Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
Are video games a good learning tool
Can video games be a useful learning tool
Are video games a good learning tool
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: Are video games a good learning tool
I. THESIS ABSTRACT
Training is key to the development of skills, but how best should these skills be trained? This paper shows that the problem of insufficient practice, particularly of skills that must be performed under stress, can be addressed using computer software and a distinct development method. Research indicates that significant rehearsal is needed for skill mastery, that stress degrades the ability to perform tasks, and that increased task practice can lead to improved task competency. This paper suggests that the solution to skill rehearsal requirements for high-stress jobs, taking into account research regarding the effects of stress, is the use of simulation software to provide a means for individuals to explore deliberate practice with the goal of skill mastery.
II. Introduction
Problem Addressed
Rehearsing any skill is key to moving from the beginner to expert state. Yet, so often companies send their employees out to perform a skill that they have very few hours of practice with. In many cases, people can make do with the training they do receive, but in high-stress situations where the proper decision must be made in the blink of an eye, expert-level mastery can be the difference between success and complete failure. The challenge is for companies to easily and affordably give their employees enough practice with new tasks, particularly those that are performed under high-stress situations.
A cost-effective yet instructionally sound solution to this dilemma is to provide virtual skill rehearsal through a carefully designed simulation video game. This simulation would accurately represent the skills to be rehearsed in a low-risk environment that would give constructive feedback on performance. To p...
... middle of paper ...
...learning. San Francisco: Pfeiffer.
Ericsson, K. & Krampe, R. (1993). The role of deliberate practice in the acquisition of expert performance. Psychological Review, 100(3), 363-406.
Gladwell, M. (2005). Blink. New York: Back Bay Books.
Gladwell, M. (2008). Outliers: The story of success. New York: Little, Brown and Company.
Jensen, E. (2008). Brain-based learning: The new paradigm of teaching. Thousand Oaks, CA: Corwin Press.
Proceedings of the Summit on Educational Games. (2006). Washington, DC: Federation of American Scientists.
Macedonia, M. (2001). Games, simulation, and the military education dilemma. Retrieved January 19, 2010, from Forum for the Future of Higher Education Web site: http://net.educause.edu/apps/forum/ffpiu01w.asp
Medina, J. (2008a). Brain rules: 12 principles for surviving and thriving at work, home, and school. Seattle, WA: Pear Press.
Not a Waste of Time Anymore Thesis: With enhancements in the gaming genre being created every day, many industries, experts and educators are seeing the benefits of using this technology in ways outside of just entertainment purposes. • History of gaming, where it originated • Gaming and technology today and the kids that use them • History of the in home game systems • What the Game Industry has done for the economy o How it has evolved o How the gaming industry has impacted careers • Presidential
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
conditions which can occur. By using various devices, correct posture, and good working practices, these conditions can be prevented. Here at the Leisure Centre we aim to protect our staff in many ways and we will provide the correct conditions for them to work in. if any staff need specialist conditions because of health problems etc, we will provide for their needs so they can give us the best output. Stress: There is increasing evidence that working extensively in a computer-based environment
Reality Learning Environments: Potentials and Challenges Computer graphics technology enables us to create a remarkable variety of digital images and displays that, given the right conditions, effectively enrich education [Clark 1983]. Real-time computer graphics are an essential component of the multi-sensory environment of Virtual Reality (VR). This article addresses the unique characteristics of emerging VR technology and the potential of virtual worlds as learning environments. I will describe