
Video games are often times an overlooked manner in which children could utilize in an educational setting. Often time’s educators only look at the negative aspects that are associated with video games, rather than focusing on the positive aspects that could be utilized in a classroom. By looking at the more positive aspects, educators could learn that implanting video games into a classroom might have a positive effect on children and the manner in which they are able to learn. Video games would be able to allow children to have a more interactive manner in which to learn and could be implemented in the classroom almost effortlessly. Video games are an untapped source when it comes to education and if implemented could allow for children to learn in a new and exciting manner.
Virtual training is a rapidly expanding concept among today’s employers. However, it is really better than traditional methods that have been used for years, or is it just a fad that companies will quickly outgrow? Like most things, virtual training has advantages and disadvantages associated with its use, and companies must judge for themselves if it is appropriate in their unique work setting. Through the use a thorough needs assessment, a company can make this determination and decide whether or not virtual training provides the desired efficiencies and effectiveness to complement business strategies and objectives.
Computer Games can be seen as a new way of teaching children in an engaging way because games are seen as a motivational tool, but why is this? It is potentially because of the interactive and responsive nature of games that also makes the user part of the outcome rather than being a passive spectator. Computer Games successfully aid the learning process of the players as people learn by enjoying themselves; this promotes the idea that educational games can still be fun to play. The most successful games are complex and difficult, because the gamer can expand their learning potential through adapting to the new rules of the game they are playing. On the other hand some gamers, specifically beginners, are put off games that are difficult to play. However game designers need to design their games in such a way that the gam...
Southern Methodist UniversityThe research surrounding Autism Spectrum Disorder (ASD) primarily has focused on the effects on young children and not on the effects on teenagers and young adults. Deakin University in Melbourne Australia is working with teenagers to discover how ASD can amplify the pressures of adolescence. Teenagers with ASD can need additional accommodation and a teenager in the article, Jack, eloquently states, “I just wasn’t born with the appropriate social skills.” (Kermond, 2016). Adolescents with ASD are more likely to suffer from depression and anxiety, and these disorders can transition with the individual into adulthood.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
Computer-based training can be found in almost all segments of business and education today. "Virtually every major corporation has turned to computer-based training for teaching employees everything from company regulations, to compliance, to factory operations (Rothfeder 1998) Candice Harp (1998) adds that "Corporate spending for training has risen to over $40 billion each year and a recent survey of Fortune 500 companies found that in some industries, companies dedicate as much as 5 percent of their information system budgets to training" (Harp, Taylor et al. 1998) For one thing, the economics make sense. "Employees can be trained at their desktops no matter where they're based, without incurring travel, hotel and meal costs, and there’s no lost productivity from the time spent traveling" (Rothfeder 1998) But exactly what is computer-based training and what are the various forms it takes?
Virtual reality gives huge benefits in education and helps to improve student engagement. It’s one of the best ways to engage and helps the students to understand the subject through virtual reality system. Especially in the virtual reality game will bring significant impact to teenagers. The major three types of impact are social difficulty (socially impaired), physical and psychological difficulty. Even virtual reality is a great tool to learn, but it is not a universal learning method for all of the educational areas. Too much of virtual reality for students will cause social difficulties because an inescapable aspect of social life is the formation and maintenance of interpersonal relationships (Biocca and Levy 1995). Constantly using virtual reality will cause isolation from the societies because the person already made his or her own social area which only exists in the virtual world. VR will provide a communication environment in which the dangers of deception and the benefits of creativity are amplified beyond the levels that humans currently experience in their interpersonal interactions (Biocca and Levy 1995). It could lead to low self-esteem, feelings of worthlessness and insignificance, even self-destructive acts (Cartwright, 1994). VR games could mindlessly, energy sapping diversion, bring electronic isolation, a playground for immortality (Kershner 1995). Virtual Reality game brings physical and psychological difficulties when they over run and it could be called as cyber sickness. VR interventions were able to increase physical activity capacity and performance in children with CP (Cerebral palsy) or early brain injury. Cyber sickness is one of the physiological impacts durin...
Jayson, Sharon. "Study the Player, Not the Video Game; Virtual Violence May Have More Effect on Certain Personalities." USA TODAY [Ohio, USA; Ontario, Canada] 15 Sept. 2011, Final ed.: 3D. LexisNexis Academic. Web. 18 Mar. 2014.
To conclude, video games occupy a noticeable part of today’s society. While it offers many social, academic and also professional benefits, the controversial drawbacks are certain.
There are several negative stereotypes associated with video games and those who play them; some of these may often hold true. However, there are plenty of learning opportunities in video games. While the direct purpose of some games is to educate or train, other games that do not directly have this purpose can still become a learning experience for the player. As Ntiedo Etuk, president of the educational video game company Tabula Digital said, “The traditional view of video games has been that they are distractions from the task of learning” (Electronic Education Report 1). Video games are an effective tool for learning and retaining skills both inside and outside the classroom environment. The basic cycle of game play--the introduction to the game, game play, collaboration, improvement of these between each round, and evaluation at the end of the game (Klievink and Janssen 159)--are nearly parallel to the traditional classroom learning cycle of reading a textbook or listening to a lecture, taking a quiz, studying, focusing on items missed on the quiz, and taking a test or exam. Within this cycle, there are many opportunities to develop and perfect both educational, life, and occupational skills.