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Benefits of Video Games - Research Paper Example

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The paper "Benefits of Video Games" discusses that in the advent of video game technology, a number of negative implications have emerged. While many young learners have easy access to video games, they are likely to be addicted due to the attractive nature of these games…
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Benefits of Video Games College: Benefits of Video Games In the advent of technology, there have been changes in the mode of learning both in learning institutions and at home. The proliferation of computer technology has brought about a controversy as curriculum developers weigh the value of video games in the learning environment. Although there are proven benefits of computer aided video games it is clear that these games have a number of negative impacts on young learners. The essence of this paper is to evaluate how computer video game technology can be integrated in the learning environment. In the 21st century, computer and television technology has grown and these gadgets have become more affordable and hence available to children. Most institutions have installed computer laboratories to help their students to catch with the technology demanded by the contemporary job environment. Along this technology stands the gaming technology that continues to evolve and to become the favourite of many young students. In the invention of new video gaming technology, it was a mere source of entertainment that people could indulge to spend their luxury time. However, research has revealed that the value of video games in the life of learners has been ignored as these games can have both positive and negative impacts in their learning. Research points out that there is need for reconsideration of the application of video games in the life of learners both in their homes and in the school environment. Understanding the impact of video games on the learners learning will help to develop a strategy on which the negative effects can be eliminated and the positive can be optimized. Specifically, it will be possible to incorporate this technology in the learning environment and enhance the learners’ abilities. In this light, there is need to investigate the best approach to integrate computer aided video games in the curriculum. Problem Analysis Video games have both physical and psychological impacts on the life of individual and this may affect their learning behaviour. Obradovic (2002) identifies that video games have had negative impacts on learners owing to the addictive behaviours that comes along their usage. As entertainment tools, video games are attractive and are addictive to their users statistics indicate that over 92% of children aged between 4 and 17 years have access to computer games and are likely to be addicts of playing these games. Addiction is the source of the negative impacts of the learning needs of the students. First, addiction comes about when a student spends most of their time playing the video games. Most games are designed with a challenging target and players have to attain the target as their ultimate aim. As such, players will spend most of their time trying to meet the target and this may cost them a good part of their time. Some games have fixed times and the players have to complete these games within the given time. For games with long completion times, the learner will spend a good part of their time, probably sacrificing their revision time. Statistics indicate that over 50% of video game players spend more than 70% of their free time playing these games (Science Daily, 2011). Some will grasp every opportunity they have to play video games and they would not mind foregoing their assignments. In this light, video games can serve as a distraction for the learners study programs. Addiction of video games has wide range of negative physical impacts. One of the major impacts of video games is sight deterioration. Computer monitor are known for emitting radiant light that has cause sight deterioration in the long term. Obradovic (2002) makes note of a student who suffered from damaged hand joints after spending over 7 hours per day playing computer video games. In addition, research shows that long stare of monitors is responsible for headaches and dizziness. For learners, headaches and dizziness interrupt their concentration in class and reduce their rate of absorption during the lessons. Current research shows that video game addiction is a trigger for epilepsy for those students who are suffering from this kind of ailment. The diverse negative physical impairment caused by video games is a cause for alarm in a period where many learners have access to video games. The psychology of video games can have far reaching effect on the life of students. Obradovic (2002) states that most video games are based on crime, hence exposing young learners to crime at their very early age. The most popular games are crime related as they form part of young learners’ passion and heroic actions that are attractive to young students. statistical investigation on the most favourite games revealed that 32% person of game player prefer fantasy violence, 17% prefer human violence and 29% prefer sport video games. Surprisingly, educational games were the worst preferred and only 2% of the surveyed population preferred to play these games. Crime games expose learners to the use of guns, bombs and how to fight in the streets. Psychologically, develop the urge to partake crime as they perceive as a heroic action as depicted in the video games. The impact that these video games have is that the society would be more prune to crime as learners develop a positive attitude towards crime. In this light, computer games can be a source of violent behaviour among the learners, hindering their learning process. In conclusion, it is true that video games can have negative physical and psychological impacts on the learning abilities of the young children. Solution In the face of the challenges that have emerged due to proliferation of the video gaming technology, it is clear that there is a need to implement more control of video gaming among young learner to avoid the negative impact associated with their usage. For successful integration of video games in the life of young learners, there is need to control their usage and prevent addiction. To achieve this, parents and teachers need to control the time that their students engage in video games. The parents should have fixed schedules when students should have access to these games to avoid the possibility of addiction among their children. In school, the regulations are quite strict due to the limited class periods and hence video gaming