...Are Video Games Educational? (based on 27 ratings) By Jayel Gibson Video games. While they may seem like the bane of every parent's existence, they don't have to be—many of them offer unique learning features. And with increased requirements in schools placing unprecedented demands on children and parents, it may be time to start thinking about video games as teaching tools. The learning component of gaming can be optimized with parent involvement. That means understanding what makes a game both fun and educational. What makes a game fun? * Challenge and strategy – this is the core of the game. It includes the objective, the play and the scoring. The game should provide a challenge for its players and allow them to use different strategies to gain a level or win. This is what determines the age group or skill level. * Element of surprise – this is the variation of the game. The element of surprise must be built into the game to provide laughter, excitement, regret or risk. * Replay ability – this is the ability to play the game over and over with different outcomes each time. This is measured by the ‘boring’ factor. If the child gets bored fast, the game lacks replay ability. What makes a game educational? * New information – this is the educational information provided. It may be text or graphics, and is normally unknown by the age group or skill level for which the game is made. * Memorization – this is the part of the game that rewards good memory...
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...Importance of Eduactional Games According to AJ Martin (July 13, 2013) in his case study entitled “Video Games as a Part of Life” he stated that, “Some parents see video games as a brain-damaging waste of time, but recent studies show the opposite, video games help people, no wonder why they use it for rehab, training and just plain fun. It’s no secret that the Philippines is addicted to video games, in fact if you’re in a city in the Philippines, you can find an internet cafe within walking distance, and if you enter that internet cafe, there are bound to be teenagers there playing DotA or Counter-Strike or some other game. This isn’t a bad thing because it develops friendship, teamwork and the ability to socialize. According to Jason B. Almonte (June 22, 2011) in his case study entitled “Implementation of a digital game-based learning environment for elementary Education” he stated that, “Video games have gained high popularity nowadays that researchers have taken an interest in its use as an educational medium. Based on previous studies on educational game development, the project has developed video games for mobile handheld devices that cover Grade 6 Philippine Educational System Science curriculum topics. It aims to serve as a supplement to the student to further augment what they have learned inside the classroom and be able to use it in practical applications. It aims to offer aid for topics that are difficult to learn by students or difficult to teach for educators...
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...July 22, 2012 Video games have become as pervasive an aspect of our society as television, with many people spending more time playing video games than watching television. There are many perspectives with which to gauge videos games’ effect on society, from a functionalist, conflict or interactionist perspective. (Schaefer, 2011) Each of these sociological theories can provide a different view of video games, how they affect society and the subcultures that develop around them. The functionalist perspective would emphasize the way in which the parts of a society are structured to maintain its stability. (Schaefer, 2011) A functionalist may point out the manifest functions of video games as a facilitator of social interaction among friends, or the function of educational games in younger children. The functionalist may also observe latent functions, such as improving hand-eye coordination, or even unintended educational aspect of video games not intended for children (such as police coming and arresting the player character when crimes are committed in games, mirroring the real-life consequences of one’s actions) A functionalist can also characterize video games as a dysfunction I n society, with individuals neglecting other responsibilities in favor of playing the games, or stating that the games encourage violent or antisocial behaviors. The conflict theory would focus on tensions between groups (Schaefer, 2011), so someone analyzing video games from a conflict perspective...
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...Video Games and Gaming Systems Video games and gaming systems have increased in popularity since the first video game; Tennis for Two was created by William Higinbotham in 1958. Just about everyone is playing some kind of video game, on TV, cell phones, and gaming systems (XBox, PS, etc.), but the most popular game types are currently being played online. The majority of the gaming population is playing games for entertainment instead of the traditional media (TV, movies, and music). With the specific audience (let’s call them, Gamers), they are loyal customers and will continue to purchase video games and gaming systems. Since development only takes a few months, the economy will be impacted. According to Xia (2013), “video games is expected to grow from $67 billion to over $82 billion by 2017.” As soon as one video game or gaming system is introduced to the public, there is another one being developed with better graphics and offering more programing complexities to keep their audience wanting more. The environment is impacted largely due to quick development. Every time a video game or gaming system becomes obsolete, consumers rush out to buy the next best thing. Typically, the old video games and gaming systems won't be powerful enough to play the newest games because of processing power, video rendering, and memory needs. The old video games and gaming systems usually end up on a shelf, forgotten, donated, or in a landfills. Gamers prefer to spend...
