INTERACTIVE MULTIMEDIA FACILITATE LEARNING
Interactive media is helpful in the following four development dimensions in which young children learn such as social and emotional, language development, cognitive and general knowledge and approaches toward learning. Using computers and educational computer software in a learning environment helps children increase their communication skills and their attitudes about learning. Children have different styles of learning, and interactive media helps children with visual, verbal, auditory, and tactile learning styles.
Interactive multimedia has played an important role in developing the process of teaching and learning towards a more dynamic quality. This assisted by the ability of the computer technology
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In this sense, video games that require multiple players or social networks are some of the best examples. Video games require active action to play and typically prompt users to make decisions and manipulate their game characters, sometimes called “avatars”. Similarly, interactive simulation allows individuals to use computers to re-form real-life situations and practice the behaviour realistic to those situations.
Interactive media and games increasingly pervade and shape our society. In addition to their leading roles in entertainment, video games play growing roles in education, arts, science and health. This theme brings together a diverse set of experts to provide interdisciplinary perspectives on these media regarding their history, technologies, scholarly research, industry, artistic value and potential future.
Social networking websites are an example of interactive media. The sites use graphics and text to allow users to share photos and information about themselves, chat and play games. Video games are another type of interactive media. Players use controllers to answer to visual and sound cues on the screen that are generated by a computer
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Digitized information is recorded in binary code of combinations of the digits 0 and 1, also called bits, which represent words and images. Digital technology enables immense amounts of information to be compressed on small storage devices that can be easily preserved and transported. Digitization also quickens data transmission speeds. Digital technology has transformed how people communicate, learn, and work. Telecommunications has relied on digital methods to transmit messages. In the early 1980s, enhanced fiber optics enabled the development of digital communication networks. Digital technology replaced analog signals for many telecommunication forms, particularly cellular telephone and cable systems. Analog-to-digital converters utilized pulse code modulation (PCM) to change analog data into digital signals. Compared to analog transmissions, digitized signals were less distorted and could easily be
An examination of videogames in popular culture is a complicated one. There is a large debate as to what is the very first video game. The supposed earliest known video game was created by Thomas T. Goldsmith Jr. and Estle Ray Mann on a cathode ray tube in 1947. The game was a missile simulator similar to radar displays from World War II, and overlaid sheets of paper were used for targets since graphics were unknown at this time. On May 5, 1951, the NIMROD computer was presented in Britain. It used a panel of lights for its display and was used to play a game called “NIM”. Later, in 1952, Alexander S. Douglas made the first compu...
... games can also be used in education purpose. A FPS game called Re-mission was developed to help young cancer patients to understand and fight against the disease.
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.
This source mainly focus on the way video games work and how it is impact the people. Video games have advanced massively over the decades. Technology has spread its tentacles all over the place and has bestowed a lot of gifts to us and video games are one of them. The most up to date video gaming consoles are as effective as computer games, and can perform a large number of the same things. Moreover, today’s games are progressively practical and innovatively progressed. They are
However, varying core aspects of video games have ignited the prevailing collective interests, including the intent of lawmakers. Conversely, the core purposes of video games is perceived to instigate differing implications ranging from; formulating competent scholarly video plays to act as tutoring, as well as inspiring models in intellectual environs. As noted by Ferguson & Rueda (2010), this might also make aggressive gaming progressively more insecure when contrasted to the scary television scenes. Alternatively, the invention of modern ultraviolent film games over the 1990s, as well...
Annetta, L. A. (2008). Video Games in Education: Why They Should Be Used and How They Are Being Used. Theory Into Practice, 47(3), 229-239. doi:10.1080/00405840802153940
Video games have quickly risen to a sprawling media since their first conception nearly fifty years ago. As they grew, video games have become an incredible new medium for art and design. However, video game developers, especially large ones, have collected several core problems that misconceive the potential of games. Further, this problem represses this potential by suffocating this potential artistry merit with meaningless traditions and poor business practices. These observations have led to the assertion that video games as a media are ineffective as an art form compared to other art mediums due to several problems stemming from the structure and values of the video game industry.
There is no doubt that video games have become a major entertainment as important as cinema, literary and theatre for modern people. Nowadays, people tend towards spending more time on playing games than ever before. According to Nielsen’s report, gamers age 13 and older spent 6.3 hours a week on any gaming platform in 2013 around the United States, and the time people spent in 2012 was just 5.6 hours per week (The Nielsen Company, 2014). 12 percent, rising is a clear message to remind people that video games should be taken seriously. Because, as an emerging mode of entertainment, it is being a part of our culture and has a tremendous influence in our daily life. An increasing number of people are beginning to realize that games should and
3. “Video Games” by Chris Jozefowics. Published by Gareth Stevens Publishing 2010. Pleasantville, NY 10570-70000 USA. Produced by Editorials Directions Inc.
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.
In society’s current era of technological advancement, video games have gone a long way since they were first created. Video games in the twenty-first century are no longer just toys or junk in the lifestyles of the youth. They have become innovative inventions that not only entertain its users, but also help aid the people in both the academic field and in jobs. The influences that video games bring about in the culture of the youth today are, in fact, not the negative influences that most people think. Video games are actually this generation’s new medium for educating the youth. The information they learn are also mostly positive and useful things that they may apply in their future lives (Prensky 4). In a generation that revolves around technology and connectivity, developers and educators have already been able to produce fun and interesting games that can teach and train people. Video game developers and educators should continue to collaborate in order to create more positive, educational, and appealing games.
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
The “learning is fun” motto which has been declared for centuries is still true today. Although particular subjects are not so interesting, there is always a way for the educator to make the topic appealing. The Internet websites, interactive games, video clips, presentations, and animated cartoons are coupled with facts and taught daily. This is the chief technique in which many teachers educate their students. The standard lecture is somewhat considered outdated, while this “new” manner of teaching has become the modern tendency. During a debate on PBS, Damon Moore stated the following: “The computer is a perfect tutor.
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.
“social media refers to different forms of electronic communication that is done through computer technology majorly.