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Impacts of technology on education
Impacts of technology on education
Can video games be educational
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Review of Related Literature
Digital Natives in Education
Digital natives or digital learners absorb material best when connected to digital devices. These students are thought to be the generation of electronic multi-taskers and fast-paced learners. Digital natives can understand and use technology to engage in multiple activities at once. (Dicheva, Dichev, Agre, & Angelova, 2015) Marc Premsky, the creator of the term digital native, states that this is the first generation, which has had access to new technologies since birth. Computer games, the Internet, a cell phone, or any digital tool has become a part of this generation’s everyday life. This way of interacting has determined a different way of thinking, reception, and processing. Learners today work when connected to a network successfully and respond positively to instant rewards. Another quality this generation possesses is a preference for quick access to information. ( Onitâ, & Asan, 2013) Teaching a digital native is complicated. An educator needs to facilitate an environment in which a tremendous amount of engagement, interaction, constant multitasking activities and rewards are present.( Rosli, Saleh, Aris, Ahmad, & Salleh, 2016).
Gamification in the classroom
In an article published in The Futurist Araton M. Cohen explains that Gamification is the tool of the future and is quickly becoming the tool of choice. Slowing education is moving from printed text to " learning almost entirely online and declaring textbook more or less obsolete." (Cohen, 2011) He feels traditional textbooks are not able to serve the needs of a student anymore. Children today are digital natives as such they have turned to all sorts of gaming. Video Gaming or virtual realities are perfect e...
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... engaged in a game and go through it to the end because they enjoy playing." (Apostol, Zaharescu, & Alexe, 2013).
Motivation and engagement have two different meaning in gamification, but they are highly related to each other in accomplishing the end results of a game. Gamification allows players to participate in a competition where the user enjoys playing every second. Games attract students to take part in learning a new topic. Students can demonstrate their understanding of the subject because of the instant feedback quality of a match. Gamification has many features that draw students in learning. The teacher creates memorable moments for students, while still integrating the content that needs to be learned into the game. The material built into to the gaming environment stimulates critical thinking, animation, and fun. (Apostol, Zaharescu, & Alexe, 2013).
The author claims that the working of a human brain is deeply affected by the technological advances of the current age. Closely administered behavior of Digital Natives reveals that they have sharper cognitive skills as compared to the Digital Immigrants of the previous generation. She begins by quoting Palfrey and Gasser as her counter-argument, who acknowledge the difference between the current and previous generations, thus: “These kids are different. They study, work, write and interact with each other in ways that are very different from the ways that you di...
In higher education, traditional students are characterized as 18-22 in age, majority Caucasian, full-time and interested extra-curricular activities (Falk & Blaylock, 2010). Today’s undergraduate students are classified as “digital natives,” because of their advanced exposure to the Internet, social media and other technology since birth (Liang 2010). The digital natives who started their undergraduate education in fall 2013 grew up when PCs, email, text messages, DVDs, smartphones, and the Internet already existed (Levine & Dean, 2013). Google, file sharing, Skype, YouTube, and Facebook existed by the time digital natives entered middle school, they were introduced to the iPhone before high school, and they in college they expect to communicate
In support of the belief that video games benefit people intellectually, there is a claim that game play provides cognitive, motivational, emotional, and social benefits (Granic, Lobel, Engels). In partial response, video games cannot offer cognitive benefits because they do not offer real life lessons. Yes, game play may allow someone to gain knowledge that will later be applied to the video game, but there are no positive real world techniques to be obtained. Playing video games will not increase and individuals motivational skills. The defense is made that failure within video games is intended to serve as motivational tools, providing multiple chances to reach success (Granic, Lobel, and Engels). While the feeling of success may be prevalent when an objective is completed, this fe...
With an emphasis on STEM education, I am able to implement many forms of technology and new literacies into everyday lessons. Defining New literacies as “the skills, strategies, and insights necessary to successfully exploit the rapidly changing information and communication technologies that continually emerge in our world” (Reutzle & Cooter, 2015, p.21),lends to many of the programs I offer being highly effective in exposing students to such literacies. The use of computers is a way in which I connect students to 21st century technologies. Using software to create and play video games just seems like fun to students, when really they are learning about literacy and technology while engaging in fun
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
Though being exposed to technologies like computers from an early age may have given us the ability to do things more efficiently, technology has also made us less dependent on ourselves. Claudia Wallis, editor for Time, in her article makes known in The Multitasking Generation, “That level of multiprocessing and interpersonal connectivity is now so commonplace that it’s easy to forget how quickly it came about. Fifteen years ago, most home computers weren’t even linked to the Internet” (63). There are many things that students are able to do on their computer that their parents aren't even aware of or that the parents couldn’t do themselves. My parents always tell of how looking through the library’s card catalog and searching for the books they needed only to find out that they have been taken out. Computers have allowed us to do many things faster for example, write much faster than a typewriter or pen and paper and correct typing errors without starting over. The computers and technology we now have makes it easier to almost anything and with technology so easily at your fingertips it o...
In today’s society, we are overwhelmed with technology. Technology is changing everyday, and will forever be a staple in our lives. The effect that technology has on our children has brought some concerns and some praise. Children these days have no choice but to somehow be influenced by the ever growing technology in our society. Our common concern has been that although digital technology has boosted children’s ability to multitask, their ability to process information deeply may be deteriorating (Carpenter, 2010).
One way to excite students about learning is by using games. Game play can require students use higher-order thinking skills, where they are analyzing, creating and understanding the concepts at deeper level. Making games from content, or Gamification can be done by creating teams, scores, competitions, and rewards. Real life simulations incorporated into a game environment can create a powerful learning environment.
Yu-kai Chou talked about Gamification and how it can improve the world we live in today. The title of this work is, “Gamification to Improve our World”. “Gamification is the craft of taking all the fun exciting elements of gaming and pouring them into boring non-gaming contents,” Yu-kai Chou explained in his speech. Yu-kai Chou talks about the many ways we can apply gamification to our world and the benefits it will bring us. He mentions that gamification will challenge us, allow us to hang out with friends, and make us the people we are today.
...tunity to change the way they learn. Video games allow children to have a new way of learning. Teachers have the opportunity to apply a different type of learning than the traditional way. A video game based education teaches young children to rethink how they approach the various subjects. Changing the way that students traditionally learn allows them to prepare for a new way of learning. One that allows them to work at their pace, challenges them, and empowers them. Adequately preparing our students for their future success is not a choice but our responsibility.
Mark Prensky (2001) has coined the phrase Digital Natives versus Digital Immigrants. To put it simply, Digital Natives (DN) have always had the new technology (cell phones, video games, digital music, computers) while Digital Immigrants (DI) have come into these things later on in life and have had to learn “it” above and beyond the old ways they had of doing things. Is there a difference? Children today are born into a digital world and use technology from a young age. The Digital Natives/Learner finds technol...
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 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.
To conclude, video games occupy a noticeable part of today’s society. While it offers many social, academic and also professional benefits, the controversial drawbacks are certain.
Imagine someone born in the early 1900’s entering a modern-day classroom. They would likely be confused as to what televisions, computers, cell phones, and other electronic devices are. It is also likely that they would be overwhelmed by the instant access to information that the internet provides. Digital media has become a large part of people’s everyday lives especially with the rise of digital media in classrooms. Digital media is growing so rapidly that people who are not adapting to this shift in culture are falling behind and becoming victims of the “digital divide”, this is leaving people misinformed. Digital media has a large effect on the way that people communicate, this is especially evident in the way that students interact with