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Can video games be a useful learning tool? essay
Can video games be educational
Can video games be educational
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Recommended: Can video games be a useful learning tool? essay
Mengyang Yin
Eng-W350
Reading response 4
In chapter 1 and 2 the author, James Paul Gee explains video games are forms of learning since people must learn them to play. The game creators aid the learning process in that they determine the ease of playing the game. In case a game cannot be easily learned, obviously many people will not play it and the company and its creator will become bankrupt. Ideal learning in a game is a capitalist practice of selection of the fittest. Although the developers could solve the games by shortening and making them easier, they tend to make them complex and relate them to intriguing dilemmas faced in schools and workplaces. This is a vital way of getting people to practice and know something that is lengthy and
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A good example is that of science taught in school, cognitive science relates to human thinking and learning implies that good video games incorporate ideal learning principles in real learning environments such as classrooms and workplaces. It shows that one needs to identify a problem in order, getting initial problems, which set up generalization for later challenges. With time games and gaming technologies will be used as learning contents in schools and workplaces hence becoming pervasive. Some of the good learning principles in a game are; having information on demand to help the gamer achieve their goal related to the game, which is the same thing that happens in school. Another is system shock spread through the game, when a gamer plays there is information availed to him typically found in the manual, through progress the gamer can request the right information. Despite people having a quite poor understanding and memory of information, a good game seeks to find a way of putting information inside the player and make clear meaning of how it applies in the world. A good game also aids the player to grow and become competent to be able to complete the final challenge same as a school where learning is gradual from the lowest common denominator. A good game allows players to customize the game to their level and the ability of learning same to learning which is also customized
The author primarily appeals to the audience using logos. He brings statistics and data from research studies throughout the essay. He either provides background information on why the studies are misleading or just presents a fact. For instance, “According to a 2001 U.S. Surgeon General 's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure” (Jenkins, “Reality Bytes: Eight Myths About Video Games Debunked”). He provides data like this through the essay. He is strongly trying to appeal to the audience’s sense of logic and
Imagine for a moment, a world of death. For 200 years your family has been sealed away with a thousand other people, to protect you from the dangers outside. Now your father has disappeared, and it’s up to you to find him. After a harrowing escape from your subterranean home, you walk through a tunnel to the outside world, past dead bodies, stretched out in front of the door, as if to say “don’t leave us out here to die!” As you walk through the gate to the outside, and as your eyes slowly adjust to the sun you have never seen, a wasteland emerges before you. The world is devastated, destroyed and annihilated. Broken twisted hunks of metal lie next to a sign on the side of the mountain saying “scenic overlook” on your right, the broken remains of the interstate bridge stand as a monument to a destroyed culture. Petrified trees are all that remains of the local fauna. Off in the distance, all that remains is destruction. While you may think of this stunning visualization of a wonderful novel, this is actually one of the opening scenes from Todd Howard and Bethesda Game Studios’ “Fallout 3.”
Since the humble origins of the video gaming industry, individuals used it as a challenge of their abilities. In modern day, this industry is just a popular as any other media which exists in the mainstream world. Video games reflect society’s changing views of the normalities of which individuals and/or groups must abide to. This is exemplified in the evolving representation of the queer individuals within the virtual world. As the video game industry came into focus, so did the LGBT rights movement. This illustrates that society’s views on the LGBT community were reflected in the video games made, however, it was rare that such characters existed as protagonists until the twenty first century. Due to the extreme lack of asexual and non-binary
With animals when we track them down and kill them is called hunting, but when we do the same activities to humans it is unlawful and considered murder. Meanwhile we see a similar conflict in the short story The Most Dangerous Game written by Richard Connell. In the story the main character an extremely talented hunter, Rainsford, is on a yacht on his way to the Amazon for a dangerous hunt. Soon after the sailors spotted an island called Ship Trap Island Rainsford falls into the ocean and must swim to the island. While he was on the island he meets a man named General Zaroff, an experienced hunter. The theme of The Most Dangerous Game is morals and wrongful actions are in the eye of the beholder animals feel fear while being hunted, what is normal to you can be completely different from someone else’s idea of it, and joy doesn’t have identical meaning for everyone.
