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Can video games be a useful learning tool
Positive effect of video games on learning
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Introduction
In an ever-changing world, where the economy and the job market are not what they were twenty years ago, continuing to teach our students the same skills we did twenty years ago is pointless. Times have changed and in order to prepare our children for the 21st century workforce we have to be committed to making the necessary changes to teach the skills they need for future jobs. Research shows that video games are one way that we can teach these essential skills. This literature review will focus on what skills will prepare them for the 21st century workforce, how video games and virtual worlds fit into this puzzle, and what MMORPGs can do to help.
21st Century Workforce Readiness
In 2006, a study on the readiness of new entrants into the U.S. workforce found that employers listed teamwork and collaboration as the second most critical skills needed in the workplace. The Casner-Lotto and Barrington (2006) study found that, “Three-quarters of respondents (74.7%) say Teamwork/Collaboration is “very important” for high school graduates' successful job performance; 82.7% for two-year college graduates, and 94.4% for four-year college graduates” (p. 24). A nationwide poll conducted by the Partnership for 21st Century Skills (2007) shows that 80% of voters feel that the skills students need to know for today’s 21st century jobs are much different than they were twenty years ago. The study went on to state that, “99% of voters say that teaching students a wide range of 21st century skills—including critical thinking and problem-solving skills, computer and technology skills, and communication and self-direction skills—is important to our country’s future economic success” (p.1).
Kay (2009) showed the importance o...
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...thwood, D. (2007, October 01). It's not just a game -- It's skills for life. Retrieved October 4, 2010, from http://www.techlearning.com/article/7904
Squire, K. (2005). Changing the game: What happens when video games enter the classroom? Innovate, 1(6). Retrieved from http://www.innovateonline.info/pdf/vol1_issue6/Changing_the_Game-__What_Happens_When_Video_Games_Enter_the_Classroom_.pdf
Timm, J. (2005). Preparing students for the next employment revolution. Business Education Forum, 60(2), 55-59.
Unleashing the future: Educators speak up about using emerging technologies in the classroom (Rep.). (2009). Retrieved October 29, 2010, from Project Tomorrow website: http://www.tomorrow.org/speakup/pdfs/SU09UnleashingTheFuture.pdf
Yee, N. (2004). Growth and change in MMORPGs. Retrieved October 2, 2010, from http://www.nickyee.com/daedalus/gateway_growth.html
“Building Human and social capital, the informed workers that add value by working smarter rather than harder are more important in today 's workforce. Strategic importance and dimensions. Having a dependable, trusting team and cooperative relationships. Continuing to build organizational learning has been the key to their success”. (Kreitner & Kinicki, 2013, p. 14). So many organizations are willing to pay the expense for college for their employees with terms an agreements must be made the employee must maintain a passing grade in each class and the classes must be beneficial to the organization in order for the classes to get paid. Organizations today would rather have employees Knowledgeable about matters that concern the job, the information that you possess is more important to the economy along with who you know that will enpower growth. “Similar to culture, the implementation of strategy requires employee buy-in and is subject to the influence of the organizational social network. Any leader, from a CEO implementing companywide changes to a line manager making adjustments to the work schedule, needs the changes to be accepted by his or her subordinates”.(Hollenbeck, J....
Marcus K. Rogers. New York: N.p., 2012. Print. The. " Parents & Teachers: The Impact of Video Games.
Gentile, Douglas A. "The Multiple Dimensions of Video Game Effects." Child Development Perspectives 5.2 (2011): 75-81. Academic Search Complete. Web. 24 Apr. 2014.
When I was growing up there were very few computer games that could be used as learning tools. As a child I did have computer class, however this class was used to practice typing or for playing recreational games such as Frogger. When thinking about what to write this paper on I thought of one game that has been on the up rise with children as well as adults. This game is called The SIMS.
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
With the introduction of in home entertainment, there is little more we have to do then turn on a television or plug in a game console to have instant satisfaction. We spend less time being active and more time in front of a screen. While this can be true for some people, others are using these same pieces of technology to further education in classrooms where funding may be lacking. Using a DVD as a classroom aid brings learning to life. Titles like Blue Planet and Life bring wild animals into the classroom at little cost. Video games have become a great tool for PE classes that do not have funding to purchase new sports equipment. Titles like Just Dance and Wii Sports can be used to get the exercise kids need and have even been used as a tool to lose weight. Technology can be used as a creative way to stimulate minds and bodies.
With the fast advances in innovation, a significant number of today 's employments now require more than a high school education or trade skills. Achievement in the workforce is progressively characterized by the capacity to think fundamentally, control a PC, and to work cooperatively in a teaming domain. Today 's school training builds up these capacities, furnishing people with priceless business and individual aptitudes and information,
Video games, a seemingly childish topic, are the subject of a very heated, widespread debate. Though discussions about video games are usually found about Internet forums, there are some writers and researchers who are fully aware of the impact a shift in modern culture could have. The innovation of technology has created new forms of entertainment, from books, to radio, to television, and now video games. Video games are becoming the new, dominant form of entertainment.
194 Issue 2, p10-10. Norcia, Andrea. The Impact of Video Games on Children.
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.
The ideal of interactive, highly-engaging training and education is ancient. A Chinese proverb says: "Tell me, and I'll forget. Show me, and I may remember. Involve me, and I'll understand." However, the gap continues to grow between antiquated, passive training methods and a workforce that lives an ever more interactive, multimedia, user-controlled lifestyle. With game-based learning tools to bridge that gap comes the promise of vastly more productive and engaged students and workers—ones who embrace learning.
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...
The education world has been greatly influenced by rapidly changing technology and the increasing availability of information. Schools have advanced by leaps and bounds when it comes to incorporating technology into the learning environment, however, many more advances need to be made. In all areas of the country, educators are trying to help students keep up with technology, but there are more changes that are essential for preparing the next generation for the future.
As facilitators of learning, our classrooms are filled with students who are comprised of generation X’ers and Millenial’s. We must be conscious to structure our lessons and approaches so that we can present content in the most effective manner. Technology, in regards to principles of teaching, challenges the teacher to not only learn what the technology is all about, but to learn to integrate it effectively within the context of their individual classrooms. Teachers in classrooms across the nation struggle with computer technology, the many features, and the never-ending cycle of new devices that are bought into their classrooms daily. Because of the lack of training and severe levels of discomfort, teachers have developed a negative disposition towards the use of technology when it applying it to principle. Recognizing the noted factors, it can be resolved that we do live in an interactive world. Our job is to effectively integrate the technology in such a way that it supports, guides, and enhances learning for all parties involved.