Rhea R. Borja states that educational games have a large potential to improve critical thinking, help teach academic curricula, and examine what students learn. Though, it’s unlikely that schools will start investing in videogame as a form of teaching some educators are using video games as a learning tool (Video Game Play May). This quote by Don Blake perfectly sums up most opinions on education video game research: “All the research done and millions ... ... middle of paper ... ... 26.9 (2006): 12. MasterFILE Elite. Web.
In Support of Video Games Why Videogames Are Not a Waste of Time 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
Stuart Greene, 2nd ed. Boston: Bedford/St. Martins, 2012. 481-494. Print.
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. Society in the 1980s saw games as distraction and a waste of time.
Video games have conjointly taken the eye of the general public, notably by the controversies concerning person shooter games (Anderson, Gentile & Buckley, 2007). Various studies have shown that violent content in video games desensitizes players, particularly youngsters, to the real-world violence. once players become desensitized, they have a tendency to extend their aggression and reduce their sympathy. alternative researchers have indicated that taking part in video games among youngsters doesn't cause vital aggressive behavior since the magnitude of the result within the meta-analysis could also be associate degree outcome of publication bias. Despite pressure from society, several video games contain a substantial quantity of violence.
Critics state that that video games do not have the artistic values that art has but perhaps there needs to be a new definition of what art is to include video games. Art can be divide in to two different categories, “literacy arts,” art forms that attempt to tell a story, and “fine arts,” traditional works, sculptures, and paintings, as well music and dance. Video games, along with film, are an example of a literacy art form. Video games are increasingly becoming literacy art by telling stories that are equal if not better than those found in most movies. Not just mediocre stories to have them in the games, but compelling stories that drive the player to push forward.
There are several types of video games; their genres range from educational to violent to sports. When used in moderation, video games provide various advantages to society as far as skills and educational benefits; however, there are also substantial drawbacks because of their violence and potential addiction. There are two types of skills that adolescents are able to obtain by playing video games. The first skill one acquires is increased problem solving skills regarding decision-making. In Malcolm Gladwell’s article Brain Candy, he writes that players “have to craft a longer-term strategy” in order to win the game that one is playing (Source D).
The potential is infinite. Some studies demonstrate video game usage improves certain mental functions. However, when exposed to violent video games, some people develop to antisocial and aggressive behavior. In order to understand the potential benefits and dangers of video games and to make informed purchasing decisions, it is important to consider the history of video games, their military uses, their educational value, and the effects they have on the brain. History In 1986, the video game industry was failing miserably, with a meager $100 million total value.
Video games now a days play a big part in how children grow up and I suppose that has to do with the fact that as we get more and more into the field of technology. Some believe it has become a primary influence on young people’s behavior. Not just to all videos games, but mostly all the video games that promote violence. It seems due to articles that I have found that violence in video games are nor the cause behavioral problems but, the time out of time spend affects how fast and easy their mind works. Many researchers from last year and this year have seen that due to any test that what the practitioners and parents say results from these researchers and authors of these articles show that only children’s focus and processing power will be lessen if they limit their time playing video games.
Existing video games such as Brain Age on the Nintendo DS shows that it is possible to combine education and video games together. Assuming that something similar was implemented in schools, the students will most likely learn by themselves and this leads to teachers having to adopt a different role. This paper will attempt to find an answer to the following question by looking into how video games have evolved from arcade to mobile, which had a major economic impact around the world, and psychological influence on younger generations. Also, it will look into past experiments on using video games as a tool for education and how the teachers react to those changes. The Evolution of Video Games Spacewar!