Project One - Writing Plan

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Fort Hays State University *

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Arts Humanities

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Dec 6, 2023

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docx

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Project One: Writing Plan By Jamar George The purpose of this essay is to inform others of the benefits of video games throughout life, whether that be as a tool used to relax, a driven focus of the competitive gamer, a platform to express self in multiple forms of storytelling & artwork, and even as a prop to assist with learning throughout all stages of life. Video games are here to stay as a dominant force in our world. My article will direct the focus more towards the pros of video games rather than all the cons of them. Although many people have been quick to argue against video game, I stand to believe that the benefits of video games far outweigh the cons. Reasons for this argument include video games used in the learning environment, video games in a competitive nature or “Esports”, rising of Esports in worldwide learning institutions, and games as an artform. As a software engineer, I like to think of video games as a passion for programming. Seeing what activates the left and right brain cells, then having a “Eureka” moment when finally able to achieve and overcome the obstacle. Video games challenge the thinking process day in and day out with sometimes split- second processing and decision making. In theory, the evolution of video games has come a long way since the 1990’s, where at home video games was new trend being pushed by Nintendo and Sega. Those on the outside looking, just viewed video games as an arcade trend where kids and unruly teenagers would rally. The thought of video games rotting your brain, satanic symbols and imagery used as “against God”, and even as a platform to compel and control the young mind to go out and commit crimes.
These notions are just untrue in many cases. Many kids in the late 70’s and early 80’s were introduced to their very first video game in school. This game was made by a collection of teachers still training for their first job. The game, “Oregon Trail”, was made based of a boxed card game adventure, where you would attempt to travel 2000 miles over six months in a covered wagon. A first of its kind for school kids to play. My key points will focus on Video games used in a classroom setting to help stimulate the mind and address adversity through a different medium. Video games such as Esports in competitive style games, and a growing admiration and acceptance of the culture. Video games used as expressive forms of artwork and storytelling. Resources used in this essay include. “Do games help students in the classroom?” Ault, Alicia. "Video Games and Learning." CQ Researcher , 12 Feb. 2016, pp. 145-68, library.cqpress.com/cqresearcher/cqresrre2016021200. Provides a base platform for video games. Spanning from a light history to use of video games in a learning environment, representation, and empowerment of children of different ethnicities, races, and cultures. Gaming has grown to many forms, from at home, to on the go and mobile apps. “Fact or Fiction?: Video Games Are the Future of Education” Malykhina, Elena. “Technology” Scientific American, 12 Sept. 2014. https://www.scientificamerican.com/article/fact-or-fiction-video-games-are-the-future-of- education/# Additional reinforcing material establishing video games as a learning tool in society.
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