CMNS 1221 SFU Video Games as An Educational Tool Essay

User Generated

ouneng2002

Writing

CMNS 1221

Simon Fraser University

CMNS

Description

Video games have become one of the biggest entertainment industries on earth, but they still struggle to be taken seriously. Some people worry about the effects of violence in gaming, others worry about the anti-social nature of playing games. I don’t want to read essays about these concerns. In an essay, discuss some of the specific ways that video games are used in Education. This could include teaching young children to read or write, or it could include training pilots, surgeons, and soldiers. Video games can simulate scenarios and allow people to practice various skills in a safe, controlled environment. Focus on a few specific examples that interest you, and write about how video games can be used to help us teach and learn. What can games do in a classroom that other media cannot?

Unformatted Attachment Preview

Annotated bibliography Essay topic Video games have become one of the biggest entertainment industries on earth, but they still struggle to be taken seriously. Some people worry about the effects of violence in gaming, others worry about the anti-social nature of playing games. I don’t want to read essays about these concerns. In an essay, discuss some of the specific ways that video games are used in Education. This could include teaching young children to read or write, or it could include training pilots, surgeons, and soldiers. Video games can simulate scenarios and allow people to practice various skills in a safe, controlled environment. Focus on a few specific examples that interest you, and write about how video games can be used to help us teach and learn. What can games do in a classroom that other media cannot? References Annetta, L. A. (2008). Video games in education: Why they should be used and how they are being used. Theory into practice, 47(3), 229-239. This article will tell about role of Video games in Education. Why and how they are being used in field of education and demonstrating a creative way of Learning. Papastergiou, M. (2009). Exploring the potential of computer and video games for health and physical education: A literature review. Computers & Education, 53(3), 603-622. This article has the details on exploration in area of having potential computer and video games that can be used in Health and Physical education to create an awareness among students. Exploring those video games which involves having physical or outdoor activities. Gros, B. (2007). Digital games in education: The design of games-based learning environments. Journal of research on technology in education, 40(1), 23-38. In this article, author has described different aspects and key factors for ideal design for game based learning environments. These game based learning environments are quite popular in today's world.
Purchase answer to see full attachment
User generated content is uploaded by users for the purposes of learning and should be used following Studypool's honor code & terms of service.

Explanation & Answer

Find attached

Running head: VIDEO GAMES AS AN EDUCATIONAL TOOL

Video Games as an Educational Tool
Student’s name
Institution
Date

1

VIDEO GAMES AS AN EDUCATIONAL TOOL

Video Games as an Educational Tool
Introduction
Innovations and facilities that technology presents for the contemporary setting
enhance peoples' lives in various ways. Portable wearable devices and various products and
gadgets impact individual lives in various ways. Therefore, technology-based training and
education have inevitably infiltrated people's lives and particularly the education sector, with
billions of users employing modern innovations in their daily dealings. Areas in education
like mathematics, statistics and science have embraced technological advances, with
educators using these innovations to impact scholars' skills despite all the obstacles and
difficulties encountered. For many years, video games have become a topic of discourse
concerning their role in education. Some persons suppose that video games are not beneficial
to students and that they are distracting learners. Various studies have emerged indicating the
dangers of video games, particularly violent ones on children and young adults. Most of these
studies indicate the adverse effects that video games present for the user making this
technology an unfavourable option for educators to employ in their dealings. However, other
persons are persuaded that video games espouse various benefits for the learners. These
persons argue that incorporating video games in-class activities is beneficial and that
educators must incorporate this technology into all the curriculum aspects due to their
beneficial features.
Research indicates that educators need to alter their teaching methods to augment
future citizens' skills in the digital age. Society exposes children and young individuals to the
virtual realm via video games. The way this demographic interacts with technology may be
altering learning ways and knowledge production. Motivation and engagement are appealing
benefits for video gaming but not sufficient for educational purposes. Just like movies and

2

VIDEO GAMES AS AN EDUCATIONAL TOOL

books, educators can use video games in various ways. A game's content can produce
reality's simplification (Gros, 2007). Since most games enclose misogynistic and violent
themes, many critics suppose that what individuals learn while playing these games are not
enviable. Nonetheless, when the contemporary learning setting embraces the games
educational properties, a fitting way to enhance learning can suffice. Most video games are
user-centric and can uphold challenges, engagement, cooperation and the development of
problem-solving techniques.
Videogames emerge as valuable instruments that individuals can adopt to learn
particular strategies and gaining knowledge. Furthermore, video games enable individuals to
develop learning, which attributes to society’s information culture. As such, this form of
learning can espouse long-standing consequences on individuals. Scholars can use games to
learn specific content and live an impression on them. Researchers have analyzed the types of
learning stemming from constant video game use and their potential applications in
supplementary study areas. Furthermore, video games espouse distinct characteristics from
other computer items (Gros, 2007). Many computer applications, particularly computer
games, espouse design characteristics that modify the balance of requisite information
processing into visual from verbal. Some popular dynamic, spatial and iconic video games
have interesting built-in features. The various skills that young adults and children develop by
indulging in such games can offer them computer literacy training capabilities. Additionally,
these games can permit these individuals to prepare for technology and science since most
activities hinge on manipulating images on screens. Studies show that when children make
early interactions with video games, they develop a playful approach to computers and
enhance their ability to appreciate technology early in their lives.

3

VIDEO GAMES AS AN EDUCATIONAL TOOL

Game play and video games are omnipresent in the lives of most American teenagers.
In mainly, boys use video games as a fundamental venue for the coining and preservation of
acquaintance. Studies show that seventy-two per cent of teenagers play video games on a
portable gadget like a mobile phone, a game console or a computer. Studies also indicate that
eighty per cent of teenagers have or can access a game console. According to Annetta, video
games are one way that the internet has transformed the w...

Related Tags