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Brianna Joseph 02/27-03/03 English The Educational Power of Video Games A Persuasive Exploration Over the past few years, video games have become an educational tool in most academic disciplines: mathematics, history, geography, science, and others. With advanced technology features where video games can now be played on cell phones, they are widely sold, making it even easier for them to be used in classes. Granted, developers have sought to widen the broadened effect of video games in education to one of the technologies for effectively improving children's cognitive and attention skills and helping stroke victims. On the positive side, these have tended in the right direction, though they have failed to stagnate current debates about the educational value of video games. This essay seeks to state candidly how video games have been effectively applied to help learners learn. The Beneficial Effects of Video Games on Learning Video games have spurred a new wave of enhanced creative thinking among learners. For instance, one of the most famous game productions, "Civilization" contains a historical simulation in which gamers must build cities, engage in trade, gather resources, and negotiate political landscapes (Glazer 2). Furthermore, by playing the games, players get exposed to ideas on history and politics, such as monarchy and monotheism, which enlighten them on facts contributing to the uprisings and the collapse of civilizations. According to Kurt Squire, an assistant professor at the University of Wisconsin, "expert gamers develop a nuanced sense of civilizations, technologies, and resources by experiential learning" (Glazer 2). Furthermore, video games usually teach the players words of a technical nature that are specific to the game,
Brianna Joseph 02/27-03/03 English and subsequently, the players feel a vital necessity to do some work in extending their vocabulary outside of the classroom. One of the significant advantages of playing video games is that it aids in increasing levels of problem-solving abilities. Most video games usually pose complex challenges and obstacles before players that can only be easily surmounted by creative and strategic thinking. They all require players to analyze situations, formulate plans, and subsequently adapt strategies about changes, with feedback from outcomes. For instance, in puzzle-solving games like "Portal" or "The Witness," one comes along with a set of increasingly more difficult game-based puzzles that require logical reasoning and spatial awareness traits. Engaging in such cognitive tasks enables the players to develop their critical thinking skills, ways of moving around a problem in many ways, and skills of innovative practice. This is because video games offer instantaneous feedback to the players; thus, one can learn from his mistakes and advance his problem-solving skills on other trials (Glazer 2). Another significant benefit of video games is that they allow increased engagement and motivation to learn. Unlike classical forms of education that absent an attention-getting problem, video games provide wholly engaging, interactive experiences (Ault n.p). These dynamically and interactively participated learning games come as a means of exposure for active partaking and exploration that naturally involves further levels of engagement and motivation. For example, educational games contain game mechanics and narratives, so students do not even realize they are learning—they are having an enjoyable time. Thus, children devote more time and effort to their learning activities and achieve better results with information keeping. Besides, most video games are designed to contain extra elements of competition, such as leaderboards or
Brianna Joseph 02/27-03/03 English achievements, stimulating extrinsic motivation for the students to gain mastery and improve in something specific. General in nature, it is to be said that video games' sheer captivating nature and motivating strategies provide such an environment that instigates learning with positive qualities like curiosity, exploration, and the concept of loving to learn. Video games provide entrepreneurial skills among learners in the modern technological era of education. John C. Beck and Mitchell Wade, in their book "Got Game," emphasize that through video games, learners' problem-solving and creative thinking skills are developed, which are incredibly important for successful entrepreneurs (Glazer 2). University of Illinois Assistant Professor Dmitri Williams says authentic learning is successful through failure, and video game mechanics are tightly bound to that concept. They repeatedly put an obstinate test before players and offer a chance to change the strategy in reflection of a reasoned entrepreneurial mindset. Criticisms and Concerns Among the major criticisms are the excess hours displayed on screens and the issues that will accompany one's physical health and being. With video gaming addiction highly on display and the sedentary way of life commonly observed among most children, people fear the harmful effects it will have on fitness and health. Increased gaming intensity has been reported to lead to an increase in low levels of physical activity or lack of exercise, therefore presenting instances of obesity and cardiovascular diseases, among other musculoskeletal issues (Glazer 951). Such prolonged screen time may further signify a disturbance in sleeping patterns and even eye strain, worsening these health issues. Critics support the view that the immersive nature of video gaming may develop social isolation and be a barrier to actual social interaction in the real world. Being online too much
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Brianna Joseph 02/27-03/03 English with video gaming might take away honest face-to-face communication and possibly even fundamental human social skills, which causes people to be concerned about forming natural relationships with others. Such concerns underscore the moderation and balance needed in the usage of video games and emphasize a legitimate sense of responsibility and guardianship. They also argue that the content of most video games is inappropriate; it is usually filled with violence or other such themes, which may desensitize players to real-life violence, breeding aggressive attitudes (Ault n.p). Effects were found to relate violent exposure through video game studies to aggressive behaviors, an increase in hostility, and damaging beliefs. Moreover, ultimately, though many of them, stereotypes of gender are supported and even - dangerous - stereotypes, the same ones that are supported and mirrored in the attitudes and beliefs of players. However, while these valid points exist, with proper supervision and control, playing video games can provide the same type of enrichment that educational experiences can offer, minus the severe backlash. Refutation and Counterarguments Admittedly, listening to these critics when considering the adverse effects of video games, it is duly considered that an overly or inappropriately indulgent context of use might contribute to the negative impact of the medium. Like most other things, if used with moderation and appropriate guidance, video games can offer valuable educational experiences to children without causing significant adverse effects. More importantly, with the improvement in game design and educational technology, video games concentrate on specific educational objectives and are designed to assist with using academic curriculum standards (Glazer 941). These new video games are intended to provide students with significant experiences under specific
Brianna Joseph 02/27-03/03 English educational objectives. Studies show that games can effectively create learning environments in all skills, subjects, and age groups. Conclusion In summary, though the concern is valid for how the inhibition of learning and development through video games is likely to occur, the point is that video games may offer potential benefits of value regarding educational purposes. Such potential may boost motivation, build requisite skills, and encourage increased classroom collaboration based on games that capture their interest and interactions. However, games are also learning tools with which education must take steps consonant with each person's individual needs and preferences. Properly guided and used with due caution, they have the power to change paradigms in education and prepare students who are success-bound for the 21st century.
Brianna Joseph 02/27-03/03 English Works Cited Ault, Alicia. “Video Games and Learning: Do games help students in the classroom?” CQ Press, February 12, 2016. Retrieved from: https://doi.org/10.4135/cqresrre20160212. Glazer, Sarah. "Experts Disagree Whether Online Games Have Educational Value." CQ Researcher, vol. 16, November 10, 2006, pp. 937–960.
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