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Should Video Games Be Introduced into Schools - Research Proposal Example

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The purpose of the project “Should Video Games Be Introduced into Schools?” is to briefly overview of the positive effects of the introduction of video games into the classroom. The invention of video games and the computer is viewed as one of the greatest advancement in the field of modern technology…
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Should Video Games Be Introduced into Schools
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Should Video Games Be Introduced into Schools? Introduction The process of science is regarded as the utmost striking feature of the existing era. The invention of videogames and computer is viewed as one of the greatest advancement in the field of modern technology. In addition to the entertainment value, the emergence of videogames can provide a positive effect on students to teach certain skill or to address certain issue. In the world of education, the popularity of video games has transcended cognitive impact and encouraged students to develop a self-reliant learner. The purpose of the project is to briefly overview on the positive effects of the introduction of videogames into classroom. Thesis statement “The introduction of videogames into classroom can encourage students to set goals, enhance learning process and boost motivation” Discussion According to a Dutch politician Toine Manders, “the evidence provided from experts on psychologists and video games proves that the introduction of videogames has created a positive impact on the education process”. The use of videogames in classroom can assist children in providing feedback, reinforcement, ensuring goal rehearsal and setting of goals. The attention of adolescents and children is clearly consumed by the invention of videogames. Although the application of video games can be used outside the classroom setting, the substantial evidence shows that teachers have the capability to implement videogames in the classroom. It can help young children within a classroom setting to enhance the learning process and promote student engagement. Educational video games are implemented by teachers as incentive-based systems. Under certain criteria, students are being rewarded for completing any mission or solving a problem. The every single level of videogames consists of some form of reward system. The reward system is based on character advancement, achievements and points. The software-based nature of the videogames can constantly assess the ability of the learner at every specified moment. The constant evolution of learner ability is lacked in the structure of modular education. The use of video games can enhance the reaction-based skills and teaches a systematic way of thinking. The implementation of videogames in classroom provides an effective platform for teachers to assess the educational ability of students. Portal and Minecraft are some of the video games which can facilitate the cognitive learning achievement of students. The activity in the game Minecraft includes gathering, exploration, combat and crafting (Prensky, 2010). This provides an opportunity for players to virtually create anything. Portal is a puzzle-based videogame and its game style is more physics-based. The law of physics such as inertia and gravity is implemented by players to advance to the next level of Portal.The game is designed to inherent critical thinking and problem solving. Both of the videogames can be easily adapted to create different environments in classroom. In high school, Portal game can be utilized by teachers to teach physics. Minecraft game can be used to teach children. There are many videogames that provides an opportunity for people to develop entire city within the allocated money. Students get to know the basic comprehension of handling finances and managing budgets. The benefits of using videogames in the learning process are not only regarded as advantageous to teach finance and strategy, but also foster an interest in the branch of economics or business. Videogames can be used by teachers to examine the characteristics of students. This includes individual differences, self-concept, goal-setting and self-esteem. Moreover, videogames can stimulate learning process by allowing students to experience challenge, novelty and curiosity (Willis, 2007). The application of games in classroom can help to maintain and achieve the attention of an individual for a long period of time. This resembles the fact that it can benefit students by providing an element of interactivity. Children who have development problem or are severely retarded can be benefited by the application of videogames. A child suffering from this symptom is known as autism. The implementation of videogames can help to develop cognitive and basic skills. Some of the basic skills include social, basic reading, language and basic math skills.Video game enables to treat fear of confined heights and places. The use of video games can enhance the learning experience and makes easier for teacher to provide feedback of every student to the parents. Conclusion It is clear from above discussion that the introduction of videogames on classroom can assess the students in terms of social interaction, goal setting, self-confidence and discipline. The visual patters, storyline and speed provided on videogames can help children to develop basic and cognitive skills. The integration of videogames in