It appears traditional teaching methods in many schools across the nation are undergoing significant changes, mostly due to the technological world we live in, and if this does not concern you, it should. It is not only that printing has replaced cursive writing; spell check has replaced the dictionary, or researching any topic has become a relatively easy task with Internet availability, the effects of these changes go much deeper. While there is no harm in saving time and using different or more profound methods that surely have made our lives easier, the simple fact is these things are mechanical advances made from computer technology, but they will never replace a person’s brain, analytical thinking skills and thought processes. Computers …show more content…
Someone has to teach the ABC’s and the 123’s that get a person through life, or do they? There is science, history and English to contend with also. At any given time in life, you will undoubtedly have to sign a contract, take out a loan, or possibly even bail yourself out of jail, so it would be a huge asset if you could read, write and comprehend effectively. But, according to James Paul Gee author of Games, Not Schools, Are Teaching Kids to Think, “The US spends almost 50 billion each year on education, but Forty percent of students lack basic reading skills, and their academic performance is dismal compared with that of their foreign counterparts”. (Gee 399) Obviously the method many schools are using is not working upholding Carr’s theory that we are turning into more of a pancake society. Gee reports that presently schools are using a mechanical scripted instruction method that is merely teaching by way of line by line scripting resulting in students memorizing material and subsequently participating in a barrage of multiple choice testing. This does not necessarily mean that memorization does not have a place in education, it …show more content…
They’re learning to learn.” (Gee, 399) Gee might be correct that there is potential to learn through video gaming, however, it is more the content of these games that should be held up to scrutiny. Specifically, the depth of violence and unrealistic virtual worlds involved in many of these games should indeed hold cause for concern. There are no long term studies to draw from telling us that video gaming is either a good or bad thing. But we do have common sense to draw from and we should consider what is known to date from both ends of the spectrum. The popular television show Dr. Phil recently aired an episode when a young man was so addicted to video gaming that it overtook his life. He no longer ate, showered or brushed his teeth and only slept when it physically overtook him. He mentally transformed himself into the video game, ignoring everything else. While this may be only one case, it should not be ignored. When considering the theories both Carr and Gee present, both essays are alarming and brings one not only to the conclusion that education is definitely in crisis in this country, but if were intending on video games to fill some kind of educational void, we are likely a country in
Video games are enjoyable for people and have good benefits for children who use their multiple skills to play and interact with others. In many parts of the world, the common video game is often seen by parents as something that is wasting their child's time or “rotting their brain”. It is a popular misconception that video games are bad for children. What parents do not know is the positive things about video games. Video games have a positive impact on people and help them learn things for experiences to come. People often do not understand that violent video games are not harmful to people because video games allow people to release their anger, video games decrease crime in youth, and because they allow people to be creative and test their
As stated earlier, there are several good learning principles that video games teach, which in turn complements learning. Video games allow students to explore roles and environments that would be otherwise impossible in a real-world setting. This principle is identity. Students learn a new domain by first experiencing/playing a new identity (Gee, 2005). In this identity, whether it is one created by students or a pre-created one that they take on, students observe value and work in the world, the way that their new identity does. In these games, students have the freedom to make alterations to the environments that they are in. Also, there are exposures to different time periods and extraordinary events. Reflection based on this data, reveals significant usage opportunities in subjects like social studies; timelines, time periods,
Video games have been around since 1950s and have gone a long way from what they are today. They are in no doubt a big part of our society and with doing so they have been criticized by many. Video games come in different categories which include: action, racing, adventure, role-playing, simulation, strategy, and sports. The purpose of these games can be casual, serious, art, Christian, and educational. You can play these games on different types of platforms as well to make it the gamers preference. In today’s society, it is common for one to play video games. Some people play causally and some play professional to make money. Even though, video games are now mainstream, they are still being stigmatized and it has been like that since the creation of them. Some people see video games as a waste of time and that they are unproductive, but after being studied thoroughly by researchers that is not true; video games are known to have benefits. It can help children with development and it can help adults perform better at their job. It can also help people with different disorders. Video games should not be stigmatized because of the advantages ranging from cognitive to social benefits for children, people with disabilities, and adults.
According to the Guardian article How Online Gamers Are Solving Science’s Biggest Problems, some video games are specifically designed to solve a problem in science. For example, in the game “Cropland Capture”, gamers find land that can grow crops to support the growing world population. Although games can be beneficial for kids, science, and the world, not all video games are like this. Most video games do not involve education of any kind. Violent and intense games can still evoke aggressive behavior in children and damage relationships.
Video games or online games are played everyday by a vast majority of teens in the United States. It is estimated that in 2008 approximately 70-90% of teens reportedly play these games. Many individuals believe that video games offer a learning experience like no other. However, video games distract from learning and actually negatively affect the minds of teen players, therefore, playing video or online games is indisputably harmful to adolescents’ intellectual and social development.
The author says that, nowadays, a lot of people label video games as “violent, addictive, childish, and worthless.” On the one hand, these people are somewhat right that video games have a bad influence on the younger generation, but they miss “the big picture” in another way. As Wright says, “…watching someone play a game is a different experience than actually holding the controller and playing it yourself.”
