Wait a second!
More handpicked essays just for you.
More handpicked essays just for you.
The effect of technology on education
The effect of technology on education
Educational Benefits Of Video Games
Don’t take our word for it - see why 10 million students trust us with their essay needs.
Recommended: The effect of technology on education
The video games phenomenon is somewhat new in this present society. Even though they frequently tend to be amusing and entertaining, the contents have come to be extra pugnacious and violent as computing knowledge has come to be extra advanced. To these dates, the popularity of the time spent on video games has provoked a rise in controversy about if they have any advantages. Users, or gamers, are transported into virtual realities that are frequently extra thrilling and involving than real-life pastimes. From an educational outlook, these games enthuse imagination and creativity, as well as concentration, logical thinking and setback resolving, all of that are functional skills beyond the gaming context. Furthermore, it has been shown that computer simulation games can enhance users’ motor skills and aid to design them for real-world tasks, such as driving through the highway or hovering a plane. On the other hand the addiction caused by these games make people change two hours of sleep time for two more hours of gaming even sacrificing important things like physical activity or even eating. But if a bit of moderation to videogames is applied the benefits outweigh the drawbacks. It is a fact that videogames can improve your IQ significantly and even some people that suffer from a disease can improve with a videogame treatment. Videogames can teach us many things and some of those are school topics like History, Mathematics and Physics. Even if you find this unbelievable there are many games that focus on such complicated topics which are not appealing to kids to be played millions of hours online. Let’s use as an example one of my personal favorites: Minecraft. Minecraft is nearly flawlessly shaped videogame world made to perm... ... middle of paper ... ...an? Should they risk a way in the 1930’s against the USA by supporting Franco’s Spain? Will the British Empire collapse as its colonies claim independence? Should the USSR completely dissolve and lose its economic power? This kind of teaching methods are something we might not notice at first glance but playing a simple can increase your knowledge up to double of an average person. Works Cited Making History II Features. Computer software. Making-history.com - Making History II Features. Vers. 2.0. Mizzy Lane Software, n.d. Web. 19 Nov. 2013. . Thompson, Carls. "Why a Famous Counterfactual Historian Loves Making History with Games." Why a Famous Counterfactual Historian Loves Making History with Games. Mizzy Lane Software, 21 May 2007. Web. 19 Nov. 2013. .
Rubenstein Richard, The Cunning of History. Harper and Row, 1975. Retrieved on December 04, 2013.
Video games do not make us more intelligent. They may however, make us more prone to violence and sex. Video games are preventing us from screening out distractions and making thinking deeply a difficult task. Our brains become overwhelmed when multitasking. Moreover, Johnson states “... a modern video game can take forty hours to complete”. Forty hours keep kids from homework and as Rachael Rettner states in livescience, “The results show that boys given a PlayStation II are slower to progress in their reading and writing skills and have more learning problems reported by their teachers than those not given a system”. The sole reason studies come back positive for video games being productive is due to the fact that they test a regular video gamer with a non-gamer. Regular video gamers will do better in the study because the more they play, the better they get. Not many realize the effect of these “fully realized imaginary worlds”, it is making it harder for people to differentiate their virtual life with their real
The author primarily appeals to the audience using logos. He brings statistics and data from research studies throughout the essay. He either provides background information on why the studies are misleading or just presents a fact. For instance, “According to a 2001 U.S. Surgeon General 's report, the strongest risk factors for school shootings centered on mental stability and the quality of home life, not media exposure” (Jenkins, “Reality Bytes: Eight Myths About Video Games Debunked”). He provides data like this through the essay. He is strongly trying to appeal to the audience’s sense of logic and
Imagine for a moment, a world of death. For 200 years your family has been sealed away with a thousand other people, to protect you from the dangers outside. Now your father has disappeared, and it’s up to you to find him. After a harrowing escape from your subterranean home, you walk through a tunnel to the outside world, past dead bodies, stretched out in front of the door, as if to say “don’t leave us out here to die!” As you walk through the gate to the outside, and as your eyes slowly adjust to the sun you have never seen, a wasteland emerges before you. The world is devastated, destroyed and annihilated. Broken twisted hunks of metal lie next to a sign on the side of the mountain saying “scenic overlook” on your right, the broken remains of the interstate bridge stand as a monument to a destroyed culture. Petrified trees are all that remains of the local fauna. Off in the distance, all that remains is destruction. While you may think of this stunning visualization of a wonderful novel, this is actually one of the opening scenes from Todd Howard and Bethesda Game Studios’ “Fallout 3.”