He believes that this type of tactic improves children’s critical thinking. Furthermore, he gives an example that when you are watching a movie you cannot do anything and for some people it is boring; however, when you play video games you should control everything by yourself which is more interesting. At the end of his text, Will Wright explains that some games can give teenagers a chance to have an experience in some types of interesting professions. For instance, the game American Army gives people a chance to control a soldier and understand how to be a soldier in real life. Thus, the writer tries to defend video games and he believes that video games have a lot of positive effects.
“How Games Make Kids Smarter” a Ted-Talk by Gabe Zichermann, is a perfect example of the advantages that video games offer towards students. The Ted-Talk focussed on how educational video games are being used within a classroom setting, the results were very impressive. A below average 3rd grade class was offered a different way of learning, video games. Zichermann speaks clearly about the attention span of a student with traditional learning style versus the video game based learning, it was a dramatic increase. Many of the students believed that school was more fun learning this way and were excited to attend school. Within the 18 weeks that the students were using this video game based learning, the below average 3rd graders were now reading at a 5th grade level. Zichermann believes this way of learning is the future of teaching. “Many schools have already moved towards a more technology based learning, with schools offering computers for students as well as other devices, this is only the start of the future.” Zichermann says. Video games are the future of the classroom and can really make a difference, they increase attention span, make learning enjoyable, and overall can help the development of
Video games are games that allows interaction with one user playing against the system or two or more players against each other on a video screen such as a TV or computer monitor. Video games are good ways to understand and master skills in the game. When comparing Madden and 2k, the two games are very similar in a way such as, they are both a physical sport. They are both controlled by a person behind an analog stick. The games have some of the similar controls. The games are very effective in our youth lives. This effect could be a good and a bad thing, because the game could keep the youth in the house and out of trouble, or it could cause damage in the long run because of the youth being in front of a Television for a long time.
In the article, “Dream Machines” by Will Wright (211), Wright explains, that video games entertain players while also allowing them to interact with others and exercise their creativity in new and different ways. Video games have created a new way of learning. A generation of people have been exposed to video games and by determined continuation they have learned how to play and master them. By playing video games players are also learning to look the at the world not just as consumers but creators as well. However, there are those that fail to see the creativity and only see what they consider to be undesirable elements of video games. Wright observes, “I think part of this stems from the fact that watching someone play a game is a different
Whether they be first-person shooters like Call of Duty, sports games like Madden or Fifa, racing games like Forza or Mariokart, or even games and apps on your phones, there are quite a bit of gamers in here. According to the Entertainment Software Association, about 59% of American play some sort of video game, so gaming isn’t all that uncommon (Entertainment Software Association, 2014). As such, there must be some sort of effect on the audience of this growing form of entertainment.
People spend incredible amounts of time playing video games. “People spend three billion hours a week playing video games” (Science Daily). In fact, video games constitute one of the most popular forms of entertainment in today’s society. In addition, consumers spend unbelievable amounts of money to purchase games and game consoles. Research has focused on investigating the harmful effects of video games and ignored the “simple question of why people want to play them”. (Science Daily). Psychologists are just beginning to understand this mystery. Research in the field has begun to investigate what needs are fulfilled by playing video games. People play video games to fulfill three major psychological needs; these needs are competence, autonomy, and relatedness.
...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).
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.
Some students have played violent video games to have fun with their friends or siblings while they are online and offline. Plus they play to try to release their stress, frustration, and pressure after having a hard time doing their homework or in class. Video game developers goal is to make fans happy when they are playing their games. Video games are meant to have feeling of adventure, enjoyment, and excitement. It is helping the player to play video games without harm. Video games also help players to...
Video games are electronic sports which involves user interface and user interactivity. They generate a visual response which helps to provide excitement and entertainment. Video games are played on computers, televisions, or any kind of device with a display screen. People play video games for fun and also because some games are more productive and useful. With growth in technology video games have become very popular in children. Those games can be informative and a brain-builder for children but at the same time it may be so violent that they not only become the reason for the children to be destructive but also vigorously increase anti-social behavior.
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.