schools can encourage students to learn in a different and effective way. The evolution of technology has created better learning experience for students. The essential role of videogames on the development of children cannot be ignored. References Willis, J. (2007). Brain-friendly strategies for the inclusion classroom. New York: ASCD. Prensky, M. (2010). Teaching digital natives. London: Sage. Writing Assignment 3: Research-Supported Essay Introduction In the last decennia, there have been substantial rise in the community of researchers reviewing about videogames and computer. The introduction of videogames has become one of the chief medium of entertainment for youths. According to researchers, the educational potential of videogames has created a lot of attention among the people. Research illustrations that the application of videogames can empower students to control their process of learning, situate learners in a thoughtful setting, promote constructive attitude towards the course of learning , promote inquiry-based and integrate multiple topics to confront learners. The emergence of entertainment-based cultural background increased the subject of taking serious action towards the implementation of videogames into classroom. Videogames have the capacity to enrich the learning process and encourage student commitment. This paper examines the integration of videogames into classrooms, as it can benefit students to improve cognitive skills and reach curricular education goals. Thesis statement “The integration of videogames into classroom learning process can allow students to reach curricular learning goals and develop critical thinking skills” Historical background The rapid development of gaming industry is on its way to outdistancing television and film industry. A movement was started in the year 2003 to use videogames in training and teaching process. This movement is known as serious games. The significant range of representations of worldwide people and society in the field of video games created a huge opportunity for cross-cultural learning and education in any field of study. In the world of globalization, screen culture plays a vital role in defining the work and need of people. The young generation of people is gaining further knowledge about citizenry and society outside the classroom. Researchers states that, the video game is alongside music and cinema on popular culture industries. The rise of popularity is based on its interactivity and engagement. The application of video games in the classroom can help to engage students and potentially fulfill new curriculum goals. Discussion Computer stimulations and videogames can reinforce student motivation. Researchers such as John Seeley Brown and James Gee found out that studying skills and knowledge can be developed through playing videogames. Institutions such as MIT and many researchers are trying to push to implement video games in to classroom learning process. Several educational principles of gaming stimulations is been demonstrated by numerous researchers. First education principle is that students can manipulate objects as they are active not passive. Moreover, students are engaged in learning process. The second principle includes that student have the capability to control their emotion and action. When student observe that each action can create different forms of reactions, then it leads to increased motivation. The third educational principle of gaming stimulation include that students are more likely to consider playing animated graphics game (Prensky, 2001)s. This is mainly due to the fact that animation can increase motivation. Final principle is that the application of serious games supports experiential learning and inductive learning process. The advancement in technology is permitting younger generation to participate in the development of video games. One of the major developments on video gaming platform is massive multiplayer online game. This major development on online gaming platform provided opportunity for students to adapt their learning and relish modified itineraries or paths. In addition of providing flexible path, it also has the entire attribute to motivate students to engage in inductive learning. The communication between players at the time of game play unlocks the door for knowledge acquisition. This social benefit of using videogames moves beyond the approach of constructivism to an approach of socio-constructivism (Gee, 2003). The socio-constructivism approach has features that creativity, interactivity, transforms social identity, pleasure and support learning. The application of these types of games into classroom can provide opportunity for students to increase achievement. The arrival of video games has become one of the biggest consumer markets. In today’s generation, it is rare to find to find any computer not installed with any version of game. The main goal of game developer is to capture the attention of users. The British Education and Technology Agency has undertaken a small survey to investigate the use of videogames in classrooms. It has been found out that the majority of video games that are used in classroom are educational games. Simple stimulation games were used in the classroom, such as Roller-coaster Tycoon and Sim City (Papastergiou, 2009). The characteristics video games include engagement and interactivity. These are following characteristics that encourage school and teacher to implement videogames into classroom. Over the last four years, The Australian Centre for the Moving Image has extended