THE PROBLEM AND ITS BACKGROUND
Introduction
It is indisputably acknowledged that we are now part of Generation Z, which means we are living in a digital era. Wherein some students have grown up using devices like mobile phones, computers, video game consoles premeditated for any activities. Hence, technology has become the creator and transmitter of information with continuous speed and wide-ranging audience in today’s living. It dominates most aspects of our lives, overpowering the conduct of normal daily life.
Moreover, the education field is not exempted in the infiltration of technology. Contrariwise, education has always been recognized as one of the most productive innovators of technology, in which it conceivably discover its supreme
…show more content…
al. (1998) mentioning the positive effects of computer games on the students. There are many possible advantages of the use of games-based learning, such as the increased of students’ motivation and engagement.
Games provide information in a relevant context since knowledge is present in authentic context. R. David Lankes (2011) make sense on his study by standing on the theoretical groundwork of Bandura and Vygotsky (1978) which extended to coined the work of Lave and Wenger (1991) on Situated Learning Theory (SLT) by advancing the notion that the majority of learning (cognition) is “situated” in the activity, context, and culture in which it occurs.
More importantly, instructional games are thought to be effective tools for teaching difficult and complex procedures. Charles & McAlister (2004; Holland, Jenkins, & Squire (2002) and Sheffield, (2005) made mentioned that games: (a) used action instead of explanation, (b) create individual motivation and satisfaction, (c) accommodate multiple learning styles and skills, (d) reinforce mastery skills, and (e) provide interactive and decision making
…show more content…
Although interest seems high, there are significant genuine barriers to adoption, which include a lack of resources (time and equipment) as well as a lack of understanding of how to use games. Teachers need resources that are readily available. The field of games-based learning show significant promise for overcoming some of the barriers to effective learning for particular groups of learners or particular learning styles. While some potential users are open to the use of computer games for non-entertainment purposes, others are closed and significant work has to be undertaken to demonstrate the effectiveness (or otherwise) of this approach. There are a number of the key challenges that need to be addressed; Ladley (2010) provides issues with regards to the GBL: (a) Time Constraint. (b) Technical and logistical issues such as the cost, licensing, limitations of school computers, technical support. (c) Lack of teacher skills. (d) Not all learners engage with games and others do not see a link between games and learning. (e) Teacher and parent concerns over the content of some games
Baek, Y. (2008). What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games. Cyberpsychology & behavior: The impact of the internet, multimedia and virtual reality on behavior and society, 11(6), 665-71.
The article begins with an attempt to challenge our opinion of the universal truth that education is the key to economic success and explains that technology
For many years it was thought that video games have bad impact on students and their learning. This article is proving that video games actually helping students to learn, by providing them games that are fun and actually teaches them something. Now kids can learn in their homes as well because they have access to their learning material anywhere at anytime. It also helps them to learn better because now they have to learn something before moving to the next section, unlike how school systems work. “Is Homework Beneficial to Students?”.
However, multiple sources report the positive effects of gaming in nursing education. Boctor (2013) found that students cited gaming as helpful and useful for bolstering material they had already learned, helping them learn brand-new information, and enforcing the fundamentals of nursing information. They also reported an increase in their self-confidence about being tested on the material (Boctor, 2013). Strickland and Kaylor (2016), reported gaming as an effective and collaborative strategy that stimulates the cognitive and affective domains by improving knowledge retention in an enjoyable and energized
In school, lectures to young students can be very boring and cause them to get side track and not pay attention which could be harmful to their grade, but what if you put the teaching into a video game? It is almost sure that a young student would sit and pay attention as he or she plays the game to finish the level, but in the end actually learn something. On another aspect, Sohn also has another quote from Gee exclaiming, “Kids diagnosed with ADHD because they can 't pay attention will play games for 9 straight hours on the computer . . . The game focuses attention in a way that school
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.
Ethan Nguyen Ms. Bowen English G-6 27 February 2018 Can playing video games improve people’s academic qualities and school grades? Throughout the history, gamers are generally thought of as a dumb, anti-social person, but recently researchers have discovered that video games could make you smarter than the average person. One person could say that video games distract from the academic goals and ultimately disrupt a person’s grades for school. On the other hand, one could believe that playing video games could actually improve social behavior, provide technical skills, increase one’s strategic skills, and improve critical thinking skills in everyday situations.
The method of gaming was implemented into the project because evidence-based- practice literature supports it as a dynamic learning process to improve students learning and enhance test scores. According to Robinson (2014), stipulates using gaming in the classroom rather than question and answer is productive for students. Furthermore, gaming enhances students test score and engagement. Students will be evaluated by providing five gaming questions on catheter insertion, removal, and care.
For many teenagers in our world today, playing video games may be a huge part of their daily lives. In contrast, many individuals think playing violent video games will not be safe for kids. However, research has shown that video games have solved some of science’s biggest problems. Teens could someday cure diseases. Also, kids who play violent games are being “exposed” to what war may be really like.
So it is lead to forgetting the basic way of learning. For example, when the teacher gives students homework they are turning to use of technological devices to search for the answers, rather than return to the main book. On the other hand, we can use the tablet devices in a good way to avoid all these defects, by observing teachers or the parents for their children and students and put some guidance of using tablets, such as placing the appropriate time. Also, the families can close some apps which are unwanted. (Peter, 1997,
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
Many family fights have been caused by the controversial topic on whether video games are good or bad for kids. This is a constantly growing and ongoing discussion topic in the world, and there have been many debates on whether video games are positive or negative. Most people today view video games as trouble or as violence causers. The truth is that Video games are actually good and have many positive effects. Video games are not perfect but they can improve the ability to follow instructions, to solve problems, and help increase motor skills.
Introduction and background of the issue Video games, use of computers and Wii games are extensively used by the youth of every nation. These new world accessories have become a menace for the health of children and this issue has been studied in many researches. Researches also highlighted that excessive use of video, computer and Wii games have detrimental effects on the health of children (RSK, 2014). However, Wii and Xbox games keep children pretty much in action but there are a lot of games which keep the children sitting for hours with poor posture. Many such issues have caused severe back problems in children and thus, several researches concluded that playing too much video games and spending half or more of the day in front of video games and screens causes psychological problems along with physical problems in children.
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.
1) INTRODUCTION Education is an important thing for all people, especially to students who will grow up and will develop advanced countries. Education is not only to go to school but also education can be obtained everywhere now, for or example, at home. Parents can teach their children. By using the sophisticated technology now, education can also be easily found. Technology is a type of electrical system or digitally generated to facilitate everyone in manual.