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Educational benefits of video games
Educational benefits of video games
Educational benefits of video games
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Creating an Educational Video Game
In the gaming world, there are many different types of games: sandbox, shooters, puzzle, RPG, platform and many more. One thing that is not seen is educational games; they are there but are in the few. Many factors are the cause for the scarce amount of these games. They need to be educational in a certain field; corresponding with math, reading or science. Therefore, they need to be fun to encourage players to continue playing the game as well as to retain its teachings. Gamers today will mainly play games to have fun; thats why people today will rarely pickup educational genre because with the stigma that comes with those games as being boring or simple. This is about creating an educational program that can benefit students of all ages by increasing their literacy skills, teaching them grammar, improve word comprehension, and allow them to learn in a custom environment as desired by the player.
The first step in building a game is to select the desired game engine. The process for choosing the game engine is a precarious one; they can make either a wide range of game types or a single type of game. These engines also use different types of code as well; therefore, picking one with familiar code is of the utmost importance. Game engines can be either free or have a high price. Take the Unity game engine for example, “The free version is all you’ll need as a beginner, and its fine to use commercially as long as its profit is less than one hundred thousand dollars a year. The Pro version is for pathfinding, physics, graphics and greater special effects, it also has no royalties for either version” (Francis 2). It is Important to chose one that fits the game type and budget. It is essential to r...
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... This game will have taught students to increase their knowledge of literacy and allow them to experience it in a custom environment that will keep them entertained for hours of learning and excitement.
Works Cited
Plass, Jan L. Educational Video Games Boost Motivation to Learn. New York, New York
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Brummit-Yale, Joelle. Effective Strategies for Teaching Vocabulary. K12reader.com, n.d.
Web. 4 April 2014.
Gee, James P. What Video Games Have to Teach Us About Learning and Literacy. New
York: Palgrave/ Macmillan, 2003. studentweb.niv.edu Web. April, 2014.
Closs, Ellen K. Teaching Reading Comprehension to Struggling and At Risk Readers.
Columbus Ohio: Pearson, 22 September 2004. Print.
Francis, Tom. The Indies Guide to Game Making, Beauford Court, England. August, 2014. Print.
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
At this time, video games have made their way into the homes and hearts of many people since their meager beginnings as television novelties and arcade hits. But what goes into the process of creating a video game? Games, especially board games, don’t just happen. Their digital counterparts are not part of the exception either. There are painstaking processes and stages involved in creating and developing a game so that it is ready to be marketed to the public and so it also appeals to a certain fanbase or so it appeals to the masses. There is also the level of immersion and engagement that has to take priority within a game so that the player feels invested enough within the game to continue playing it after a certain period of time. The stages that take place within the creation cycle of a game can vary, but they usually follow three main phases. These phases are the Pre-production, production, then testing phases.
"Teaching Games for Understanding ." Teaching Games for Understanding . N.p.. Web. 16 Sep 2013. .
“Can you Make Yourself Smarter” is an essay written by Dan Hurley. In the essay, Dan Hurley explores the rise use of video games in classrooms. He starts out by talking about his visit to a third grade classroom in Chicago Heights. During his visit, he met a group of third graders and noticed that they were sitting down in front of apple computers and were told by an instructor to explain how to get points. He says that the game included a haunted house, with bats and a crescent moon in a midnight blue sky. Dan Hurley mentions that a black cat would appear every few seconds in one of the house’s five windows. The cat would also vanish. This exercise was divided into levels. On the first level, the kids had to remember which window the cat appeared in. Hurley says “But the game is progressive; the cats keep coming and the kids have to keep watching and remembering.” (Hurley 316) This exercise is proof that many video games can make you smarter. In today’s society, there are many educational video games
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There are many approaches in teaching a physical education class. Some approaches are Teaching games for understanding, movement education, direct, and indirect teaching. I am here to give you why teaching games for understanding is substantial in physical education class. Griffin stated that “ Teaching games for understanding (TGFU) is a leaner- and game- centered approach to sport-ranted games learning with strong ties to a constructivist approach to learning”. Teaching give student a well round skill set for specific sports. Gym teachers won 't need to focus on one sport when they are teaching they can focus on multiply activities. Teaching games for understanding emerged at Loughborough University. Which
Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
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Socio-dramatic play benefits children by developing social and oral interaction with peers, and extending their vocabulary with topic related language. Educators can set up socio-dramatic play areas so that they contribute to developing the children’s emergent literacy skills. Fellowes and Oakley state that educators can facilitate emergent literacy learning in a socio-dramatic play area by including writing materials that can be easily included in play, for example, note pads and clipboards. Another way to facilitate emergent literacy is to include real texts such as signs in the play area, but these texts must be relevant to the experiences of the children (2011). An example of a socio-dramatic play area that helps develop emergent literacy skills is a restaurant or café. To allow the children to have opportunities to develop their emergent literacy knowledge while playing in this socio-dramatic play centre, the educator could add these literacy related
We should develop games that people want to spend time on that are also educational, increasing the attention span of people, visual acuity, and multitasking abilities of all generations. The author very effectively portrays her message of by connecting with her audience charismatically, visually, personally, and logically. In the age of technology we must come to terms with the changing hobbies and daily activities around us. Rather than passing them off as bad campaigning for them to be cut back, censored, we should be focusing on the good that is already done by video games and how we could continue to improve
The “learning is fun” motto which has been declared for centuries is still true today. Although particular subjects are not so interesting, there is always a way for the educator to make the topic appealing. The Internet websites, interactive games, video clips, presentations, and animated cartoons are coupled with facts and taught daily. This is the chief technique in which many teachers educate their students. The standard lecture is somewhat considered outdated, while this “new” manner of teaching has become the modern tendency. During a debate on PBS, Damon Moore stated the following: “The computer is a perfect tutor.
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.
The concept of “edutainment”- the hybrid of education and entertainment has existed almost as long as video games have. Evidence of this is The Oregon Trail, a game about the colo...
I can still see that there’s a lot of potential in the field of Education Gamification. Clearly there should be a way to help kids learn from what they do best – play. This is why many educators are looking into a variety of new tools and techniques in Education Gamification.
Our readings reference many previously researched benefits of Interactive Reading which include (but certainly are not limited to) developing children's joy of learning, art of listening, vocabulary, concepts of print, patterns and structures of written language, understanding of different genres, oral language expression, and understanding of the components, structure, and function of narrative discourse, connection with others and the world. (Fisher et all, 2006, p. 8-16).