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...Effects of Video Games on Individuals and Families Clinton C. Hallford Axia College of University of Phoenix Effects of Video Games on Individuals and Families Video games have many different effects on the people who play them. There are good aspects to educational games being developed for business, schools, and even the military. The military uses video games for teaching combat tactics and skills needed by pilots. Drone aircraft are controlled from miles away, in a video game fashion. Piloting these drone aircraft is similar to playing a flight simulator video game. Several businesses and industries have started the use of video games in different aspects to teach team unity, sales and management skills. These educational and training games are being developed with the learning aspect at heart. Schools around the world have started to use different learning video games to keep students involved and motivated about learning. Along with the upside of educational games there is also a downside to video games as well. The downside to video games is the violent content in the games being sold to children. Some of these types of games can pull a child in without them knowing it and in some cases can alter their mindset between right and wrong. When children continuously see the violence of video games it starts to take a hold on the child. Some of these players start to think that the types of things they are exposed to in these video games are alright. Even though...
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...supposed to write an academic essay on video games. Kevin is an avid gamer. He logs about 4-6 hours playing video games each day. He plays with other online gamers around the world. He intends to assert that playing video games can be good for brain development. He also wants to recommend a certain amount of game playing time per day in order to aid that development. His claim will be: “Playing video games is beneficial to brain development.” He already anticipates that some parents will be against his claim. In order to validate it, he will be backing it up with reliable sources. He will be including a list of these sources at the end...
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...Moreover, Tzeng (1999) explained in his study “Optimizing Challenges and Skills in the Design of an Educational Computer Game and Exploring Adolescents’ Gaming Beliefs” that previous studies indicate that computer-assisted instruction (CAI) programs have important factors that can motivate, challenge, increase curiosity and control, and promote fantasy in children. Despite the fact that computer and video games gave the same multimedia capability as CAI programs, Begg et. al. (2005) stressed in their study “Game-Informed Learning: Applying Computer Game Processes to Higher Education” that their potential learning impact is often discounted by parents and educators. Recently, computer-based video games presence and popularity have been ever-growing, and game developers and researchers have started to investigate video games impact on students’ cognitive learning. For, example Pillay (2002) commenced a study entitled “Journal of Research on Technology in Education” investigating the influence of recreational computer games on children’s subsequent performance on instructional tasks. While game-playing is regarded somewhat negative in educational settings, particularly for young children, re-scrutinization of its influence in a teaching and learning context is crucial. This study investigated whether computer-based video games facilitate children’s cognitive learning achievement. In comparison to traditional CAI programs, this study explored the impact of the varied types of...
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...National Capital Region Division of City Schools KASARINLAN HIGH SCHOOL Caloocan City “Our goal is perfection, excellence will be tolerated” National Capital Region Division of City Schools KASARINLAN HIGH SCHOOL Caloocan City “Our goal is perfection, excellence will be tolerated” INVESTIGATORY RESEARCH / PROJECT Dealing with Benefits of Computer Games for Children, Students and Adults within Brgy. 28 In partial fulfilment of the subject requirement In ENGL 1023, Writing in Discipline Submitted by: Jerico L. Montifar Ivan Floralde Robert Ace Apalin Francis Angel Leian Dela Cruz BSCE I-I Submitted to: Miss Jinky De Jesus English Professor / IR / IP Adviser 11 March 2016 Friday Acknowledgment We would like to express my special thanks of gratitude to my teacher Ms.Jinky De Jesus who gave us the golden opportunity to do this wonderful project on the topic ---, which also helped me in doing a lot of Research and came to know about so many new things and opened my eyes on a lot of wonderful exciting and refreshing details about our topic. Secondly we would also like to thank our parents and companions who helped us in compiling and finalizing this project within the limited time frame. They also supported us financially and morally for us to finish this project. Without them, this will be a total failure. We would also like to thank everybody who contributed to our success and thank the people we interviewed for sparing some...