The study of past events have been a common practice of mankind since the verbal telling of stories by our ancestors. William Cronon, in his article “Why the Past Matters,” asserts that the remembrance of the past “keeps us in place.” Our individual memories and experiences shape how we act in our daily lives. In addition to influencing us at an individual level, our collective history binds us together as a society. Without knowing where we have been or what we have experienced, it is nearly impossible to judge progress or know which courses of action to pursue. The goal of the historian is to analyze and explain past events, of which they rarely have firsthand memory of, and apply the gained knowledge to make connections with current and future events.
...is, Elisabeth Gaynor., and Anthony Esler. World History Connections to Today. Upper Saddle River, NJ: Prentice Hall, 1999. Print.
according to William F. Allmen of U.S. News and World Report, " . . . history's
“Most reported effects of videogames – particularly in the popular press – appear to centre upon the alleged negative consequences… Research has consistently shown that playing computer games (irrespective of genre) produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem,” (Griffiths p. 47), states Mark Griffiths in his article, “The educational benefits of videogames”. When people think of video games, they often tend to think about the negative side effects that video games can have on a person. Will Wright in his article, “Dream Machines” also defends video games by providing positive effects that video games have on those who play them. Wright presents
Each author demonstrates the toughness of the spirit, and provide no solution, as history never does. It is up to the individual to decide whether history will repeat itself, or whether or not a scapegoat will be found. However, Griffin, Rodriguez, and Ellison all did their part in providing possible solutions.…for history.
In recent years, technology has developed very rapidly. This has led to many arguably both positive and negative changes in our everyday lives. One such change was the increased accessibility of personal computers and gaming consoles as well as the introduction of numerous video games. Due to their entertainment value, these games gained popularity among children and teenagers. Although many concerns have been voiced related to playing video games, especially those that are violent, [e.g., increases in aggressive behavior in children (Anderson & Bushman, 2001)], this paper will argue that certain video games also have beneficial effects. They should thus be played by children, teenagers and adults alike albeit with caution.
Tommy scuffles through the front door, drops his book bag on the floor and plops down on the couch with a scowl across his face. As his PlayStation fires to life, he replays scenes from the day in his head of being shoved into the lockers by Billy, unable to form the words to impress Sussie, and sitting alone at lunch listening to the popular kids laugh and joke, ignoring him as if he did not exist. No one understands him. No one cares about him, because he is not strong, charming, or popular. All that is soon avoided as Tommy dives into a world where he controls everything and everyone either fears or loves him. If he fails, all he must do is reset. Here he can be anything he wants, and he can do and have it all.
Presently, video games aren’t merely toys that negatively influence the youth. They have become an alternative means for people to learn and train for work. Games teach values and essential information, and motivate its players to achieve goals. Soldiers and doctors benefit from video games as well. The collaboration of game developers and educators helps improve the quality of educational games. At present, as technology progresses, one can truly see that video games have become an important factor in 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.
Nowadays, video games are frequently accused of having detrimental effects on children and adolescents. The main arguments against video games are that they lead to addiction, that they provoke violence, and that they impair social development. Whether or not such claims are true has not been determined with certainty as scientific studies have produced contradictory results. Nevertheless, video games also have beneficial effects, which tend to be underrated, as they do not receive the same level of media coverage that adverse ones do, and are thus unknown to the general public. Some of the positive effects of playing video games on mental development include: stimulating analytical thinking, improving concentration, and encouraging planning and anticipation (“Video game controversies”).
Online games are not for entertainment purposes only. The majority of games are not designed for educational purposes. However, there are some games that are made for educational purposes to teach ethical/political issues to teenagers through a familiar medium. Teenagers also have to know when to play games and when to stop. It is a bad time to play games if a teenager hasn’t done his/her homework.