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Essay on The Educational Benefits of Video Games
The Educational Benefits of Video Games The repetition of the statement claiming that video games
do not help children in their educational enterprises is unfair. There have been numerous studies
conducted providing evidence that children gain structural knowledge while engaging in video game
play (Pillay 2002). Certainly, different styles of video games may produce different results. It is
important for us to understand the different benefits from the various styles of games. Because
students play a wide variety of games, they may have a repertoire of schemas with different
information (Pillay 2002). Visual Skills A majority of the studies conducted discussed results
regarding visual skills. The appreciation of visual ... Show more content on Helpwriting.net ...
They compared them to student who played 10 hours of non–action video game. On all visual skills
tests, action video gamers scored better than non–action video gamers (Chudler 2003). The
experiments at the University of Rochester brought forth very promising information for the support
of video gaming. In the May 29 issue of Nature, people who play action video games process visual
information more quickly. They can track 30% more objects than non game players (Roach 2003).
Boosting visual scores can improve dramatically after just 10 hours of playing action games (Cohen
2003). Thinking and Learning Skills 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). Simulation, adventure, and role playing games are another type of video game that produces
positive results in skill levels (Morgan 2003). Simulations games are widely used in training various
areas: 1. Colleges and institutions use them for educational purposes. 2. Industries and businesses
use computer simulations to train their employees and executives. 3. Common in military in helping
learn military strategy. 4. Almost all pilots do some flight
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The Negative Effects Of Video Games On Children For Children
What surrounds children in this generation? A screen that has people running around on it. People
vandalize the word video game and try to make it sound like it is bad. False accusations regarding
video games has been an issue in the past few months or maybe even a few years. Parents believe
video games make a child addicted and glued to the screen and damaging them physically and
mentally. The reality is, there is research it can actually improve a child's physical function by them
moving around and working out certain body parts. Video games have said to be non–educational, a
bad influence and a health hazard for young children. False accusations coming to its user's is a
human rights violation because there has been research that video games can be healthy, educational
and nonviolent. Over the years many people say video games is hazardous for a child's health. Even
though there has been evidence linked to it, there is also evidence that video games can be beneficial
and educational due to it training the brain. The problem with video games is that it can be addictive
and can possibly ruin your health, or can it. "Video Games are highly beneficial because they give
children a unique interactive learning environment" (Deutsch 1). With that being said, to some
people video games might be a problem because it stop kids from going outside and doing activities,
but the upside is that they can be interactive with kids around the world who suit the same interest.
Interacting
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Parent Interview : Family Interview
Parent Interview
During my parent interview many of the parents had a different idea of what was stimulating for
their child. All the parents, however, realized the importance of stimulating their child during play
especially as an infant. The parent's children ranged from six months to 5 years old (Derryberry,
Boster, & Lashae, 2015). This also shows that the parent can have varying opinion based on what
their child needs in that particular developmental period. All the parents were extremely concerned
with what the child was getting out of play. They also agreed anything educational always was better
than what the child in question may want. I think that especially come into play for toddlers,
because they are trying to interact with the environment even in stores.
Most parents agreed that something bright and colorful was good for infants (Derryberry, Boster, &
Lashae, 2015). This seems to be very important considering that infants are really developing their
vision (Santrock, 2014). I also think a big part of this is because parents themselves feel like the
better the toy is the more stimulating it is all around. Colors can make a simple toy look much more
appealing. The parents also agreed that any kind of noise was sure useful (Derryberry, Boster, &
Lashae, 2015). Parent with younger children seemed to be much more interested in this trait. Since
infants mostly hear voices this brings into play how much the noise is for the child or the parent.
One parent felt like
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Bingo And The Game Of Bingo
History of Bingo
The first bingo games dates back to Italy in 1530. It originated as a game of "lottery" called, "The
Lottery Giuco". When Italy was unified in 1530, the Italian National Lottery Bingo EL Giuoco the
Lottery d'Italia was organized, and has remained, almost without rest, to date. Today the Italian State
lottery is indispensable to the government budget, with an annual contribution of over 75 million
dollars.
