...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...
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...Integration of Video Games in Classrooms Abstract This literature review will explore the effective ways educational video games enhance student motivation in classrooms and the personalized approach of education through video games. It will also explore the adaptation of educational games in classrooms as well as educator’s concerns. The review is limited to the use of video games designed for educational purposes and does not discuss the educational value of the entertainment video games. The review does not discuss the different effects of video games on diverse groups; it focuses primarily elementary to college level students. Video games have been around for over thirty years; they are one of the most lucrative and prominent forms of entertainment across cultures. A total of $20.77 billion was spent in 2012 in the game industry (ESA, Essential Facts about the Computor and Video Game Industry, 2013). The Gaming Industry is changing and adapting every year to the new technological changes. Video games have become an important form of entertainment to society. “U.S. consumers play video games on… Sony PlayStation 3 and the Microsoft Xbox 360 and on personal computers (“PCs”)….on mobile video players such as the PlayStation Portable “PSP”, the Game Boy Advance and the Nintendo DS….“on-line” among multiple players who interconnect over the Internet and other proprietary online networks” (Siwek, 2010). The expanding market of video games and its influence on American...
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...The Impact of Games, Simulations, and Puzzles in Adult Learning Lance Reed Southern Illinois University WED 486 Abstract Adult education in the United States is on the rise. The advancement of technology has made it easier for the adult learner to enroll in school and maintain their current lifestyle. Many Adult learners are now able to acquire a degree on line through virtual class rooms. More and more, video game-related courses are being offered in colleges around the country in response to the digital media industry’s appetite for skilled workers. (http://www.usatoday.com/tech/products/games/2005-09-25-video-games-colleges_x.htm) In addition to on-line courses, games, simulations, and puzzles are being implemented into course curriculum. This implementation isn’t or hasn’t been easy because of barriers that may impede progression. We will identify in this study the effect of games, simulations and puzzles in adult learning. The Impact of Games, Simulations, and Puzzle in Adult Learning Throughout history teachers have been able to use games as an effective learning tool. The impact of games in today’s world has given rise to a new way of educating the adult learner. Even (Miller 2008) if only it has become a hot topic games have always been part of teachers array of teaching. Education is often the first benchmark for exploring the potential of new technologies. Games have always been viewed as entertainment or play however; according to (Miller 2008) Play...
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...The Effects of Media, Video Games, or Internet- Based Social Media on Teen Behavior Name Institution Introduction Behaviors are influenced by the concepts of learning and conditioning. Learning is a natural process that occurs passively. Everyone gets new ideas that are indicative of the process of learning. The study of the relationship between learning and behavior is significant. This is because we need to understand how behaviors are leaned before changing them. The concepts of behavior and learning are essential for parenting. The three common learning styles include auditory (where learning is achieved through the sense of hearing), visual (where a learner grasps knowledge through seeing the learning materials) and the kinesthetic style where learners learn by interacting with materials of study by hand. Conditioning is the process of pairing a certain stimulus with an existing one. In relation to the concepts of conditioning and learning, I shall discuss the effects of media, video games and internet-based social media on teen behavior (Wade, 2010). Aggression There are various effects of media, video games or internet-based social media on the behavior of teens. One of the behaviors induced by the above named vices is aggression. Media (TV) violence can induce aggression. This can be attributed to the movies that contain violent acts such as fighting, gangster behaviors, bank robbery, rape and drug dealing. Some music clips and lyrics...
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...________________________________ _________________________________ “Study on How Video Games Enhance the Mental Skills of a high school student” In partial fulfillment in English Proficiency Instruction II Submitted to: Prof. Maria Antonette Lofamia Submitted by: Gregorio, Fernan Joseph Panerio, Jose Mariel Date submitted: March 16, 2015 Chapter I Introduction For years video games have been criticized for making people more antisocial, overweight or depressed . But now researchers are finding that games can actually change us for the better and improve both our body and mind. Games can help to develop physical skills. Pre-school children who played interactive games such as the ones available on Wii have been shown to have improved motor skills, for example they can kick, catch and throw a ball better that children who don’t play video games. A study of surgeons who do microsurgery in Boston found that those who played video games were twenty-seven percent faster and made thirty-seven percent fewer errors than those who didn’t. Vision is also improved, particularly telling the difference between shades of grey. This is useful for driving at night, piloting a plane or reading x-rays. Games also benefit a variety of brain functions, including decision-making. People who play action-based games make decision twenty-five percent faster than others and are no less accurate, according to one study. It was also found...