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...years, games have gone from social outsider to the sweethearts of the media, technology, and now educational industries. In 1973 John Daleske and Silas Warner created a simple space-craft war, your ship controlled by typed commands. This is thought to be the first ever networked multiplayer game (running on the PLATO network), before the internt as we now know it (Mark 2011). E-learning educators in particular stand to learn a lot about building next-generation learning environments from games. While online courses are usually little more than "online course notes," games offer entire worlds to explore (Gee 2005). While educators wonder if it is possible to create good online learning communities, game designers create virtual societies with their own cultures, languages, political systems, and economies. While completion rates for online courses barely reach 50%, gamers spend hundreds of hours mastering games, writing lengthy texts, and even setting up their own virtual "universities" to teach others to play games (Gee 2005). In short, games have developed a reputation for being fun, engaging, and immersive, requiring deep thinking and complex problem solving. These facts make functional and interactive games a necessity it the modern everyday classroom in schools or online. Implications, Uses, and Capabilities Some educators may still be suspicious of online learning games because of the amount of negative publicity video games have acquired from the educational realm,...
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...The Development of Children and Violent Video Games Jerry Pierre Post University Strategic analytical studies including well-identified statistics have shown that the violence between youth is increasing drastically every year. Inconsiderable amount of people blame Mainstream Musical Artists in all genres who portray abrogating actions, as something affirmative. Others might blame the guardians for not overseeing their children, but many people fail to convey technology as a bombshell. The au courant DVD that visually shows violent sex acts and violence or computers that give adolescence ingress to unauthorized sites, technology is something that many guardians need to have full introspection awareness. Annulling video games can also have a major impact on a child’s introspective and vitality. Video games have a negative impact on young children’s behavior in today’s commonality. Video games are expediently the utmost asked for when a child sits on Saint Nicholas lap the season of nativity, to include when making a wish while blowing out the candles on their birthday cake. The latest installment in the Modern Warfare 3 video game franchise Call of Duty reached outlandish sales of $775,000,000 in five days. At Sixty dollars, that means that this game is present in over 12,000,000 homes worldwide. Whereas the gaming industry is a remunerative one, it can also have contrary effects on children and adolescents. Scientific studies, done by researchers and psychologist around the...
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...Approval Sheet This thesis entitled “The Effects of Computer-Game Playing to the Academic Performance of the Grade 10 students of Don Bosco College – Basic Education Department High School Level School Year 2015-2016”, prepared and submitted by Syrell B. Almazan, Axl B. Cantil, Jorish B. Del Rosario, and Cyrihl C. Velasquez, in partial fulfillment of the requirements in English X, is hereby recommended for oral examination. Mr. Artell L. Almonte Subject Teacher Approved by the Committee on Oral Examination with a grade of _____. Mrs. Ma. Fatima A. Alarcon Mr. Joseph Christopher DT. Briana Member Member Mrs. Carolina B. Campos Ms. Vilma Rosa R. Dorado Member Member Mrs. Anita V. Maullion Mr. Wally A. Micosa Member Member Mr. Erbert V. dela Resma Chairman Accepted and approved in partial fulfillment of the requirements in English X. Rev. Fr. Regulus M. Porlucas, SDB Principal Date: __________ Acknowledgment Thanks to those teachers who helped us, especially Sir Erbert Dela Resma who gave the formula and Ma’am Joyce Bacuyag for helping us on how to compute the data. Also thanks to the aunt of Cyrihl Velasques for helping us on how to create a thesis Thank you. Dedication We dedicate this research to our Almighty Father for giving us strength in making this thesis. Next, to our beloved teachers and also to our classmates, the Grade 10 Caravario...