A couple hundred years later, this type of lottery immigrated to France in 1700 and took the form of
Bingo we know today. Actually, the French were the first to play Bingo cards, chips and sing aloud
the numbers.
Throughout the 1800s Bingo spread quickly throughout Europe. In the 1800s educational Bingo
games became popular. ... Show more content on Helpwriting.net ...
Currently, with the progressive, albeit slow entry of new types of games, the cards are also virtual,
as in the online bingo, there are even communities that already allow the own manufacturing
facilities cartons.
How to play Bingo.
In the game of bingo, each player is given at least one carton. You can buy several. In the American
Bingo each card is printed with a 5x5 grid containing letters and numbers. The letters BINGO are
written on top of the cardboard. Under each letter is a series of numbers. American Bingo carton has
75 numbers. Cartons British and Australian Bingo have 90. These random numbers are printed on
each card. When a number is announced, the owner of cardboard checks to see if it appears
headings. If it does, he or she marked. If your cards contain the winning pattern the landlord wins
the prize.
All numbers are announced randomly by the caller or by the software of Bingo (when playing
online). When a person completes the winning pattern or BINGO, the game ends. It is possible that
one or more people win multiple times on the same board and in the same
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Video Games : An Educational Institution
Video games. School. One is an entertainment platform while the other is an educational institution.
At first glance, they appear to standing obsoleted in a spectrum. One might even claim the video
games like hinders the education process or cause the younger generation socially isolated.
However, couldn't the same be said out the core curriculum place in the majority of school? Schools
and video games like Papers, Please might even share similar structure and lessons. Papers, Please is
an integrative, developed by Lucas Pope, that simulates the job of a border security officer who
examines people's "papers" among other task to determine if the person is clear for entry. While in
the united states educational system is based on the common ... Show more content on
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In both of them, life became a redundant, motionless processes that one endures in a constant cycle.
The teachers, students and the immigration inspector were all victim of the same structure that
society, whether fictional or not, has developed. Another way that the video game and schools show
their homogeneous composition is in their prominent choices. For instance, in Papers, Please the
inspector ultimately only has two decisions which the game graphically represent with a bright bold
green for "Approve" and a bright bold "dined" stamp. Parallel to this is how teachers eventually at
the end of term has to decided between passing a student or failing them back. There is no in
between. In addition, they lean toward one extreme to optimize their output. Teachers tend to pass as
many students in order to meet the high demand for improving graduation rates which are record
high. Many teachers admit to this including Dewey High School teacher who reported that, "'The
teachers have been under heavy pressure by their assistant principals to pass as any students as
possible.''' (Campanile). This easy way to meet the goal can also be played in the video game. It is
set to to where it is easier to reject everyone who comes to the border because the player gets
rewarded by how many people he encounters and penalty for choosing incorrectly, but at the end it
is more effectually to detain everyone. The
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Why Minecraft Is Important In My Life
Minecraft is an educational game for many reasons. It is a game where you learn to build and you
learn about architecture.You can learn from the game because you can build farms, animals, houses,
and make fire. You can even make food! You need to move the joystick to move your character. If
you want things made from diamonds, like armor and weapons, you need to have diamonds and
sticks. Minecraft is also educational because you need to have eye / hand coordination and learn
how to make things fit. You learn about how cities and farms work, because you have to plant crops
to feed the animals, and you can also harvest the crops. Then you can get wheat and make bread.
Another reason why Minecraft is important in my life is that
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The Should Not Be An Official Sport
Just imagine, with ten seconds left on the clock, one final push can determine whether you take the
title as a champion or whether you be branded as another loser. With the popularity of video games
rising, the world was introduced to eSports, a global phenomenon which took the entertainment
world by storm. Major controversy regarding whether or not eSports is considered an official sport
has erupted through global communities. Many debates that it shouldn't be since players are playing
video games, others state it should be because it requires what many other sports require. Although
eSports requires little to no physical labor, players require extremely well coordinated teamwork,
months of practice, and need to be in top physical ... Show more content on Helpwriting.net ...