its focus on implementing video games in classroom curriculum activity. The key focus of ACMI is to empower students and put emphasis on video game literacy (Rosas, 2003). The focus of video game literacy to explain the meaning of videogames and facilitate the ability to read, appreciate and analyze. The Australian Centre for the Moving Image game programs has been implemented in several schools to extend the core curriculum activity for students. According to Simone Randle, a Beaconsfield Primary School teacher “the application of videogames in the primary classroom helped students to learn and incorporate new skills and share their enjoyment of playing games with the local community”. Opposing view The introduction of videogames has created an obsession on the mind of children in high school, middle and elementary schools. Videogames are engaging and entertaining which becomes easier for children to get addicted. The use of videogames in education can create a healthy competition which may even turn into aggressive behavior. The impact of videogames on children is massive as 97% of adolescents in the United States of America play video games. According to Anderson and Gentile 2003, the use of video games can increase aggressive behavior. This is due to the fact that violent act are repeated in the videogame. Many service teachers indicated that the use of videogames can lead to distraction. If any student is assigned to play games via online, then it might lead to pop ups or advertisements. This pop up can link to Facebook or other social media sites or go to any different game. This process can distract the mind of student and cannot complete the tasks which are assigned to them. According to scientific study done by Bushman and Anderson in 2001, the repeated playing of violent videogames can decrease pro-social helping and increase aggressive behaviors and feelings (Hayes, 2007). According to University of Buffalo study, too much playing of violent games can teach players violent behavior and wrong values. The journal of Psychology and popular media Culture states that playing of video games may exhibit attention problems and impulsive behavior. The application of video games in the classroom can encourage children to play more games in their home. A child has less sense of reasoning power to demonstrate what is good or bad for their health. The excess amount of time spend on playing video games can create a bad effect on child’s health (Squire, 2003). Some of the health issues that are faced by children are skeletal disorders such as carpal tunnel syndrome, nerve compression, postural and video-induced seizures. The academic achievement of a student is based on time spent on playing video games. Despite having drawbacks, the use of videogames in the classroom can benefit children and learners to improve their educational performance. If any classroom includes the characteristics of using video games then children would have been more enthusiastic and encourage to improve their learning process. The characteristics of content that are included in videogames can stimulate the learning behavior of students in a positive way. Some other educational attributes are collaborative learning, personalization and enhancing self-feedback. According to Robert Booth author of The Guardian “school and teachers must pay attention of the advantage of using videogames on the classroom”. Schneider, Shernoff and Jones used Flow Theory to research on nature of videogames on student engagement. According to Shernoff, students of high school have experienced a significant increase on engagement (Valcke, 1010). Videogames have the power to reach high school students who are not doing well academically. One of the games implemented by Farmington High School for physics-oriented lesson is Roller-coaster Tycoon. The subject of using Roller-coaster Tycoon in learning process has provided opportunity for students to know about the operation and history of roller-coaster. This process of using videogames in classroom has helped to students to understand the physics of roller-coaster. Videogames can create an environment for students that help them to understand the key concepts of learning process. Another positive aspect of videogames is that is can increase the number of participation and help to understand characteristics of an individual such as self-concept and self-esteem. Conclusion This can be concluded that the integration of videogames into classroom can benefit students to reach learning goals and enhance the understanding of the key concept. Some of educational attributes of videogames includes challenges, motivation, attractiveness, data handling capabilities and active engagement. The use of games in classroom can often turn out to be to a distraction. In addition to the entertainment value, video game technology offers abundant educational benefit. It is clear from above research that, the negative consequences of playing videogames can be occurred due to excessive usage. Moreover, the use of videogames in the classroom has been considerable success when it is designed to teach certain skill or address specific problem. References Gee, J. (2003). “What video games have to teach us about learning and literacy”? Computers in entertainment, 14(1), 9. Hayes, E. (2007). “Incorporating video games into physical education”. Journal of physical education, 23(2), 18. Papastergiou, M. (2009). “Digital game-based learning in high-school computer-science education”. Computers & Education, 8(1), 3. Prensky, M. (2001). “Digital natives, digital