The term "serious games" was first used more than forty years ago to describe the military simulations and games that have been used in education. "They have carefully considered and expressed educational goal. The main goal is not fun, but it does not mean that the game should not entertain "- this statement is the subject of discussions that are going on now. (Pamela Kato, Serious Games Institute) Ben Sawyer, co-founder of the Conference of Serious Games, in collaboration with Peter Smith, who works at the University of Central Florida, according to what is called "serious" can offer all the games and the terms by which they may be referred to: Educational games Virtual Reality Simulation Games of social influence Games with alternative targets Motivating game Games for social change. …show more content…
The gamification elements in real life As we can see from the stated above, games came into our life as a simple joy, but nowadays it’s impossible to think about them just as fun. Games became a business, so attitude to them is times more serious and respective. That’s why it is no more a surprise when the company decides to solve its problem by means of games. 4.2 Game elements This section is about creation and use of the game elements. According to Professor Kevin Werbach, game elements can be derived from the simple games and applied to a business practices. When you start to think like a game designer you can find various paths, different elements, templates that can be applied to you gamification process . The best example of a gamified system would not be the one that uses the most elements but the one that uses them most effectively. How game elements are successfully used in real business projects is observed in chapter 6 “Gamification in business” Pyramid of elements (Здесь должна быть нарисованная в word пирамида, которую вставить не
Welcome to part two of our list of 15 things you didn 't know about Russell Westbook. He may play with ferocity out on the basketball court for the Oklahoma City Thunder, but as part two will demonstrate, Russell has a quiet side, too. Find out more about the star point guard below. Number Eight: Russell Westbrook is an Underwear Model
The most dangerous game was written by Richard Connell in 1924. It is a short story which has mystery, suspense and adventure. Also, it shows how people do their best to survive in different situations. This story consists of two main characters, Sanger Rainsford and General Zaroff. The story begins on a yacht in the Caribbean Sea.
In life some feel the need to prove something to others. That they are better, stronger, or even more intelligent. Whatever the case may be people will go through extreme measures to prove themselves. But who do we really need to prove anything to? Is it our parents?
Have you ever played tackle football? If so you should know that playing at a young age can cause damage to brain as you get older and older. Kids that started before the age of twelve have been proven to have a damaged brain as they get older. Kids of such young age should be able to play football but maybe flag football is better to start with. For parents to keep their children safe they should not let their kids play tackle football until they are twelve.
Option 3: Argument Life can either be taken way too seriously, or not at all. Some people choose to take life seriously by following all the rules that are enforced on us from birth until we get older, and others choose to take their own path and see where it takes them. The second behavior can be seen as treating life like a game. In Catcher in the Rye by J.D. Salinger, Dr. Thurmer says that “life is a game that one plays according to the rules,” and Mr. Spencer mentions that idea to Holden while they talk. Although Holden does not think life is a game, his behavior and experiences show otherwise throughout the book.
In the short story, “The Most Dangerous Game,” the main character Rainsford had gotten stranded on a dangerous island where Zaroff, a Russian Cossack General, hunted humans for sport. He feels that God put the weak on earth to give the strong pleasure, and up until it was his turn to be hunted, so did Rainsford. Earlier in the story Rainsford had stated, “The world is made up of two classes-- the hunters and the huntees.” And as harsh as it may sound, it is technically correct. The world is made of hunters and huntees, predator and prey.
The twelve districts in theory should view the Hunger Games as the necessary tool that keeps Panem from uprising and self-destruction, however, the reception of the Games in the really poor districts clearly shows that the Capitol cannot reform them to think so. Statistically, the poor districts are always the most likely to lose one year’s competition because they lack resources to train tributes and their children are starving. Therefore, the response to the Hunger Games in the poor districts who are on the brink of starvation is the most dramatic. Citizens of districts such as 11 and 12 can only view the Games as injustice because once a child is chosen at the Reaping he or she is evidently doomed to die. There are rare exceptions as the
In the article Dream Machines, Will Wright tries to persuade his audience to understand that video games have positive effects on the players, such as creativity, community, self-esteem, and problem solving. Wright gives many great reasons and evidence throughout his article supporting his claim. Wright shows an example and reasoning of how games help with problem-solving skills.
Although video games may be a bit more dramatic than real-life war, teens will discover strategies to fight, and hide. Video games are a highly beneficial activity for youths everywhere, and they should be kept. According to the article, (Mohammadi 2014) “How online gamers are solving science’s biggest problems”, in 2011, people playing Foldit, an online puzzle game about protein folding, resolved the structure of an enzyme that causes an Aids-like disease in monkeys. Researchers had been working on the problem for 13 years, yet the gamers had solved it in three weeks.
Violet video games have been blamed for several young people killing students at school. Young people are not able to think like adults so they are easy to follow the wrong way of doing things like they see in video games. Other countries do not have the same problems because their laws are strict or their customs for punishing wrong doing is much harder. Some of the violent video games young people like to play are : Grand theft auto, Call to duty, and Assassin. These games show a lot of blood and people getting killed.
Children around the world play adult content video game And many parents say it is bad for their children; however video games can actually help their children learn. Approximately 90% of children in the United States play video games, and more than 90% of those games involve mature content that often includes violence (Park, 2014). There are those that believe video games are detrimental to society, however playing video games including those with mature content can actually be beneficial to both individuals and society by increasing knowledge expanding the ability to react positively at real life situations and improving cognitive thinking skills. Children that play video games not only have the potential to increase their ability to learn right from wrong, and to improve their cognitive thinking skills the game can also increase a child’s knowledge.
Over the years there has been a big controversy over whether video games are relatively good or extremely bad for children. Video games are super beneficial to a kid’s learning process and have been proven to increase social skills, productivity, and stress. The fear that video games are harmful to a child, is proven through countless experiments that they are actually great for their growth and brain capacity. Video games can increase the social skills in a child, Xbox and PlayStation provide great opportunities for cooperation and competition. Two different studies, one by Katherine Keyes and the other by Vinay Devnath, both have proved that the use of video games can increase the social skills that many children can’t grasp, “Video game playing is often a collaborative leisure time activity for school-aged children, and these results indicate that children who frequently play video games may be socially cohesive with peers and integrated into the school”( Keyes, PhD).
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
Various games are activities that have been around since the beginning of time has evolved into a technology based forum for all ages called video games. These types of games have become an extremely popular activity and are a big part of a lot of people’s everyday lives. Instead of looking at video games as a leisurely hobby that one plays in their spare time, it is now looked as a positive benefit for people to play. Playing video games are beneficial, according to some studies they can develop cognitive skills, create social connections, and stimulate creativity.
Conclusion Towards an Evaluation of Gamification Praxis Kapp, Blair & Mesch (2014) stated that there are several reasons to engage gamification successfully into the teaching and learning practices: First, gamification has to be used in a way that allows for creating interaction and interconnectivity among the learners. Second, it has to foster motivation and promote engagement in the learning activities. Third, it has to facilitate the execution of critical thinking skills. Fourth, it should invite a positive behavior change in the learners.