Changing Perspectives on Children and Electronic Entertainment
Since more and more students are opting to use the online encyclopaedia rather than more reputable sources, the "Wikipedia issue" has educators and role models everywhere scratching their heads. About half of educators see technology as an improvement, while the other half see it as a disruption to the classroom. Many people worry that kids these days can't think as critically as their parents did because they spend so much time on their phones and tablets, but others say that media like video games and tablets can motivate kids to study by engaging multiple senses at once. Despite worries about children' dwindling attention spans, educators continue to discover creative ways to use technology in the classroom.
Young people have a natural curiosity and need for knowledge. Even before being taught more traditional skills like reading and writing, they are eager to learn through exploration and experimentation. For the most part, experiments and meticulous observation are what make up the scientific method. This is in accordance with the National Science Education Standards, "There are three distinct types of scientific literacy that students should be taught. In order to appreciate science for what it is, students need to be introduced to the basics of the scientific method and educated to recognise the unique significance of scientific inquiry. Consequently, it is crucial that students learn the value of scientific inquiry and the abilities to design and conduct experiments to evaluate ideas. There is strong evidence to demonstrate that this method significantly improves pupils' ability to learn and retain content ". Because of this, exposing kids to science at a young age is crucial.
When compared to more traditional teaching methods, digital games perform better in capturing students' attention and motivating them to learn. Although some teachers blame them for students' shortened attention spans. The article continues by discussing the many games available, the ways in which children of the digital age engage with them, and the potential educational applications for video games in the classroom.
Video Games and the Next Generation
Subject matter for video games has expanded alongside the development of digital technologies. Children today face a technological landscape that is more intricate and challenging than that of their parents' or grandparents' generations, or even their own parents' generation just fifty years ago. The increasing popularity of electronic gaming among young people is one of the many revolutionary developments in modern culture. It's become normalised for kids to spend a lot of time in front of screens due to the prevalence of electronic entertainment, the rise of two-parent homes, and the lack of recreational facilities in many urban areas. Only 20% of census blocks are located within half a mile of a block line, as reported by the CDC in 2010. Peer pressure is also quite influential in today's networked culture.
There is an increasing demand for online video games. Video games have gained unprecedented levels of popularity among young people in the United States today. Almost all American adolescents (97%) report playing video games at least occasionally. Consequently, the video game industry in India has experienced explosive growth in the past few years. Therefore, educators should give serious consideration to the potential of video games as a means of education. In addition, universities are developing cutting-edge strategies for incorporating student-friendly technologies.
Just what are these mysterious "Digital Games" about which everyone seems to be so enthusiastic?
Depending on one's upbringing and line of work, the word "game" can have several distinct meanings. To put it simply, a game is "a system in which players engage in simulated conflict according to rules that leads to an objectively measurable outcome." Simulations, interactivity, augmented reality, alternate reality, collective intelligence, and sensory stimulators including sound and visual effects are only some of the newer additions to games made possible by technological progress and digitalization. Digital games also have the additional benefits of being easily transportable and accessible.
Popular online game types include puzzle games, role-playing games, and simulators. The player in a role-playing game assumes the role of a made-up person whose story progresses based on the player's decisions at each stage. Multiplayer role-playing games (RPGs) include Diablo III, Xenoblade, Final Fantasy XIII-2, and Mass Effect 3, whereas single-player RPGs include Dungeons & Dragons. Multiplayer online role-playing games (or MMORPGs) are the pinnacle of online gaming, with hundreds of thousands of players engaging in a single virtual universe. Simulation game settings strive for realism as much as technology allows. The final product will reflect the player's actions and feelings as they would have been in a similar real-world situation. Simulation games are in high demand because they allow for personalised learning and in-depth analysis. Flight Simulator X and similar games have been out for some time, as have the likes of Live for Speed (LFS) and Need for Speed (NFS). The analytical and problem-solving skills required by players are what set apart the puzzle video game genre, which can range in difficulty from easy to extremely challenging. Crosswords and treasure hunts are two examples of simple puzzle games that can be played either physically or digitally.