Chinese universities that have conducted MRI scans on professional gamers who have won world
championships have found that these gamers have increased brain activity and an increase in body
reflex, this reveals how these pros are able to make split second decisions that can determine the
outcome of a team play.(BEC CREW) Teams in eSports are expected to be able to adapt and
strategize in different situations to keep up the pressure against the enemy team. Research shows
that teams who are able to adapt and configure new team plays have a higher percentage of winning
compared to those who choose to stick to plans premade before the match.
Teams in eSports usually train for days with one another in order to create a strategy that best
exemplifies all of the members abilities. When asked how long they train for a championship, Team
Liquid member Diego "Quas" Ruiz reveals that each member practice for a minimum of fifty hours
a week and play the game for a far longer period of time. Ruiz states that "Being pro is too time–
restrictive, to stay competitive with other pros, you can't stop playing." (Business Insider) In order to
create a plan to counter another team's play style, teams rewatch previous championship matches in
order to create a strategy for countering the top competitive teams. When asked how long it takes to
develop a play, Ruiz says it can take at least a few months of reviewing previous championships and
playing before they
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Games for Young Learners
CHAPTER I
INTRODUCTION
Many researches stated that learning a language is better started from early age because in this stage
the children will be easier to acquire the language, sooner they start learning, more proficient they
will be in using the language. Therefore, presently, English is introduced starting from kindergarten
and becomes one lesson subject that must be taken in elementary school based on government's rule
in Indonesia. In this level, the children are usually called by young learners. Young learners are
those who just start the formal school until they are in eleven or twelve years old.
Teaching English for young learner is not easy task as it is seen because children are interested in
fun activity rather ... Show more content on Helpwriting.net ...
Besides that, language aspects, such as grammar, vocabulary and etc, could be involved in the
games. It is based on the teacher's imagination, creativity, and sensitivity to make the games become
useful tool for learning.
2. The Advantages of Games for Teaching Young Learners
There are some advantages of using games as classroom activity, they are:
a. Games could decrease anxiety of learning a new language and it will make the language transfer
going smoothly. The children would not feel that they are under pressure. They learn the language in
a good and relax atmosphere. In a good, relaxed atmosphere which is created, children would
remember things faster, easier and better.
b. Games are highly motivating and entertaining. In order words, games bring more fun into the
classroom and could give motivation to students since games contain a challenge.
c. Games give them new experience of using foreign language that would not available during
regular language learning classroom.
d. Games involve all learners to participate. It means that silent students are also invited to
participate and give their contribution in playing the game sp all students have the same opportunity
to practice and use the language.
e. Furthermore, games give different atmosphere to the classroom activities, break the ice and also
can be used to introduce new
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The Use of Video Games by Kindergartners ina Family Care...
The article The Use of Video Games by Kindergartners in a Family Child Care Setting, by Chiara
Bacigalupa, examines the role of video games in young children's social development. Bacigalupa's
objective involves the lessons children should learn through social activities and experiences. In
particular video games, and if they foster social skills, personalities to be friendly, helpful, and
behaved, and healthy feelings such as confidence, and security. Previous studies revolve around
older children with conflicting views on the topic. However, Bacigalupa aims to observe younger
children directly in their ordinary child care environment. The children were provided with 18
minutes of video game play where Bacigalupa observed the majority ... Show more content on
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Although this type of methodology consists of benefits such as seeing real world behaviors with no
constrictions on the children, it also displays setbacks. The lack of controls makes it hard to find a
cause to behaviors. Furthermore, this study is subjective to the one who observed the children
because Bacigalupa drew conclusions on what she saw. Her personal history and opinions of the
subject could of impacted what she discovered. The chance of biased summaries should have
readers take the information with stride as to be conscious to not take everything as facts.
