Further, video game playing occurs in rich socio-cultural contexts, bringing friends and family together, serving as an outlet for adolescents, and providing the “raw material” for youth culture. Finally, video game research reveals many patterns in how humans interact with technology that become increasingly important to instructional technologists as they become designers of digital environments. Through studying video games, instructional technologists can better understand the impact of technology on individuals and communities, how to support digital environments by situating them in rich social contexts. This journal article will be helping in proving that video games can be educational even though some people fear that they have negative effects upon people. Also that video games can bring families together and friends.
It is an extremely popular pastime among children and teens, though most parents see it as a time-waster and a negative influence. However, most people are not aware of the positive effects video games can bring. Despite some negatives, video gaming can be a beneficial influence because it can enhance mentality, develop morale, and is good for the health. Enhance Mentality Playing video games gives the brain a real workout. It can help improve and enhance a broad range of mental skills.
“Why Games Are Good for You” by Steven Johnson is a persuasive article that’s purpose is to open the minds of people that doubt that playing video games reap cognitive benefits and change their point of view. Steven Johnson does a great job of forcing the reader to ask themselves, “Could I only be seeing one side of this phenomenon?”. “Video Games Help Children Learn” by Marc Prensky is an article whose purpose is to convince people that children playing video games is not completely bad and there are actually intellectual benefits that can come from them. Prensky’s main objective is to get people to understand that children can learn real life lessons from video games. The two articles both present reasons why video games might not be all bad for mankind.
Children who are older may be able to understand the difference between fantasy and reality a little better, therefore older children should be able to play games at a parents discretion. Some experts say,” kids are attracted to video games not so much by the violence, but because the games present puzzles or problems to solve (Sherry 1). The media and many other angry parents like to find a source to blame such as video games. Although video games are very entertaining and becoming more of a virtual reality the truth
The Effects Violent Video Games Can Have On Children Brittany Rutter Neumann University The Effects Violent Video Games Can Have On Children Children are introduced to so many different video games during their lives. Some games help them to learn; others they play for fun, while learning something. Some others seem to have no purpose but pure entertainment. Games such as LeapFrog and Reading Blaster are ways to educate children and help them to think learning is fun. These games have a positive outcome because they benefit the children, and cause no harm while doing so.
Contrary to common perception, use of devices of information technology is beneficial to children’s development. Research findings indicate that proper use of computers, cell phones, or playing video games have positive effects on children’s development. Cognitive development. Cognitive development indicates the development of a rang of skills, such as thinking, reasoning, languaing, and problem solving. Psychologically, understandings of cognitive development are mostly based on Piaget and Vygotky’s theories.
| Factors In Favor of and Against | Pros and Cons of Video Games | | | 10/17/2013 | HUM 200 | I would like to start off with the strongest pro first and work down and with that video games are really a great workout for your brain. Those who are against don’t see that when video games are being played, the requirements that are involved require high level thinking. There is a long long list but I’ll name six, 1) Hand-eye coordination, fine motor and spatial skills 2) Multitasking 3) Developing reading and math skills 4) Strategy and anticipation 5) Memory 6) Quick thinking, making fast analysis and decisions (Raise Smart Kid). As a gamer growing up and still going strong now, I know all this to be true and very effective. Back then games rarely had voices so gamers had to read a great majority of the time and that’s where my reading got a whole lot better.
Module 08 – Cultural Competence in Video Games Author Note Cultural Competence in Video Games Cultural competence can be a wonderful inclusion when developing video games. It can help bring out the design of the game and make it stronger. The concept of cultural competence within a video game is to make something within the game behave such as something in real life would, and define to the player the cultural differences between different groups of society throughout the world. Including cultural differences and objects within a game usually helps draw consumers toward the game because it is a sense of reality. During this time and age, most people like reality.
Many games are flexible across devices; if it's labeled "online game," "mobile," and "interactive whiteboard" it can be played all three of those ways, but parents can and should check the game descriptions. To play a mobile game, parents will need to download a free app to a mobile device and possibly lend their phone or tablet to their 3- to 8-year-old to play. Interactive whiteboard games are effective for teachers to use in their classrooms but some can also be played online Kids can learn preschool and early elementary math and literacy skills with games aligned to state and national standards. Detailed audio and visual tutorials teach kids how to play, and tasks increase in difficulty as they master the levels of each game. With a researched-based approach, parents and teachers can be confident in the quality of the games.
shows, vitiates the purity and innocence of young minds. On the internet, children under the age of 18 can enter adult websites; such as Xtube, Fakku, and Redtube. Sure they ask for the age when you first enter the site, but lying is always possible. Though many people argue that it’s up to the kids to decide what they want to watch the rated contents or not, but if there is no internet then the kids wouldn’t even be watching it in the first place. Maybe adult pornography sites don’t apply to every single kid, but how about the violent, gory, and explicit video games that elementary school children play?