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Positive effects of video games edu
Education benefits of video games essay
Positive effects of video games edu
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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 use of computer based games as learning tools in the classroom has steadily increased over the past several years and is a trend that David Martz, sales VP of education software company Muzzy Lane, believes will continue in the future. Among the games developed by Muzzy Lane is Making History, in which the player leads a European nation in the years preceding World War II (Electronic Education Report 2). Playing a game such as this one allows the learner to immerse himself or herself in the period they are learning about rather than... ... middle of paper ... ...In The Workplace." Computerworld 43.32 (2009): 30. Academic Search Complete. Web. 16 Nov. 2013. Schrader, P., and Michael McCreery. "The Acquisition Of Skill And Expertise In Massively Multiplayer Online Games." Educational Technology Research & Development 56.5/6 (2008): 557-574. Academic Search Complete. Web. 16 Nov. 2013. Verdaasdonk, Egg, et al. "Serious Gaming And Voluntary Laparoscopic Skills Training: A Multicenter Study." Minimally Invasive Therapy & Allied Technologies 18.4 (2009): 232-238. Academic Search Complete. Web. 17 Nov. 2013. Weintraub, Karen. "'Brain games' can boost seniors' memory, focus." USA Today n.d.: Academic Search Complete. Web. 17 Nov. 2013. "Interest In Gaming Grows With Focus On Competitiveness, Engagement And Critical Thinking. (Cover Story)." Electronic Education Report 14.12 (2007): 1-3. Academic Search Complete. Web. 16 Nov. 2013.
Ø Greater Baltimore Committee (1997, February) GBC report on gaming: executive summary. Retrieved April 14, 2004, from http://www.gbc.org/reports/gaming/html
AsapSCIENCE. “Can Video Games Make You Smarter?” Youtube. 10 January 2014. Web. 1 May 2014.
Tommy scuffles through the front door, drops his book bag on the floor and plops down on the couch with a scowl across his face. As his PlayStation fires to life, he replays scenes from the day in his head of being shoved into the lockers by Billy, unable to form the words to impress Sussie, and sitting alone at lunch listening to the popular kids laugh and joke, ignoring him as if he did not exist. No one understands him. No one cares about him, because he is not strong, charming, or popular. All that is soon avoided as Tommy dives into a world where he controls everything and everyone either fears or loves him. If he fails, all he must do is reset. Here he can be anything he wants, and he can do and have it all.
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.
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
There are two approaches to games and learning, namely, Game-Based Learning (GBL) and gamification. GBL, also referred to as 'Serious Games', which are computer or video games designed for a primary purpose (education or solving a problem) other than entertainment. This involves the use of simulations to support teaching and learning. Gaming simulation is an interactive-learning environment that makes it possible to cope with authentic situations that closely mimic reality. According to Kip Kelly (2013) “serious games can allow players to apply what they have learned in an L&D [Learning and Development] experience and apply it in a safe, simulated environment. For example, health care professionals can practice a new medical procedure using a serious simulation game before introducing it in the workplace”.
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.
Since the Early 70’s video games have been giving a bad name. Parents state that video games rot the minds of children and are influencing them do be violent. These accusations are far from the truth. In my research I found that there are many positive effects of gaming. Some of these effects are increased skills, creativity, general knowledge, and also help those in need. Parents can also take proper precautions and look into a game before buying it to see if it meets the criteria discussed in this paper.
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...
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.
Many studies have focused on cognitive differences of video game players, as a group, in comparison to non-gamers. Although observational studies are essential for studying, it is also important to examine video game training itself, and the potential causal influences of video gaming on novice players' cognition. Prior experimental investigation of the cognitive consequences of video gaming provides evidence that cognitive and perceptual changes occur in those who transition from non-gamers to gamers. Playing action game has been linked to enhanced core perceptual processing. Action video game novices assigned to action video game training experience a number of benefits, including higher contrast sensitivity, faster visual information processing , expanded useful field of view , and logical comprehension. This array of studies is a promising indication that video game training can lead to improvements in cognitive test performance. On the other hand another video game training study carried out on younger adults with little gaming experience did not find improved performance on cognitive testing after video game training on either a real-time strategy game, an action video game, or a puzzle game. Overall, previous work indicates video game play can lead to improvements in both perceptual and cognitive performance. The majority
Despite many years of enthusiasm with education, it was only recently that I had the aspiration to improve learning. On a rare occasion two years ago, I collapsed after gaming for ten hours straight. The seriousness of the incident, together with my guilt, made me wonder why it happened, and one explanation emerged: gaming is exceedingly more addictive than studying. As a novice game designer, I knew that this addictiveness is not innate, but due to conscious design decisions and techniques. Ultimately, this awareness led me to believe that with the right skills, creating engaging educational experience comparable to games is plausible. However, at that time, I had yet to know what those skills were.
The experience of game play can be described as an activity in which the player is virtually embodied in the game world. Anyone who has experienced the world of gaming knows how the engaging experience can manifest itself with “sweaty palms and chills down the spine” (http://www.eludamos.org/index.php/eludamos/article/viewArticle/80/147) when coming face-to-face with alien creatures; or with the adrenaline rush we get when racing a high speed automobile head-to-head with a friend. Gaming is an excellent source of entertainment. It provides an opportunity for social growth, provides a meaningful form of exploring expression, and provides heightened sensitivity.
Whitton, N. (2012). The place of game-based learning in an age of austerity. Journal of e-Learning, 10(2), 249-256. Retrieved February 20, 2014