Bacigalupa's drew a conclusion that social development is hindered by video games especially when
compared to other activities as well that parents should give children better alternatives. This is an
extreme reflection on video games effects on young children, which has positive and negatives
aspects. During Piaget's preoperational stage, where these children fall into, a child is said to start to
understand the world with words and images. If video games are not reality based, or portray
extreme fantasy, and even violence, children might take the incoming data as how to behave in real
life. Therefore, there needs to be a caregiver monitoring the video games being played. The children
in this stage are also egocentric only beginning to see other people's viewpoints. If video games are
time consuming and make it difficult for child to experience other areas or discus
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Evaluate The Effectiveness Of Play-Based Education
Throughout the twentieth century, due to a heavy increase in immigration rates, schools had become
like a factory. This is to say, education had become mass–produced. Class numbers became higher,
teachers were now required to teach 'to the test', everyone learned the same material in the same
way. However, in more recent years, it has been brought to light that this educational model may not
be the most effective one, especially in regards to elementary education and kindergarten. In turn,
the popularity of play–based education programs has been on the rise in an effort to de–industrialize
education and transform the classroom into an environment in which children can learn in a way that
is more natural to them.
This subject first came to my attention while I was completing my practicum at Sawyerville
Elementary school in a Cycle 1 ... Show more content on Helpwriting.net ...
This was usually a half hour block in which students were free to play a variety of games found in
the classroom, many of which were math or literacy based board games. Many of these games
targeted not only specific math or literacy skills, but also sensori–motor skills, communication
skills, and creative development. I believe what made these play periods most effective was the
students freedom to choose which game to play, giving them a sense of control over the activities in
their day and their education, as well as the enjoyment students found in these games. Often times,
they were having so much fun, they didn't realize that they were also developing important skills at
the same time. These periods also gave students an opportunity to interact more freely and naturally
than more structured parts of the day. This helped to develop their communication skills and also
gave the teachers an opportunity to observe the students in a more natural environment, giving more
insight into their character and allowing for a more personal approach to their
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Video Games Help Children With Special Educational Needs
This paper explains how video games help children with special educational needs, should children
have certain technologies (I.e. phones, tablets, etc.) readily available, and what children enjoy about
playing video games. [METHODS?] The findings from this research are that children 's fascination
in video games, whether with typical development or not, mainly involves the thrill of challenges
and the feeling of achievement when winning. When playing video games, children do learn
alternate ways to solve problems. Children who play video games may think and learn differently
than those who do not play. Those who tend to cheat in a video games may also do the same when
academics are involved. A child 's academic ethics and effort seems to reflect when playing video
games. In other words, children who play a video game with minimal effort seem to give the same
amount of effort when academics are concerned. My conclusions include that technology is good for
children with special educational needs, it is helpful for young children in that it gives them the tools
that they need for success (being bilingual in the technological language), and that it helps children
cognitively by finding new ways to solve problems.
Technology 's Impact on Childhood Development
Ever since video games were introduced to the world, the topic on whether or not they benefit or
decline a child 's progress was a concerning and alarming question. This topic has steadily grown in
interest as
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A Psychologically Fascinating Tool For The Classroom
A psychologically fascinating tool for the classroom Video games get a bad name for themselves
because some people will spend hours in front of a screen working towards a virtual goal. They are
blamed way too often for making kids violent and giving them an unrealistic view of the real world.
Video games such as Atari's Pong and Tomohiro Nishikado's Space Invaders only had one objective
(Welch). Now there are games like Fallout 3 and Assassin 's Creed where there are many objectives,
puzzles, and achievable items. When video games were first made they were seen as mindless
entertainment for young and even middle–aged people. Now, there are games that give you
entertainment, but also educate you in a fun and creative way. Video games should be played more
because there are many lessons and educative tools used to help people learn and think while
playing and also having fun. According to an article published by the private University of
Rochester, cognitive scientists did a study on fast–paced games like Call of Duty and Battlefield,
and they help players be able to think on the move and multitask. They also help students in
classrooms by giving them the ability to have a better understanding of core materials and take tests
easier. The human brain learns easier and retains information better when it is excited or entertained
while learning. Video games such as the Assassin's Creed Series can help someone learn about
history and solve puzzles while enjoying every
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This Game Was Surely Created To Be An Educational Process
This game was surely created to be an educational process for students, and other people who want
to learn about the stock market and how it works. It helps people come to the realization that the
stocks they invest in need to be trending upward for them to make a profit as investors. Although
you can never be 100% safe because stocks fluctuate ever so often; you can make smart and logical
investments that give you the best chance to succeed in the stock market, and hopefully make a good
profit from the stocks you purchased. This can be done by researching stocks and not only checking
what they're currently at, but also what they have done in a 52 week time period so you can attempt
to find something to invest in that is consistently ... Show more content on Helpwriting.net ...