All digital games rely heavily on player interaction. A collective effort is required for some games, while others can be dissected and analysed in public. The formation of a meta-game, or a sequence of social interactions inspired and strengthened by the game itself or by the game's effect on the player's behaviour outside of it, can increase a player's mental speed, despite concerns that some games promote unneeded violence. Students can learn, develop, and compete more effectively if educational video games are incorporated into the regular school curriculum.
Methods of Using and Avoiding the Overuse of Video Games in the Classroom
If they want to meet the needs of the 21st century, educators and students alike will need to get creative when it comes to utilising digital technologies in the classroom. While correct, well-organized applications should yield useful results for the students' education and experience, such outcomes cannot be assured. The following are some of the drawbacks of playing video games outside of the classroom.
Concerns that violent video games instil aggressiveness and violence in young players have been raised for some time. Young individuals who frequently play violent video games are more likely to be aggressive in their thoughts, feelings, and behaviours, and less likely to be ready to help those in need, according to research by Anderson and Bushman (2001). The rising prevalence of guns and the glamourization of violent beliefs are causing concern among many individuals.
Video game addiction is a serious problem, especially for young people who may spend less time being physically active as a result. Some believe that the sedentary lifestyles fostered by video games and other types of electronic socialisation contribute to the epidemic of childhood obesity and its associated postural and skeletal ills.
Adolescents with gaming disorders are more likely to spend time alone. Research has linked excessive gaming to negative traits in youngsters, including impulsivity, despair, and anxiety. The amount of screen time a child spends is correlated with the onset of attention issues, according to research.
Some of the more violent and sexually explicit video games pose a serious risk to the development of young people who play them on a regular basis. Parents' worries about their children's exposure to harmful content online are on the rise, in part because of a lack of education in the area.
Many people worry that kids' time spent playing video games online will divert them from schoolwork and ultimately harm their future prospects. Students' grades tend to suffer when they choose to waste their leisure time playing video games rather than doing homework. Digital games have a terrible reputation for fostering violence and mayhem, but they have been found to assist kids learn skills, content, and important "21st-century" skills. Children can learn a wide variety of skills and concepts from playing digital games, from the content they encounter (such as science and history) to the skills they acquire (such as reading, writing, and arithmetic) to the ability to create artefacts (such as films and software code) to the ability to think in systems (through playing these games) (how changing one element affects relationships as a whole). Here's a quick rundown of some of the most compelling arguments in favour of using videogames as a teaching tool in secondary education.
Playing digital games, which require fine hand-eye coordination, can be beneficial in the development of motor and sensory skills. Laird's (1985) theory of sensory stimulation posits that increased sensitivity to the environment enhances learning. There is strong evidence that digital gaming can boost concentrate in the short term, even though it has been found to diminish focus over the long run. To succeed at digital games, you need to pay close attention to detail, act lawfully, and think quickly. Young people can benefit from learning skills like critical thinking and decision making by playing complicated video games. Some games are helpful for memory and reasoning because they require players to learn about the event or the location, or because they teach players to see patterns. Children learn respect for rules and structure when they are compelled to play by them.
It's been known for some time that competitive play in MMOs is good for players. A fantastic method to boost morale in a group is to engage in collaborative activities. Participants acquire the skills necessary to channel their efforts productively and work together with others toward a common goal. They teach their athletes to take defeat with grace and to consider mistakes as opportunities to learn and improve. The intense energy of hyperactive children can be channelled into productive activities like video gaming. Plus, they help de-stress the situation by letting out pent-up frustration. Nintendo Wii boxing is a great way to get kids to use their bodies in addition to their brains. The beneficial impacts of playing complicated digital games, which necessitate players to multitasking at a very high level, cannot be overstated. In the cognitive theory of learning, juggling many tasks at once is viewed as a natural brain function, and facing more difficult tasks motivates learners to dig deeper into a topic. Participation in strategic digital gaming activities has been linked to significant improvements in analytical and response skills in children. Players learn to think strategically as they plan for both the immediate term (getting points, maintaining health) and the long term (advancing in the game) (completing the game). Role-playing simulations and simulations that reflect real-world environments are two examples of the types of digital games that lend themselves particularly well to the educational and training goals of its participants. The foundation of the experiencial learning and the action learning theories is the idea that pupils learn best when they are given authentic problems to solve.
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