Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Effect of technology on student learning
Effect of technology on student learning
Educational benefits of playing video games
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Effect of technology on student learning
“why we should allow Minecraft in school”
now I know what your thinking “Aden! Why should we teach lessons about a stupid video-game?’ well, Did you know that “data analysis shows that classes using Minecraft had significantly higher means than classes not using the game”
and there’s also a special Minecraft just for education called Minecraft.edu
You can use Minecraft to teach a multitude of things such as
1.English: having students write things like how-to guides and back-storys for
their characters using the book & quill item can teach students how to use
grammer and spelling.
2.Math:you can also use in game items to teach math, example: if one peace of coal
can smelt eight items, how much could you smelt if you had twenty
pieces of coal? (the answer to that btw is 160 items) 3.History: you can use Minecraft to teach history as well by having students recreate replicas of famous sights (which requires math to get the area and width right) and having them research the history of the structure. 4.Science/Technology: You can use an in-game item called “redstone”(which is used as the electricity system in the game) to teach students the basics of digital circuitry and to make a multitude of things from a simple light switch to working clocks to even a phone that actually works! (it has been done) 5.Economics: In multiplayer mode, students can create complex economies, opening their own shops to sell goods. Before long,they’re learning concepts like supply and demand So, are you still wondering why we should teach using Minecraft? Because I just gave you five reasons, there are lots of teachers and home-schoolers around the world who say yes but none of that matters because at the moment, it only matters what you say
Video games first appeared in the 1950s and were urbanized all through the 1960s. They came to importance in the 1970s and established an original and unlike entertainment industry in the world. These games have evolved notably with time and have become a culture on their own. Nevertheless, questions were raised about their effects on people which led to debates in societies about whether or not they should be banned. However, video games should not be banned in this age and time.
to develop pupils’ numeracy and mathematical fluency, reasoning and problem solving in all subjects so that they understand and appreciate the importance of
"Teaching Games for Understanding ." Teaching Games for Understanding . N.p.. Web. 16 Sep 2013. .
Video games based on learning are quickly becoming known as “the new frontier of learning.” Many children who have learning disabilities have an easier time learning basic skills from playing games rather than looking through a textbook. When learning is disguised as a fun pastime, children are more likely to welcome it. Video games can be utilized in school to influence children into becoming more comfortable with their own knowledge. In some cases, children feel incompetent to their peers because they are not as gifted in math or writing. By using video games, students are not expected to compete with their classmates, so they will become confident and outgoing which, in turn, will show their true talents. A group of researchers at the University of New York conducted an experiment with a group of students that were assigned to play video games competitively or on their own. Through performing this test, they concluded that those who chose to play competitively, or on their own both had an increased final score because they were able to play at their own leisure ("Educational Video Games Can Boost Motivation to Learn.", 2013). Observing how video games can help both gifted children, as well as the individuals who are struggling, is evidence that video games can be as useful as they are
There have been several studies conducted on learning and serious games, for example, a recent study by the Office of Naval Research found that video game players performed ten to twenty percent better in perceptual and cognitive ability than non-game players, and that video games helped adults process information faster(Steinberg,2012). Another study by the Federation of American Scientists found that students re...
Also, it’s already has academic potential. Many people already use it to teach geometry and architecture at an early age. Mojang should create an education Minecraft game. It should be available to the public and have discreet educational aspects.
Do you like your electronic devices? Do you want to use it at school? Well, you have come to the right place. By electronics in school can mean you can use your phones, laptops, Ipods, and tablets in school. Not only these devices but more like a Playstation Portable(PSP) or a Dual Screen(DS). You would only use these devices for school work nothing else, but only after school. Electronic devices should be used in school because they can be used in an emergency, increases students organization, and for educational purposes.
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.
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.
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.
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.
Using videos in the classroom provides multiple avenues for learning. Not only do students learn by seeing, but this also helped students develop auditory skills to be able to listen. Because visual learners learn by seeing, I can use maps to help students better understand concepts in social studies or history. Seeing where the pioneers traveled as well as talking about the climate and harsh conditions will allow the students to make sense of how the people had to survive. Another way I can utilize my talents are making posters with eye-catching cartoon characters. This will provide an opportunity for me to be creative and draw, but also make the subjects more appealing for when the posters are hung in the classroom. Graphs will prove to be helpful in math because I can do an experience, but also mark the results using a chart to provide a visual. This will also provide lessons in visual, auditory, and kinesthetic learning. Graphic organizers will be used a lot to compare and contrast two stories. This will make it easier to see the differences and similarities. Using my graphic organizer as an example, students have an example of what their work should
First students score higher marks when video games are applied to education, since it makes it more interesting and interactive while improving their cognitive abilities. Moreover, it allows individuals with shy personalities to exercise at home preventing them from disturbing looks at the gym or just to win time. Furthermore, it allows people to build strong based relationships that couldn’t have been made possible in real life interactions. But also it permits to strengthen the bonds with family and friends.
Lesson plans for these students should include charts, diagrams, and tables when possible since this type of student learns best through categorizing, classifying, and working with abstract patterns or relationships. Let them do experiments and show them how to use a calculator. Some games these learners might like to play include Uno, checkers, and chess.
The focus of this debate is whether gaming on hand held devices are beneficial to young children. Watching TV and playing games on a computer or hand-held devices comes under the category of technology and digital media. In the twenty-first century technology has interwoven itself into the structure of developed societies and are now seen as a basic necessity in the negotiating life. According to Gunter and McAleer (1997) technology such as television has integrated itself on to the domestic scenes and is now seen as a piece of furniture practically every house hold owns one. It today’s society It is common place for various forms of technology to be used in daily life even by children.