Researches claimed that coordination and spatial cognition, critical thinking, teamwork and creativity are enhanced when playing video games like Tetris, puzzle games, and such (Anderson & Warburton, 2012). With the release of Wii and arcade games like Dance Dance Revolution and Just dance, the idea that video games are not good for the health was negated. They are called exergames or interactive games that required body movements which promote exercise that contribute to the physical fitness (Prot, Anderson, Gentile, Brown, & Swing, 2014). There are also games meant for teaching and learning. They are called educational games which target specific field or learning and are also used in higher education and are called simulation/simulator games.
Kids to Think” Today’s society is pretty much a virtual world. Everything is done through technology—the important things like email, paying bills, and even school. In “Games, Not Schools Are Teaching Kids to Think”, James Paul argues how video games are teaching kids to think and school is not. Throughout the essay, Paul uses his knowledge and research in sociolinguistics to activate the reader’s feelings in hopes of getting them to recognize that video games are enhancing and teaching skills that the school system is not.
In James Paul Gee’s article “Games, Not Schools, Are Teaching Kids to Think”, he argues that video games are better at teaching kids cognitive abilities such as problem solving and micromanagement of tasks than schools and teachers. He claims that traditional classroom learning has shifted to “mechanical instruction methods that rely on line-by-line scripting for teachers and endless multiple-choice testing” (Gee, 566) rather than teaching children HOW to learn. He provides examples of how video games provide young gamers with the opportunity to achieve new learning concepts and skill sets. Mr. Gee gives very little in evidence that schools are not teaching children how to learn.
Cognition, according to the Oxford dictionary is the “the mental action or process of acquiring knowledge and understanding through thought, experience, and the senses” (Cognition). Just like the definition explains, three researchers by the names of Adam Eichenbaum, Daphne Bavelier, and C. Shawn Green summarized: Recent research demonstrating long-lasting positive effects of video games on basic mental processes--such as perception, attention, memory, and decision-making. Most of the research involves effects of action video games—that is, games that require players to move rapidly, keep track of many items at once, hold a good deal of information in their mind at once, and make split-second decisions. Many of the abilities tapped by such games are precisely those that psychologists consider to be the basic building blocks of intelligence (Gray). It has been proven by many studies that video games have a positive impact on people.
In the book, Everything Bad is Good For You, Steven Johnson writes, “I have no doubt that playing today’s games does in fact improve your visual intelligence and your manual dexterity, but the virtues of gaming run far deeper than hand-eye coordination” (24). Johnson explains that the gaming improves our skills and makes us smarter. Johnson also points out, “the gaming population turned out to be consistently more social, more confident, and more comfortable solving problems creatively” (153). Johnson points that the new technology like video gaming are making people smarter by teaching them about problem-solving, creating connections, and helping people become confident and creative. To illustrate, my 9-year-old niece can do her homework by herself because if she has any question, she can easily search it online without waiting for an adult to answer her questions.
They can also improve many mental and motor skills. Even though video games can actually influence negatively kids, they can still improve many things. However video games can still have many positive things. Video games can clearly be seen to be beneficial, and have been greatly proven to be
Studies have shown that video games actually help students become social. “70% of all gamers play with someone else on the internet. ”(Devnath). In addition to, children and/or adults who have stress may not have a productive outlet to help them become stress-free, but it has been proven that video games help relieve stress.
In addition, the structure of today 's video games requires certain types of learning that are very helpful to students, specifically computer skills. This proves, that kids are gaining new knowledge from these games. They also improve hand-eye coordination, and raises players’ self-esteem. The article (Wiley 2016) Science Daily states, “Gaming use was associated with better function in brain circuits critical for learning based on the acquisition of new skills through practice.”
Games can do good and bad to us. Good, because we don´t have real consequences of bad decisions, and we can prepare for real life, but they are bad because they can get us addicted to them, separating us from the real world and from the people we
In the view of education academics, video games may play an essential role in boosting the performance in particular subjects and the development of varying of skill [3]. While acknowledging that engaging in video games may cause a negative mental effect on the secondary school students, this essay argues that video games education should be implemented because the benefits of digital game based education would possibly become primary to the high school students because it could improve social behavior and increase academic behaviour and performance. The argument that scholars question that video games may cause negative effects on
You know all those people that told you video games are bad for you? They were wrong. Video games aren’t bad for you, they’re actually making your life better. For years video games have been criticised for making people more anti-social, overweight, or depressed.