immigrants”. On the horizon, 25(3), 12. Rosas, R. (2003). “Beyond Nintendo: design and assessment of educational video games for first and second grade students”. Computers & Education, 19(4), 5. Squire, K. (2003). “Video games in education”. Games & simulation, 25(6), 6. Valcke, M. (2010). “Students’ perceptions about the use of video games in the classroom”. Computers & Education, 16(1), 9. Reflective Essay Introduction Every paper is like new challenge and a little bit different from each other. Some of the papers are every now and then easier to get through than that others. This adventure of writing is much like playing a video game. There are lot of difficult challenges and lessons learned from playing a new video game. The entire experience during the course of learning process has led to the development of certain skills which would help in me in future studies. Over the period of ten years, the application of video games has increased exponentially. This reflective essay is sought to examine the learning experience and writing skills developed at the course of entire work through the help of approach two. Thesis statement “I began WRTG 101 with briefly over viewing the positive impact of the introduction of videogames, then effectively provided a research illustrations on the integration of videogames, now I am writing an essay which is based on self-evaluation and reflection” Discussion A fully experiential researched learning and developed essay involves a substantial effort and time. It is essential to know that just analysis of main points, which are structured in essay, is not enough to create a successful essay. One of the skills, which I acquired in the process of entire work, is analytical writing skill. The entire research paper and essay is based on the beneficial factor of using video games in the classroom. The use of videogames can be useful in case of educational learning process. It can create stimulation effect, enhance the learning process and promote student engagement in the classroom setting. This substantial evidence of knowing the benefit of videogames has provided me knowledge on coordination and problem-solving skills (Fischhoff, 2012). The reason behind choosing the topic of videogames is I could relate myself on the process of completion of every new game. Every level of any game is based on reward system. The completion of each mission can lead to reward of incentives. Every game offers some challenges which are same as of writing a new essay. This is exactly why I choose the topic. Every step of the completion of the task is challenging. Analytical skill can be developed during the entire course of task. The essay provided me knowledge of showing relationship between the pieces of information gathered and implemented it on the essay. The research paper on the use of videogames provided an opportunity to develop my confidence and writing skills. The feedback which I received from previous draft of essay encouraged to nullify my mistake. All discussion that was provided in the classroom helped me to evaluate learning experience. I remember an essay, which I did previously was based on technology. The principles and theories that were discussed on that essay were not depth and breadth. This experience of lack of application reflection helped to develop my reasoning and reflection skills. According to University of Buffalo Study, the excess amount of time spend on videogames can lead to aggressive behavior (Salen, 2008). This is one of the negative aspects of the use of videogames in the classroom setting. This provided me knowledge about the argument. The skill which is developed is to strengthen and develop the argument with certain evidence, quotes and statistics. The implementation of video games in classroom can improve the educational performance of students. Traditionally, the use of videogames is regarded as a part of distraction for students. But recent survey and studies from several researchers proves that the application of videogames can improve the learning process. Teacher can also be benefited by the use of videogames. It can help to understand the characteristics of each individual. The use of highly collaborative classroom projects can create potential of increasing student engagement. The difficult of every essay format is introduction. It is vital for every essay to start off with a solid paragraph that can help to formulate entire paper and encourage reader to put concentration on the essay (Fahle & Poggio, 2002). The substantial evidence provided by many researchers proves that, video games can help to reinforce motor coordination and critical thinking skills. The experience of working on this project helped to me think strategically to complete essay. I could connect myself with the use of videogames. I was taught in the classroom about the formation of structure. This helped me for the completion of the task. Conclusion This can be concluded that the integration of videogames can encourage student to reach curriculum goals. Video games have the ability to involve learners in simulated world where they can apply their practical skills and knowledge. The lesson learned from the classroom helped to rectify my problem from previous assignments and develop analytical skill. References Fahle, M., & Poggio, T. (2002). Perceptual learning. London: Sage. Fischhoff, B. (2012). Communicating risks and benefits. New York: Government Printing Office. Salen, K. (2008). The ecology of games. New York: MIT Press. Read More
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