Video games in Traditional Classrooms

Document Type:Research Paper

Subject Area:English

Document 1

Though some researchers have indicated that the process can be complicated and takes much time, cooperative, collaborative and modest games has been proven to be the best way of motivating and increasing the students involving in the learning concept (Griffiths, 2002). The process of gaming can be used in various ways, and whereas there are a large number of games that are maturity competitive, others do not provide the much-needed learning of the students in a classroom. Regardless of the game framework, both gaming formats are all good for learning since they provide the active learning features that are found in each. Traditional learning usually does not produce the interest in what is learned in the class among the students, therefore less interest in the learning progression will result to insufficient education in a case where the students remain active in class but without the knowledge.

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The video game presents a moment of interaction and successful continues action for the students. Based on the study, there was an increased performance in the second test after an online use of an internet video game in algebra. The student reasoning skill in regards to the ability to solve problems can be improved with the exposure to video games and offer them with useful involvements which aid in a better understanding of the learning material. Griffiths (2002), indicates that the vital abilities such as longitudinal conceptions in students may be established or strengthened through video games. Therefore for a student to acquire the knowledge, the quantifiable learning should not be commit to memory but instead realistic this which is proficient through video games.

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Enhance and present safe learning environments. So far, taps earlier stated, there have been various literature studies the links video games to particular negative conducts among the students and the society. Some of the mentioned effects include addiction, attention challenges, and aggressiveness. The challenge of addiction is one of the rising concerns of video games that are surrounding modern technology. Based on the study by Decker& Gay (2011), the study seemed to determine the level of addiction among video game players. The result presented a similar reaction of a no-go-zone that is comparable to the alcohol addiction. Instead, students alternate (Rotter 2004) hence can easily make the students think of the video time as the insignificant practice time. There the author proposes the teachers to have students their notes ready before the gaming time to enable and improve interaction.

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