Kids in schools often struggle with learning invaluable life skills. Life skills that are supposed to carry kids throughout the rest of their lives. The solution to this problem may be easier than we initially thought. What if we could teach these skills through video games? In Pamela Paul’s “Reading, Writing and Video Games”, Paul argues that video games are ineffective in the classroom and serve more as a hindrance rather than an asset. Classrooms should take advantage of the technological advances like video games that have the ability to positively teach young minds life skills.
“A new wave of research has found surprising advantages in an activity that many call a waste of time, if not an outright menace”(Paragraph 5). Some video games can be very helpful like math games and grammar games. Video games are considered a waste of time, but it can be very helpful in education and in many other ways. “Scientists have recently linked gaming with increased brain power, making better moral decisions and even physical fitness”(Paragraph 6) Video games are being proven to help people make better choices. On the other hand, they also have been linked with fitness and strength. This said, video games are improving daily life and
From the past till now, video game never loses its popularity, from Gameboy to Wii, and from NDS to LOL, millions and billions of people are obsessed with this imaginary world. Some of the video games are created for educational purpose, however, most are created for the people who wants to escape from reality. “In a national Harris Poll survey of 1,178 American youths (ages 8-18), ISU Assistant Professor of Psychology Douglas Gentile found nearly one in 10 of the gamers (8.5 percent) to be pathological players.” ("Figure 2f from: Irimia R, Gottschling M (2016) ") Not only the statistic shows the high rate of addiction towards video games, terrible consequences of the addictions are more than enough to be served. For example, an extreme case of an Chinese kid called Xioyi suicide because he lose in one of his game on December 27, 2004; where he left a note that said he wanted “to join the heroes of the game he worshiped.” Video game has the potential to ruin a person’s life, as well as their family, or even the
Advances in technology have forever changed the way that children play, communicate, and view the world. Have you ever told your child that it was time to turn the video game off, or to put away the cell phone? Of course you have. Did they become upset, aggressive, or even depressed? These are warning signs indicating a potentially dangerous addiction. Addiction is characterized by the intense need for a substance and the experience of withdrawal symptoms when that substance is taken away (Rauh). Video games fill the player with strong feelings of pleasure and fulfillment. When considering the effects that video games have on your social, academic, and financial life; when do these fun technologies morph into a dangerous addiction?
Every day the world is changing and things are done differently. Technology has also affected the way students are taught and in which they learn. It has changed the classroom. Technology saves us time and allows us to access material in only minutes. “The Internet and online subscription databases, even as a supplement to the printed works in the library, allow students to see, and force them to consider or reject, points of view that they might never have encountered in decades past” (Gow 4).With all the time technology produces, it also has downsides and it also may have created a less intelligent society.
We live in a society where technology is constantly changing the rules to the “game” and Millennials have no problem implementing it into all aspects of life. Children can easily use technology, and expect to use it in most life situations. Gee uses Good Video Games + Good Learning to examine well-designed games and the ways in which they can become a context for learning, not necessarily using game technologies in school and at work. Are video games a form of digital literacy? If so, what does that mean regarding the future of educational instruction? Prior to reading the text, I was still questioning video games positive potential; whether educational or recreational, have the potential to advance one’s cognitive development. In this collection of essays, Gee examines the many platforms in which video games are good for learning. He claims that video games are good for learning because parent and teachers can use commercial games to stimulate discussions of important social, intellectual, and academic subjects. Also, that games can create virtual worlds where players solve simulations of real-world problems and in the process learn real-world skills, knowledge, and values. (p. 69)
Video games impact the brain in a wide variety of ways. Some people could, and have, made the argument that video games are destructive for children and that they become a distraction from actual educational work (Bavelier, Green, Han, Renshaw, Merzenich, & Gentile, 2011). On the other hand, one could certainly argue that video games could be a valuable tool in the learning environment (Bavelier, Green, Han, Renshaw, Merzenich, & Gentile, 2011). At any rate, there are several different, and accurate views on the subject.
In “Everything Bad Is Good For You,” Steven Johnson discusses why and how he believes today’s popular culture is actually making us smarter, rather than dumbing us down. Johnson has his book split into two different parts, focusing mainly on the first part of his book, he talks about the ways people consume media and how it has become more complex and challenging over the years. The title headings for each sub-chapters are - Video Games, Television, Internet, and Movies. Within each subchapter he uses a vast number of examples from each section to support his argument. The biggest part the first chapter is dedicated to video games. Johnston suggests that when video games were first released that people thought they made us dumber and wasted our mind’s skills. He uses the example about how if video games had arrived before books, we would be more hesitant towards books. We would be looking at the negative aspects of book reading and how they are isolating, under-stimulating and do not engage enough. Stating that we use books to test cognitive benefits – attention, memory, focus and following threads, Johnston goes into a detail about how video games uses all these skills and more. He uses examples from Tetris, Pac-Man, SimCity200 and even The Legend of Zelda. Continuing his argument that video games engage us more that any other media our there at the moment, he acknowledges how to reward system and the desire to explore in video games keep us engaged. No other form of
Video games have quickly become the new major source of entertainment for the youth and the upcoming adults of the world. The youth seem to be giving more of their free time to video games. However, they have always seemed to have a bad reputation with many people of all generations. People are starting to believe more and more that video games are nothing but trouble. They feel as if video games are a waste of time and the youth could be using the time they spend on video games on more productive tasks or activities. What if they were actually a good thing for the younger generations to be involved with? Many would doubt that is possible because they feel as if video games cause the youth to become lazy and less intelligent. There has