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...c. Year level d. Frequency of playing online games e. Average time span of playing online games f. Length of period of playing online games (since they’ve started) 2. How does playing online games affect the academic performance of the students in relation with: a. Class Participation b. Number of Hours spent in Studying c. Frequency of Absences in Class 3. Is there significant relationship between playing online games and academic performance of the student Hypothesis Playing online games have large bad effects to the academic performance of students of College of Business Administration Education at University of Mindanao. Review of Related Literature Online Games/ Video Games Playing video games is often associated in our society with poor academic performance. This anecdotal idea is supported by some research. A 2000 study found a negative correlation between GPA and time spent playing video games (Anderson & Dill, 2000). The correlation was relatively small. Time alone accounted for a 4% variance in GPA, yet the findings are significant. However, several older studies contend that the results of research have been mixed. A 1997 study suggests that “there is no clear causal relationship between video game playing and academic performance” (Emes, 1997, p. 413). It goes on to say that the research is “sparse and contradictory” (Emes, 1997, p. 413). The effect that interactive digital media has on the learning process is not completely negative. It is not that the...
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...Education Game The issue with education is not education it’s self but the way the education is being taught. In today’s society most households have a television in a majority of the rooms, internet, computers, Smart cell phone, and video games, have these gadgets be implemented into the process of educating students instead of starting a war between technology and education. Sun-Tzu once said “The best victory is when the opponent surrenders of its own accord before there are any actual hostilities...It is best to win without fighting.” With this quote I see education as being the opponent to the technology that is taking the attention of children from education. Bring in the technology and use it to teach, Education should surrender the old ways of teaching and bring in a new way with technology being an ally. There are people out there that are against this idea of the students playing games in class because video games are harmful to the brain. I am going to tackle that one right here and now with saying that in my research I have found both positive and negative things about the affects video games have on the brain and the physical body. According to Patricia Wolfe in her book brain matters 2nd edition she states “well-designed educational Video Games can be natural teachers by focusing on critical skills, providing immediate feedback and adapting to the individual learners, and providing opportunities to practice to the point of mastery.” (Wolfe 103) in his book “The...
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... This article examines the effects of increased student usage of traditional video games as well as online games. The demographics of the typical game player will be examined along with effects on the individual development and sociological perceptions. This article will also look at the potential education utility of video games and the effect of games on student engagement and social development. The College Gamer Recent data from UCLA’s Higher Education Research Institute provides useful information about video game usage on college campuses. The data show that most college students have played video games, many play them regularly, and a small percentage use them as a primary means of entertainment and leisure. In the 2009 Freshman Survey, around 1% of respondents admitted to playing over 20 hours of videogames per week. Over 35% of the respondents stated that they play at least one hour per week. There is an enormous gender disparity in the amount of time spend on videogames. While less than 1 in 50 incoming freshmen women played more than 10 hours of videogames per week, 1 in 10 males admitted to doing this (UCLA Higher Education Research Institute, 2009). The disparity increases with 10 times more males than females admitting to playing more than 20 hours per week. Video game usage tends to drop significantly during the first year of college. Over 7% more students report playing no video games at all after the first year than they...
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...HOW COMPUTER GAMES AFFECT THE STUDY HABITS OF ECE FRESHMEN STUDENT OF PUP STA.MESA, MANILA DEFINITION OF TERMS COMPUTER GAMES: >Computer games are video games played on a general-purposepersonal computer rather than a dedicated video game console or arcade machine. Their defining characteristics include a lack of any centralized controlling authority and greater capacity in input, processing, and output. >Any of various games, recorded on cassette or disc for use in a home computer, that are played by manipulating a mouse, joystick, or the keys on the keyboard of a computer in response to the graphics on the screen STUDY HABITS: >Study habits are defined as the regular tendencies and practices that one depicts during the process of gaining information through learning. Your study habits play a big role in determining your success in the learning process. >Study habits are the ways that you study - the habits that you have formed during your school years. Study habits can be good ones, or bad ones. Good study habits include being organized, keeping good notes, reading your textbook, listening in class, and working every day. Bad study habits include skipping class, not doing your work, watching TV or playing video games instead of studying, and losing your work. GAME PLAY: >Game play is the specific way in which players interact with a game, and in particular withvideo games.Game play is the pattern defined through the game rules,connection...
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...Hayes 1 Kimberly Hayes GLS 502-800 Ashley Hudson April 23, 2013 Video Games: An Innovative Approach to Education Ten years ago, I’d have scoffed if I heard video games and education used in the same sentence, and I know a lot of other parents who would still have a similar reaction. In more recent years, however, I’ve been forced to change my opinion, and the person who influenced the change the most is, of all people, my children’s pediatrician, Dr. Jim Poole, the founder of Growing Child Pediatrics in Wake Forest, N.C. Having two children with Attention Deficit Hyperactivity Disorder (ADHD) isn’t easy in the educational environment present in schools today, and through Dr. Poole’s work with my children, I have come to understand that the reason for the difficulty is that traditional curriculums that teachers have to work with aren’t flexible enough to allow them to tailor to children with learning differences. So what does this have to do with video games? A LOT. Video games have the potential to break down educational barriers that exist in the traditional classroom by providing alternative learning approaches that cater to kids with ADHD and other learning differences, and by building cognitive skills that can help all children succeed in the classroom. When I first discovered that my oldest child might have ADHD from his eighth grade teachers, they all told me that he needed medication before entering high school. I didn’t like the idea of medicating my child, so I began...
