Video Games are The Future of Education
The popularity of video games has transcended from entertainment crossing into the world of education. Video games have been entertaining students for over thirty years but what we don’t realize is that they could become the next main platform for learning. Video games are slowly being used more for education as well as entertainment. Over the past ten years, videogames have begun to mature as an entertainment form. Most obviously, new advancements in technology have enabled the creation if rich digital worlds with vastly improved sound and graphics. Developments in video game design go much further, as today’s contemporary gaming experience is much richer than Pac Man. Video games still include action games, but they also include simulations, strategy, role playing, sports, puzzles and adventure .If the gaming industry were to focus more on education maybe the next generation would use virtual simulations to learn.
Looking at the early 1950s, when academics began designing simple games and simulations as part of their computer science research. Video gaming would not reach mainstream popularity until the 1970s and 1980s, when arcade video games, and computer games were introduced. Pong was the first arcade video game with widespread success. The game is loosely based on table tennis: a ball is "served" from the center of the court and as the ball moves towards their side of the court each player must maneuver their line to hit the ball back at their opponent. This was the start of a new era of gaming. In 1978 with the release of Space Invaders, arcades became extremely popular. By 1985, Hang On was released for the Sega Space Harrier, the first of Sega 's Supe...
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...ractice discussing prevention practices were provided to high-risk adolescents. Game playing resulted in significant gains in factual information about safe sex practices, and in the participants’ perceptions oft heir ability to successfully negotiate and implement such practices with a partner. Videogames have also been used to improve children’s health care. Several games have been developed specifically for children with chronic medical conditions. One of the best studied is an educational game called ‘Packy and Marlon’. This game was designed to improve self-care skills and medical Relationships between playing violent electronic games and negative behaviors and emotions may never be proven to be causal by the strictest standard of beyond a reasonable doubt, but many believe that we have already reached the still-compelling level of clear and convincing evidence.
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