But for others, they have invested large sums of money and lost it all. An example of growth
investing would be for an investor to invest in some sort of new technology. There is a certain
method that growth investors use, there are five different methods that value investors should spend
time on. But even though these methods are pretty much set in stone like a mathematical equation,
the investor must also compensate for the company 's current situation. This meaning that they
cannot just follow this exact process and expect the outcome to be perfect, the investor will have to
make some adjustments. The first method is Five–Year Earnings Figures, this method states that
before all else, the investor should figure out if the company they're investing in has been growing
in the past, or is based on annual revenue. The second method is Strong Projected Earnings Growth,
this method states that a company you're investing in should have a 10– 12% minimum projected
five year growth rate , and if you can find anything higher than 10–12% like 15%, that is more ideal.
Next there is Costs and Revenue Control, in short this is finding out how management is
maintaining margins and controlling costs and revenues by comparing the company 's current profit
margins to its past margins and its competition 's profit margins. Next is ROE(return of investment),
this states that using your assets efficiently
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The Cognitive Development Of Children
There are many different things that shape the cognitive development of children. To begin with
cognitive development is when a child develops how to process, solve problems, and start making
decisions. Once they have learned this they take everything they have learned into their adolescence.
An example, of what can shape the cognitive development of a child can be an educational game.
Educational games can be very useful in shaping a child's development because they are having fun
while learning at the same time and what kid doesn't like to play games, the fact that it is even
educational makes it even better for them. Not only are they having fun but there are many different
games that help in different categories of development in ... Show more content on Helpwriting.net
...
They would either ask an adult which was me or their teacher for help in solving it, ask their
classmates, or try to figure it out on their own.
In Phuoc Tran and Kaveri Subrahmanyam (2013) journal article it explains and gives us evidence on
how digital tools are and have become an important tool when it comes to children's learning and
development. They mention Vygotsky's theory, on how cognitive development happens with the use
of computers because it is a tool that is part of our culture. These tools are important because it helps
the children develop many different skills (Tran and Subrahmanyam, 2013). They mention different
pathways that help toward cognitive development. The first pathway is the amount of time that they
spend using the computers. Children shouldn't spend a long time using the computers they should
limit their use of computers for a certain amount of time per day. They mention how kids that come
from a low–income family and struggle with reading get many beneficial in learning from using the
computers. It enhances their school readiness. The second pathway is the way kids interpret the
language of the computer. For example, how to navigate a computer. Tran and Subrahmanyam
mention, "Research has suggested that playing an electronic game can have positive effects on
cognitive
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Sherry Turkle's Project Classroom Makeover : Analysis
In "Project Classroom Makeover", Cathy Davidson demonstrates the potential benefits that can
come from the implementation of technology in the current educational paradigm. Furthermore, in
Sherry Turkle's "selections from Alone Together", Turkle discusses the unique relationship between
a child and his or her artificially intelligent toys, some of which include Tamagotchis and Furbies.
Interestingly, children give these toys special treatment relative to other toys. If the special treatment
encourages positive behavior, then these toys could be potentially implemented into the current
educational paradigm as a new form of technology. Therefore, the real question is whether there are
benefits of allowing children to play with these toys, or will they cause more harm than good? Toys
like the Tamagotchis and Furbies are artificially intelligent toys that interact with children by
"responding...[to their] behavior" (Turkle, 476). Often, children treat their Tamagotchis and Furbies
differently than their other toys. In fact, the "other toys...are usually put aside" when broken,
whereas, with their Tamagotchis and Furbies, children worry about the toys' health and artificial life.
Furthermore, Tamagotchis and Furbies "demand attention..." and without it "...they will not survive"
(Turkle 464). These toys require work, and if a child is not willing to work, the toy will die.
Moreover, work is not something many children enjoy doing. So, what makes the Tamagotchis and
Furbies so
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Rise Of Soccer Research Paper
Soccer is the most popular sport in the world, but soccer is not just a game. It's more than a game.
