COMPUTER GAMES AND EDUCATION 5
ComputerGames and Education
ComputerGames and Education
Inthe contemporary society, the association between computer games andeducation is a factor that takes a lot of consideration (Squire,2011). For a long time, computer games have been considered as a pasttime activity. Parents discourage their children fromplaying computer games and simulations since they are widely inassociation with laziness (Devlin, 2011). The computer games,however,aid in the education of people in the society through making therelevant skills transferrable to the individuals in practice (Devlin,2011). The issue of computer games,therefore,stands as a controversial factor in the modern society. The followingtopic is,therefore,critical for research to establish the exacteffects of computer games on student’s performances and the use ofcomputer games in the education sector. Therefore, the video gamesare essential part of the schoolsector in the 21stcentury (Janarthanan, 2012). Students should be advised to play videoand computer games as it enhances their performances in school due toits impact of sharpening the brain.
Inthe research paper, the scope targets various audiences in thesociety. However, the research primarily focusesthe policy makers in the schools and learning institutions. These areindividuals with the ultimate power to have the public view on theinvolvement of video games in the school curriculum changed (Gee,2014). Through the audience, they will undergo sensitization and seethe fundamentalfactors that are consequential to the inclusion of video games in theclassrooms. Nonetheless, the audience has a hugedecision-makingpower since they are the managers of the school and the monitors ofthe progressof the educational methods which are applicable toteaching their children. Currently, the audience has negativeperceptions on the video games. Most parents mistake the video gamesas a factor, which leads to their children being lazy andunconstructive in the society (Gee, 2014). However, the researchkeenly brings out the effects of the video games both negative andpositive to show how they influence the education of their children.
Theresearch paper will touch on the important point in association withvideo games. The study will have an in-depth analysis of the videogames and the effect on the students’ performance. There arevarious sections of the journal,which will be instrumental in showing the importance of the videogames in the society. The first section will talk aboutthe differentways in which the video games are present in the education system.The articlewill analyze the uses of the video games at the present moment andthe changes were sofar seenin the education sector. The importance of the video games in thismodel of application will also bediscussed.On the other hand, the other section, which holds a great importance,is the advantages of the use of the video games in the higherinstitutes of learning and a comparison of their efficiency to thetraditional method of learning.
Thesection will highlight some of the pertinent weaknesses of thetraditional methods of learning, which occur as the strengths of themodern approachthat incorporates the video games. Another section of the researchwill be the widespread public perception of the video games and therelevantaudiences that use the video games (Lim, Lim, & Lazim, 2012). Thearticlewill visit the public issues aboutthe video games and inquire on what sections of the populations isa frequent userof the video game. Through this section, it will be visible for theaudience to see why the video games are asignificantoccurrence among the millennial.
Throughoutthe research project, there are various questions, which will beanswered to satisfy the objective of the study.The questions are integral in finding out the manner in which videogames influence the entire education system (Granic, Lobel, &Engels, 2014). Some of the issuesthat will receive an addressin the research include the following.
What are the common influences of video games on the students?
In what ways do education and video games relate?
What are the primary skills that are considered transferrable when playing the video games?
How do video games influence the students positively?
What is the negative control of the video games on the students and the society?
Video games vs. Traditional learning method, which method is more conventional and easy to apply?
Should schools use the video games or ban the utilization of the video games?
Theresearch will use a qualitative method in analyzing the relevant dataon video games and education. The research will be carried out invarious schools that use the video games as a meansof learning and will encompass the use of traditional methods ofthe video games to establish what criteria is the best to approachteachings. Various experts will also have a hand in the research byproviding analysis of the effects of the video games in the moderneducation system. Therefore, through this,the studywill achieve its long-runobjective of clarifying the reason as to why video games should beincludedin the curriculum.
Inconclusion, the research will have significance in thedecision-makingmodelof the school. Through the study,the advantages and the disadvantages of the video games are weighedin aparticularmanner to produce the best model. Nonetheless, the studywill also provide the success of inclusion of video games in theeducation. Therefore, the video games are an instrumental piece inthe learning of the 21stcentury.
Devlin,K. (2011). MathematicsEducation for A New Era: Video games as a Medium for Learning.CRC Press.
Gee,J. P. (2014). WhatVideo Games have to teach us About Learning and Literacy.Macmillan.
Granic,I., Lobel, A., & Engels, R. C. (2014). The Benefits of PlayingVideo Games. AmericanPsychologist,69(1),66.
Janarthanan,V. (2012, April). Serious Video Games: Games for Education andHealth. In InformationTechnology: New Generations (ITNG), 2012 Ninth InternationalConference on(pp. 875-878). IEEE.
Lim,Y. P., Lim, P. S., & Lazim, A. M. (2012). Video Games inEducation. ComputerGames, Multimedia and Allied Technology (CGAT 2012),73.
Squire,K. (2011). VideoGames and Learning: Teaching and Participatory Culture in the DigitalAge. Technology, Education–Connections (the TEC Series).Teachers College Press. 1234 Amsterdam Avenue, New York, NY 10027.