at home is the main challenge that has to be fought. One way to do this is keeping in custody joysticks and providing them after evening studies for a given period of time (Shernoff, 2013). This will ensure that the children learn to control their gaming behaviour and avoid chances of getting addicted. Secondly, it is crucial to control the content of the games by selecting games that are aligned to the learning goals. For instance, educational based games are superior in teaching difficult subjects such as science and mathematics. While purchasing video games for their children, parents should consider their nature and specifically avoid crime related video games that have known psychological impacts on young minds. Whenever their children by new video games, parents should get involved and discourage unhealthy video games. To discourage these, the parents should buy entertainment games and sport based video games that also come top among the most preferred games (Shernoff, 2013). This will ensure that students partake in constructive gaming and reduce the mental evasiveness that has come along with playing violent games. Additionally, there is need for parents and teachers to avoid criticism on video games and embrace the technology for its good impact on learning. When teachers and parents criticize their children as they play video games, they develop a guilt feeling and prefer to play these games away from their home. This makes it hard for them to control child behaviour as these public gaming areas offer all forms of video games that may have worse effects on children. Therefore, the teachers and parents should encourage the children to play the right games and at the right time for effective control of their behaviour. In learning institutions, it would be healthy to introduce gaming sessions where learning can play and compete to solve educational problems (Science Daily, 2011). In short, the community should take more control of the gaming behaviour of their children to protect them from the negative influence of this new technology that is an unavoidable reality. Benefits of Video Games for Young learners If video gaming behaviour is controlled among young learners, it can have numerous benefits in the school environment. Griffiths (2002) points out to the use of video games in fostering creativity in young learners. One aspect of video games is that they are challenging and require problem solving skills to win. As young minds go through the process of tackling the various challenges that these video games pose, they acquire problem solving skills, a critical aspect that is essential in learning. In multi-level games, a player moves from one stage to the next depending on their creativity. As they move to the next challenge, their creativity is improved and this continues until the learner attains the highest level of the game. From this point of view, video games provide a new approach to developing creativity and problem solving skills among young learners. Another benefit of computer games is modelling the social life of children in the community. As Olson (2013) points out, loneliness is a source of psychological depression in children in urban areas where aspects of socialization are ignored. A number of computer games such as FIFA require more than one player, which demands that more than two children be available for the play. This provides children to meet and interact as they play and have opportunities to spend their leisure time together. In learning institutions, such games can be used to bring together children from different backgrounds as they share their social lives. For this reason, video games help to build strong social relationships that are crucial in the life of children. Additionally, video games provide a new approach to teaching in the learning environment. Video game developers have come up with education related games that feature in subject such as mathematics and science. Griffiths (2002) points out that these games provide an interesting approach to teaching making complex subjects more attractive and reducing the negative attitude that often exists among learners. Teachers should select video games that assist learners to acquire relevant academic skills as they engage in the entertainment provided in these games. These kinds of games help learners to develop essential knowledge that can be utilized in the classroom as part of the curriculum. To achieve maximum impact, teachers must select relevant videos that are synchronized to the curriculum. Video games are crucial in developing sporting skills among young learners. Good examples include the football games where students select their teams and play against a rival team. From such games, learners are likely to learn new football skills that give them the enthusiasm to go and practice. This serves to increase their physical activity that is crucial in the development of talents and engagement in leisure activities. Video games that involve dance help young learners discover their passion and practice it (Science Daily, 2011). This is a vital part of learning that institutions and parents should pay attention to. In this light, as long as the parents and teachers take a responsibility of controlling and guiding children in video games, students will acquire vital skills that are crucial in the learning environment. Conclusion In conclusion, in the advent of video game technology, a number of negative implications have emerged. While many young learners have easy access to video games, they are likely to be addicted due to the attractive nature of these games. Addiction has both negative physical and psychological impacts that may lead to damage of their bodies or even cause violent behaviour among them. In this light, the teachers and parents should take a higher responsibility in controlling their gaming behaviour as well as the nature of the games. This way, it is possible to optimize the positive effects of these games such as fostering creativity, improving social skills and inspiring children interests. References Griffiths, M., (2002). The Educational Benefits of Videogames. Education and Health, 20(3), Pp. 47-51. Obradovic, z., (2002). Computer Games: How Dangerous Are They? Retrieved from: < http://www.actiontrip.com/features/howdangerousarethey.phtml> Olson, C., (2013). Eight Reasons why Video Games are Can Improve Your Child. Retrieved From: < http://www.parents.com/kids/development/benefits-of-video-games/#page=4> Science Daily, (2011). Risks, Consequences of Video Game Addiction identified in new Study. Retrieved from: < www.sciencedaily.com/releases /2011/01/110119120550.htm> Shernoff, D. J. (2013). Optimal learning environments to promote student engagement. New York, NY: Springer. Read More
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