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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.
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
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Video Games: A Boon When In Good Hands.
Media is one of the most influential aspects of human life. It has a strong hold on people’s thoughts, decision making and behavior pattern. Especially, young people are affected and influenced by media to a great extent.
Nowadays with an increase in technologies different devices which were designed only to serve useful purposes have now turned out to be negating those useful purposes. One such form of entertainment which has been designed is games. Games are defined as a set of activities which are usually done to satisfy the needs of entertainment.
According to the paper today, computer and video gaming is a founded method of entertainment for both the young and the old. Most families in America have some kind of video equipment or a personal computer. The Video game industry in America continues to thrive and just like any other big business every worker and investor anticipates its future growth.
Parents and elders are always complaining about these video games because they are of the view that due to these video games their young ones are not able to dedicate themselves towards their study domains and playing hours outside. In fact, the addictiveness of video games is such that it has hurt the growing and developing cause of the society more than anything else.
Most of these physical games were played at school though the level of participation amidst children has gone currently gone down. The physical games were encouraged because they allowed children to interact with each other through talks on various subjects or issues affecting their lives.
Since their inception, video games have become a very integral part of every child’s journey as the child grows up from a toddler to an adolescent, and loses out on his teenage years. Most children grow up playing with arcade and video games because parents believe that these games provide them with a good sense of practising their reflexes as well as hand eye coordination and provide them with enjoyment to pass time as well.
Initially, people used to play video games on gaming consoles and with the advancement in technology several video games were even played on computers as well as handheld devices such as the Sony PSP. There are several forms of video games that are being released every year.
The coverage of video games has shaped the public debate both positively and negatively. Taking a look at recent statistics, it is clear that close to 65% of Americans play video games (ESRB 1). This percentage includes both
The author states that the major harm created by playing video games is the dangerous physical health effects brought about by playing video games. When children sit down for long playing hours, it does not help in any way about their health status. Many have a playing style where they just sit and play as they take snacks and other types of junk food.
8 Pages(2000 words)Research Paper
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