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...Literature Review in Games and Learning John Kirriemuir, Ceangal Angela McFarlane, Graduate School of Education, University of Bristol FOREWORD Computer games are today an important part of most children’s leisure lives and increasingly an important part of our culture as a whole. We often, as adults, watch in amazement as children dedicate hours to acting as football coaches, designers of empires, controllers of robots, wizards and emperors. In the past, computer games have been dismissed as a distraction from more ‘worthy’ activities, such as homework or playing outside. Today, however, researchers, teachers and designers of learning resources are beginning to ask how this powerful new medium might be used to support children’s learning. Rather than shutting the door of the school against the computer game, there is now increasing interest in asking whether computer games might be offering a powerful new resource to support learning in the information age. This review is intended as a timely introduction to current thinking about the role of computer games in supporting children’s learning inside and out of school. It highlights the key areas of research in the field, in particular the increasing interest in pleasurable learning, learning through doing and learning through collaboration, that games seem to offer. At the same time, the review takes a measured tone in acknowledging...
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...heard older generations say video games are rotting the youths in our generation? They might be jealous that you might be able to things that they were never able to do or they just don’t know. You should tell them what this paper is about to say. Video games allow students to read harder books, allows students to make better decisions, and lets students concentrate in class, also the people who play too much video start to lack of social skills. Video games allow students to read harder books. The video games that the kids play have difficult words that is in the narrations that the kids play. In “How Videogames Like Minecraft Actually Help Kids Learn to Read” Clive Thompson interviewed Constance Steinkuehler, a games researcher at the University of Wisconsin-Madison, who asked middle and high school students who were struggling readers to pick to choose a game topic they were interested in, and then she picked texts from game sites for them to read—some as difficult as first-year-college language. The kids devoured them with no help and nearly perfect accuracy.(Thompson 3). This shows that the students got better at reading and could read better with what they like more than the boring text books and the...
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...Video Games Nowadays, technology is a way of life. Computers are used by children, adolescents, and adults; no matter what career path a person chooses, the computer plays an essential role in the job. The more our technology progresses and as our industry grows stronger, computers and electronic entertainment will grow to be found everywhere around the world. And this includes videogames. Video games have been a growing phenomenon since the mid-1980s. With the vast improvements in technology, the video gaming industry has evolved from simple two-dimensional games to realistic, fast-paced, life-like experiences. Although gaming became popular in the 1980s, it has been alive since the 1970s. In May of 1972, Magnavox Odyssey was released as the first gaming console. A few built-in games came with it, and the graphics were as simple as white blocks over a black background (Kudler). At this point, the graphics were very simple, moving patterns on a screen. Magnavox Odyssey did not sell well despite being a publicly released gaming console. In October 1977, the Atari Video Computer System was released, more commonly known as Atari 2600. Featuring a joystick, interchangeable cartridges, games in color, and switches for selecting games and setting difficulty levels, it turned millions of Americans into home video game players (ICHEG's collection). However, the turning point in gaming came with the release of the 8-bit Nintendo Entertainment System (adorably called NES), in fall 1985...
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...Applied Developmental Psychology 22 (2001) 7 ± 30 The impact of computer use on children's and adolescents' development Kaveri Subrahmanyama,*, Patricia Greenfieldb, Robert Krautc, Elisheva Grossb a Child and Family Studies, California State University, Los Angeles, 5151 State University Drive, Los Angeles, CA 90032, USA b University of California, Los Angeles, CA, USA c Carnegie Mellon University, Pittsburgh, PA, USA Abstract In recent years, electronic games, home computers, and the Internet have assumed an important place in our lives. This paper presents a review of the research on the impact of home computer use on the development of children and adolescents. Time use data are presented along with a discussion of factors such as age, gender, and ethnicity, which impact the time spent on computers as well as the activities engaged in. Research on the impact of computer use on cognitive skill and academic development, social development and relationships, and perceptions of reality and violent behavior is reviewed. The special role of the Internet in the lives of adolescents is brought out using data from the HomeNet study. The paper concludes with recommendations for future study in order to better understand the growing impact of computers on our youth. D 2001 Elsevier Science Inc. All rights reserved. Keywords: Children; Computers; Internet I really want to move to Antarctica Ð I'd want my cat and Internet access and I'd be happy. ±16 year old HomeNet participant...
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