Impact of video games on students

Document Type:Thesis

Subject Area:Media

Document 1

These have come to a prevalent source of entertainment among the children. Reports indicate that video games have incredibly expanded to the massive world medium of entertainment. Courtesy of technology, the games have become complicated, enabling and involves a vast scope of activities. It is very uncommon to find a single household without video games in the US and most of the developed countries. In the third world, however, the trend is also taking shape very fast. Therefore, they are being integrated into many aspects of learning. Arguably, playing video games has negative and positive effects on the academic results. The games have received criticism and applaud in an equal measure. Thus, it has necessitated research on the impacts of video games on students.

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Research problem Increased demand for change in instructional strategy to include video games has revolutionised the education sector. Parents of different education levels, professionals and non-professionals, those who had high and low academic qualifications were also involved in this report. Children bracket that was used in the report comprised of young children aged nine years, who were in the lower grades in school and the teenagers, who were in lower and higher grades in high school. Research objectives 1. To show the time students spend in their studies. To show the time the students take in video plays 3. How much time do young mothers spend in their children video games? 8. What are the economic impacts of the video games on the parents and the students? 9.

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What are the possible interventions that should be put in place to control the effects of video games among the children? 10. What is the role of parents in providing a variety of games to their children? The rationale of the study This paper will report the parental guidance and supervision to the children watching video games. It will further expound the need for parental guidance by showing some of the dire effects of lack of parental supervision in previous instances. Parental mediation is put into three broad categories. These are also referred to as 3-point scale, comprising of restrictive mediation (involving strict monitoring all the games that were played by children) co-playing ( involves playing together with the kids, to learn more about the game) and active mediation (that involves getting children to narrate about the games as fantasy) Parents should use limit efficacy to their children.

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By efficacy, it means the ability of a parent to set time limits for children on the screen. In another word, it is the game time. In this report, it was noted that some children would spend up to five hours on the screens. If those video games are not meeting the standards, a parent can limit their download and live playing. Smartphones and iPods that are sharing same network or Wi-Fi can also be accessed to see the kind of video games (Alotaibi, and Almalki) Academic video games, for instance, affect visual spatial cognition. Video games offer a variety a variety of experience on the students. For instance, they affect the multisensory, experiment-based and problem-solving experience to the learners. Through the video games, the prior knowledge of the learners is activated allowing proper mastery of the new knowledge.

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Research by a Saudi Arabian firm found out that a Saudi’s child takes 7% of their free time playing games. Parents have therefore to come in and help kids in making better use of their time ("Tips For Parents: Video Games And Your Children") In maintaining the discipline of their children, parents have a role to make sure that the video games to define the character and temperament of their children. Such games as the first-person shooter are trendy to children due to its violent nature. These crude games may affect the perception of kids from becoming cruel and very hostile. It explains why some video games are playing children fight their colleagues in class one. A parent can get these ready for the children by either assisting in downloading or buying them from Amazon.

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These games can enhance what children learn in schools. Parents can be useful in children’s video games in giving explanations and interpretation. Some of the contents in certain video games may be difficult for students to comprehend. In this sense, the games will make meaning if the parent is there. Video games affect this average study time to 6 hours. Therefore, parents should limit the number of time children spends on video gaming. Video games generally have significant roles to play in the education of children. For instance, it is the duty of the parents at home to check on their children, see the kind of activities they are engaging. When a parent restricts the types of video games the youths watch, it means they will be at a good path towards solving the problems that are bound it these games.

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Examples of games that are found to stimulate children’s mind include idle games, puzzle games, strategy games, simulation games, and adventure games. Socially, video games are advantageous to the students by helping them in learning social interaction skills, very crucial in communication. It is through interacting with different people in the gaming website In physiotherapy, video games are useful in helping students gain practical skills. On the other hand, they such disadvantage as exposing students to extreme tempers after watching action games. These games also expose the students to gambling and betting. It is very wrong for parents to do this. In this report, it has been noted that parental guidance characterised by such aspects as participation in children’s video games makes the games lively.

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Morale of children is boosted through such plays. When parent participates in a children’s video game, it is observed that these memories will remain fresh in the minds of children even at their adulthood. Parents can promote their children’s gaming by installing PlayStation, Xbox, and Wii among others ease the movement of their children to various play centres. "Ramifications Of Video Game Play For Academic Learning And Cognitive Skill Acquisition: Introduction".  Child Development Perspectives, vol 5, no. 2, 2011, pp.  Wiley, doi:10. 1111/j.  Psychological Reports, vol 86, no. 3_part_2, 2000, pp.  SAGE Publications, doi:10. Guivarch, Céline, and Stephane Hallegatte. "Impacts Of Video Games On Students. 4197/islec. Krossbakken, Elfrid et al. "The Effectiveness Of A Parental Guide For Prevention Of Problematic Video Gaming In Children: A Public Health Randomized Controlled Intervention Study.

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