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...NAME: Simba Elijah Kiage ADM NO: 643419 ASSIGNMENT: A Report on Active Theory of Television Viewing Course: Jnr2223 INSTRUCTOR:Kioko Ireri, Ph.D. SUMMARY PURPOSE Delivered for the fulfillment of a Bachelors Degree in Mass media SCOPE: The Report covers the Active Viewing Theory, its contribution to understanding media effects on audiences documented challenges from research scholars. Presented To: Kioko Ireri, Ph.D. Assistant Professor of Journalism & Mass Communication Patron, Journalism Club, Journalism Department United States International University-Africa. Introduction This theory finds its roots in Bandura’s 1977’s social learning theory which states that some prim aspects of television programming normally get and retain the attention of the viewers. It is therefore from here that Bandura suggested that once a child is exposed to the television programs, perceptive watching followed by an almost automatic attention and interpretation. This is a theory then that rests under media effects category. The many researchers who have put its hypothesis to research over the years have all tried to ascertain whether it is true indeed that viewers get directly involved with the media messages they consume from the media (Television) This theory however hasn’t really been accepted across by all media researchers as some have come out to question the perceived active television watching by the audiences saying that in reality television viewing as...
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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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...Exploratory: Do Video Games Have Negative Effects on Users? The form of entertainment is always changing with the shift in culture and advances in technology. One of the most popular forms of entertainment today is the use of video games. Video games have gotten more and more popular over the years. The use of them over a period of time can have a timely effect on the user just like any drug someone uses or any sport someone plays. Can they be positive effects or negative effects? Some people believe that video games are a bad influence and do nothing but harm to the gamer, which is the person who is playing the video game. Media in the news usually focuses on the negatives of video game use, completely leaving out the positives of it. If someone were to go up and ask ten parents if they think video games were bad or good for children or adolescents they would probably say bad, but there is actually some benefits to playing video games that can be determined. In a blog called “10 benefits of Playing Video Games” it shows a list of the ten benefits a person can get from playing video games such as boost cognitive health, improve hand eye coordination, and have sharper image (http://www.tastyhuman.com/10-benefits-of-playing-video-games/). I was very surprised to see such a long convincing list of benefits from video games. The reason why video games help cognitive health is because the majority of games require players to think tactically and make quick decisions. The article...
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...children today tend to choose staying at home playing computer games or any other gadgets instead of playing outside, making friends with other children and exercise their mind and body which is very helpful to their health. One of the main reasons why students are attracted to computers is because of computer games. Modern technology is now very accessible to people especially students, they can easily go to computer shops near the school to play and most of them spend the whole time with it and forgot their responsibilities as a student which is one of the disadvantages of playing video games. There are also good things that a student can benefit in playing computer games because there is also other types of video games that are educational which can help them enlighten their minds, discover new knowledge,improve their thinking skills, stuffs that they think it never existed and experience new things that they have never encountered in their entire life. Educational computer games can enhance students’ motivation to learn, but only depends on how they play. Some students get hooked on to playing computer games so much so that they tend to lose interest in other more important things like studies. Some of them who don’t have any knowledge about computer games before are now addicted to it because they are easily affected by peer pressures and also because of ignorance which tends them to play games they have never experienced before. In this matter, some students...
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...(MOBA) on People. Mila Tshering Dhendup Stamford International University Abstract With growing popularity of online video games especially MOBA games, this study is to explore the impacts of these video games on people. Focusing more on the addiction, the psychological effects and how it effects on learning. This study will show the reasons of addiction to this game. How violent gaming can effect to the mental and emotional state of people. The effects of these games to learning, if it’s good or bad. If these games are changing the system of learning. To see if it enhances learning. Introduction The popularity of internet has affected every aspect of human beings’ lives. With over 70 million registered users worldwide, 23.5 million daily active players and an incredible 10 games started every second, the game League of Legends is eye-poppingly massive. However, some negative effects are emerging at the same time, most noticeably the effect of internet addiction. Here we will focus on why people are addicted. If it’s good or bad depending on people. The psychological effects of playing video games on people. The effects may be different person to person. Learning maybe effected by video games. Positively or negatively, it has its effects and this study explains on it. MOBAS Addiction Addiction is defined by the Gale Encyclopedia of Medicine...
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