1. Introduction
1.1 Scale and trend
In the recent years, it is not a secret what the video game industry has experienced rapid growth. During 2009 to 2012, in the United States, the video game industry is increasing faster than the US economy as a whole four times, the report from the Entertainment Software Association released under in recent. Video games may be expected to continue to take place our TV, computers, smart phones and screen. By 2016, the size of the global game market will reach $ 86.1 billion.
1.2 Connect
Although video games are always not considered the aspect of learning, they are an essential collections that library must accept and implement them for their target audiences to truly improve their learning interesting.
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Year produced: November 17, 2009
3. Storybook workshop: Platform: Nintendo Wii game that is good for beginning or easy readers. Storybook workshop encompasses 16 fairy tales that enhances children’s experiences to listen to or perform, songs to sing, and record children reading the stories. Year produced: December 1, 2009
4. UDraw Studio: Instant Artist: Platform: Nintendo Wii. The UDraw studio drawing device enhances children’s creativity in the subject of art by utilizing built in games with avatars or by masterpiece creations from scratch. Year produced: November 14, 2010
2. Benefit in education
2.1 Cooperation capacity and communication.
70% gamers play with their friends who are in the same room, only 20% play alone. In many of these games, players have a team work together to achieve the goals, compete with other players or both. Their team collaboration capabilities need to be tested, in order to progress they must hone their communication and interpersonal skills. This pro-social behavior is the key to the healthy development of society - children with positive social skills are more likely to have higher self-esteem, good peer relationships to achieve in the school. They are also more likely to have a successful marriage and career.
2.2 Critical thinking skills and reading comprehension.
Video game presents a
Video games are a fast growing form of technology. This issue has to be discussed because of the two confronting sides that embark it. Because of the issue video games have to either continue growing as they are or they have to be stopped completely or a settlement between the two parties has to be
While there are claims that video games are not beneficial, it is quite reasonable to assume they are. Video game-based learning has become prominent in the world of technology. Crocco states that popular video games are “problem-solving adventures that foster engagement, inquiry, and critical thinking.” The inquiry and critical thinking mentioned by Crocco, paired with the engagement of the player, allow for increased proficiency in those areas. Additionally, Bowen insists that games, including violent games, allow for an expansion of child’s learning along with health and social skills. For example, video games enhance one’s problem solving skills, reasoning, memory, and perception. Although learning is often associated with pure knowledge, children are able to learn socially as well. Since the world is becoming increasingly technology-based, it is convenient for children to learn through technology.
Video games can be useful to the public, teachers, writers, and developers use games in study, design, critique, and for fun. Today’s children learn at a very young age how to work a cell phone and or a tablet. Video games are introduced at an early age as trends move from attempting to incorporate games into the classroom, to developing games that focus on learning. Even snipers are put into virtual games in order to improve their skill.
Everyone enjoys the sweet taste of victory and the feeling of accomplishing a goal, especially in a video game. However, video games are not just about winning. Video games are a good method to enhance our educational experience and create a career pathway for us to take. By creating a video game course within schools around the world, we are able to create a whole new generation and future that incorporates the advanced technology that is constantly improving.
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,
It shows that playing cooperatively helps increase cohesion and cooperative behavior. Not only does it help cooperation within the video game the people are playing, but it transfers to their outside behavior, even increasing cohesion with those they did not play with in the game. This article was published only two years ago, making the research done still relevant. The main author, Tobias Greitemeyer, has done research before in relation to psychology and video games, making him familiar with the subject that he is researching. This is published by the well-known source of European Journal of Social Psychology, which is well known for its articles on the subjects of psychology, much like this one. This source will be used to show the positive emotional effects, and even possible reversal of aggressive behavior, that video games can provide if they are played within the correct context. It even shows that playing a violent video game in a team context can help with improving the players cooperative
Contrary to the stereotypes, most gamers are not a socially isolated. So many of today’s games that your kids play are multiplayer games that require talking and strategizing with other people. According to research by Xbox, “70% of players play their games with a friend, either cooperatively or competitively”. Meaning that not only are they talking to people but they are meeting new people because of the random lobby system that multiplayer games use. The system also put’s you in a “match lobby” Meaning you get put with players who are at or near the same skill level as
The dawn of Nintendo was when gaming evolved (Cobbett). Nintendo and others have changed the world of gaming (Cobbett). In 1981, Nintendo released the famous Donkey Kong (Cobbett). Still to this day, it’s a popular game (Cobbett). Nintendo revolutionized gaming by becoming the first gaming company to release a game that featured jumping over objects as a mechanic (Cobbett). This was the most revolutionary advance in gaming since the first Nintendo “EVR Race” (Cobbett).
Despite this fierce competition, there are also plentiful opportunities for entry into the online game market with forecasted trends showing huge growth. In 2007, online games generated $6.6 billion. They are expected to increase to $14.4 billion in 2012. The top 10 fast growth companies indicate that online gaming is a goldmine (Caron, 2009).
I am a part of the generation that only knows games that are played on home consoles. I grew up on games such as Halo, Call of Duty, and other big titles. Throughout the years, I have developed an appreciation for the form of entertainment. Where as some would have you to believe that games promote antisocial behavior. One would counter this by arguing for games, they bring people together. I have expansive, fond memories of playing Halo with my friends online. We developed a bond by playing together forming a “single mind” we could work together and know what the other people in the group were thinking. You could find this same bond among sports teams that have been playing with each other for a long time. Its these bonds that have made me firmly believe in the power of games to bring people
Preview: Today, I will discuss why video games should be part of a class curriculum, and how it benefits students struggling academically.
But not all video games are violent: in fact, video games can promote cohesion through cooperation rather than competition. Multiplayer games sometimes implement a cooperative mode enabling players to use teamwork to achieve a goal instead of contending for supremacy. This cooperative multiplayer encourages “(against the stereotype of gaming as a socially isolating action) the development of team, social,
Video games are the world’s fastest growing industry, with a net worth of more than 30 billion dollars. They are played by millions of people worldwide and have become a large part of contemporary society’s culture. They are played by a vast variety of individuals ranging anywhere from 5 years old to 50 years old.
According to many video game addicts, video games teach how become an expert at something.” (Gee, 2015, p.566) Becoming an expert at video games will create less interact with the outside world because most video game addicts sit in their room and play all day by their selves. Unlike video games, school makes kids interact with other kids. For example, many teachers assign students to group projects and group assignments which teaches kids to work together. Working in groups in school is vital for young students because when they are older they can work with others at a job. Also school interaction is helpful over playing video games is because students can
Video games can be used as instructional tools as well. They have positive elements and add value; they create a micro world of their own. The players act based on natural tendencies towards learning. Therefore, learning occurs while playing (Rosas et al., 2003).