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Impact of video games on elementary students
Impact of video games on elementary students
Impact of video games on elementary students
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Media has been shaping our society since the era of print. Print gave way to radio, and radio to television. Now, television is giving way to a new medium, video games. Video games control a market that rivals big movie production, and draws the attention of billions around the world. Can this new media be harnessed for the betterment of education? Videogames are having a positive effect in today’s classroom. Case studies of educational games show, student test scores are improving, students are receiving constant and immediate feed-back, and students are expecting to use technology in school. Society is fascinated with new technology, and it would be negligent not to use the latest technological means to educate our future generations.
Case studies to determine the effectiveness of education video games have been conducted at all academic levels. David McDivitt, a history teacher at Oak Hill High school in Indiana, conducted a study of the game “Making history.” He used his own history class; 110 students across five classes. Three classes totaling 65 students played Making History, and two classes of 45 students, were designated as control groups. McDivitt started his study with a pretest covering his educational objectives; European geography, the Munich Conference, comparisons of Soviet communism and Nazi Germany, and the reason for WWII. The study was conducted for one week. Students in the control classes received traditional instruction involving textbooks, reading assignments, and in-class discussion, on the objectives; the test group played Making History, conducted class room discussion, but did not open a textbook. The test group did exceedingly well in all objectives. It is also note worry that the t...
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...allows students time to continually work through problems, until the objectives are reached. Because of immediate feed-back, experimental learning is possible. Experimental learning is best defined as “learning by doing.” Video games can convey skills gradually, and allow the player to make mistakes, and retry; Practices which could be costly or dangerous in the real-world. They can also give the look, feel, and decision making challenges of a task, better preparing the student for real-life application (Why Games, 2011).
Third, “the most obvious and logical conclusion is that they engage the students” (Hersh, 2009). Students are having fun while learning, creating competition, talking about it after class. Games automatically create a positive learning environment.
“Well-designed video games are natural teachers,” explains Dr. Douglas Gentile (2009).
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
This essay will attempt to prove, that statements made regarding the inappropriateness of video games are untrue. The advantage of playing video games can be proven in their ability to enhance learning, hand-eye coordination, and this in turn can enable children and teenagers to do better in school. Violent video games can help overcome anxiety by providing entertainment without leaving the house, taking everyday stresses out on the characters in the game instead of real life, takes the adolescent’s minds off worries and stress of the outside world, and encourages children to stay out of trouble. Video games c...
Another great point is that It inspires competition. Most kids compete at one time or another, but competing for something you are very passionate about is a game changer. Everyone has had a dance competition or a track meet, but imagine that on a much grander scale. When you are going through your strict regiment, trying to make it to the elite few in your class that
Teaching Games For Understanding Model is the topic that I researched. This teaching model was created by Rod Thorpe and David Bunker from Loughborough University. The abbreviation for Teaching Games For Understanding Model is TGFU. This model was made for students to help educate them about the games they play in Physical Education. This learning model does not reflect on the performance from the student. It focuses on teaching student’s skills and key concepts in the classroom. There are six stages in TGFU that specifically target an important skill or concept that the student needs. The following six stages are Game Form, Game Appreciation, Tactical Awareness, Decision Making, Skill Execution, and Performance. All of these stages combine to make one goal of educating students with the skills and concepts they need in Physical Education, sports, and life.
...the motivation and attentiveness of the students and specifically, games can become a facilitator for self-directed study and research; when students enjoy a specific area in a game, they become more inclined to search it online, read a book about it, or watch a documentary on it (Rapini, Sarina 2012).
Video games are no longer the uprising form of media that ill informed parents and scientists used to fear; video games are now an established form of entertainment that is just as universally accepted as film or literature. The difference between videogames and mediums like film and literature is that they do not have the higher value that books have in exercising the mind and communicating information, nor do they have the value that films have to intellectually challenge an audience and to make people think. This is the general argument that can be heard voiced by leading intellectuals in various field as well as parents who are rising young children; both claim that videogames
Video games have been around about 50 years and they contribute a big part of the U.S. economy. People interact with video games every day throughout different ways, such as cell phone devices, computers, consoles or whatever which has a screen on it. In fact, it has always affected people’s lives. However, not so many people understand the benefits of video games. With video games, people can not only relieve themselves from stress and suffering, but it also improves people’s social experiences while they are exchanging and absorbing knowledge with other people; more than that, people can learn many other things from video games which can help them to achieve great things in lives.
...the ideas that are taught in schools. Games also need to intermix instruction with demonstration. This is a big difference from the basic way of learning in school, which is memorize and regurgitate. Demonstrating shows the student what it looks like and they retain the content longer.
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...
Through games we are learning how to master motivation and engagement. Games have the amazing ability to keep people engaged for a long time, build relationships and trust between people, and develop their creative potentials.
Presently, video games aren’t merely toys that negatively influence the youth. They have become an alternative means for people to learn and train for work. Games teach values and essential information, and motivate its players to achieve goals. Soldiers and doctors benefit from video games as well. The collaboration of game developers and educators helps improve the quality of educational games. At present, as technology progresses, one can truly see that video games have become an important factor in learning.
American educational philosopher John Dewey once said, “ Education is not preparation for life; education is life itself.” Education is the foundation of a permanent lifestyle. Parents should desire for their children to have educational stability to build upon. Any concerned parent should want nothing but the best for their child as they are well aware of the new forms of child entertainment. Since the late 1970’s and early 1980’s, children in the United States have become subject to a new type of entertainment: video gaming (Nickson, 2010). Video games have become a big part of the average American household. Parents have begun to wonder how video games are affecting their children’s lifestyles.
One way in which video games can be beneficial is by supporting individuals’ intellectual development in the areas of problem solving and logic. Games like Cut the Rope, Angry Birds and The Incredible Machine require players to solve a puzzle under time limited conditions. When people are playing these games, they practice their critical thinking skills and creativity, which are both important components of intelligence.
It is widely recognised that sports coaches operate in complex social and often ambiguous environments that place varied and multiple demands on them (Bowes & Jones, 2006). To try and lessen the different demands which are put onto a coach’s shoulders Bunker and Thorpe (1982) proposed the teaching games for understanding as cited by Mitchell, Oslin and Griffen (2013). The teaching games for understanding is a problem based approach to games teaching, where all the sessions are game related scenarios to help improve different skills as suggested by Light (2012) game based scenarios help to understand as well as promote active involvement to problem solve through game play and game progression, to help participants achieve this the use of questions