Soccer will help others in ways that other sports can't necessarily do. Soccer is not only an engaging
sport, but it also gives you physical and mental benefits. Much associate soccer with English history,
but actually it all started in the Han Dynasty. The Han Dynasty started the roots of the game by
filling leather balls with feathers and hair, and in which they had to kick the ball through a small
opening. It isn't as easy as many would think because you aren't allowed to use your hands, so in
other words, you can use everything else. This new game eventually caught on big in England, and
even though the game is massively popular, the game was frowned upon at the same time. The
players would get so caught up in the game ... Show more content on Helpwriting.net ...
Richard Mulcaster believed, "He pointed out that the game, if requiring a little refinement, had a
positive educational value as it promoted health and strength" (History of Football). What he first
did was that he wanted a limited number of players per team, so they aren't as crowded as before.
This new and important change would help let all players feel like they are part of the team. Most
notably, he wanted a referee that would be much stricter, so the king wouldn't ban the game for
being too violent again. Richard Mulcaster changed the basics of the game, so it would be more
beneficial for people to play. The major changes of the game though came around the beginning of
the 19th century. Soccer being admitted into schools was the turning point because the game was
spread throughout to other places for people to have ideas on how the game should function as a
sport. From there, "It soon gathered momentum and rapidly reached all parts of the world" (History
of
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The Postive Effect of Video Games on Young Children
Video games are an ever–present part of almost all children's lives. Whether children play on a
computer, lap top, IPod, IPhone, cell phone, or tablet, many children have daily assess to video
games. For this reason many research has examined the effects that video games have on young
children. Granic, Lobel, and Engels (2014) reported that "video games are a ubiquitous part of
almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the
United States" (p.1). Currently, researchers have found that the vast majority of studies have been on
its negative impact. Some of the potential harms related to video games are exposure to violence,
addiction, and lack of social skills. However, as parents it is our duty to monitor young children's
choices to ensure that they are playing games that are developmentally appropriate for them. This
essay will examine the research that supports the effectiveness of video games in enhancing
children's learning and focusing on cognitive, literacy, and social development.
In the last decade, the manner in which video games have been generated has radically been
transformed. This alteration allowed a small but significant body of research to transpire. Some
parents, principals, educators, and researchers believe that video games enhance children's learning.
On the other hand, others believe video games destroy the lives of young children. Nevertheless,
many agree that this matter is significant and
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The Implications Of Monetizing Children
Implications of Monetizing Children
Introduction
Children are fond of playing games on their mobile devices and will go to great lengths to ensure
that they remain entertained. These games are readily available on the Internet, and most children
have found convenience in purchasing or subscribing especially through in–app purchasing. While a
majority of adult games require a one–time subscription or purchase, children games have been
monetized and most children remain hooked to the games they play, which ends up costing more.
On a number of occasions, children have found themselves in trouble with their parents because of
use of their credit cards to purchase games on the Internet. Additionally, the incorporation of in–
games ads poses another challenge because young kids are becoming more exposed to gaming
content and are lured into purchasing games or subscribing through the available options. This paper
takes a look at the ethical issues surrounding monetizing of children as well as highlights some of
the psychological issues related to kids' games.
Ethical and psychological issues in monetizing children In the recent years after the advancement of
Internet gaming a widespread use of mobile devices such as the Smartphone and tablets, more
children have gained access to a wide array of games in App Store that facilitate entertainment for
children. However, this has come with its challenges and most parents are having a hard time
managing the wants of their children
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No Video Games in Education in Pamela Paul's Book Reading,...
Pamela Paul, author of "Reading, Writing and Video Games", demonstrates that video games should
not be part of the education. Paul asserts there is no learning from playing video games and the
education should be the same old fashion. Paul observes the technology in classroom could be
useful for the students. However, she thinks the children should stick on reading and writing for
learning. Finally, Paul prefers to let the children play video games in free time rather than let them
play video games for education. Although, Paul idea of using technology in classroom and
marketing education fun games are true, the idea of letting the children play games that are not
educational in their free time are inaccurate.
First, One implication of Paul treatment of saying there is a place for technology in the classroom is
that a good idea. Paul is surely right about having technology in classroom help show the idea to the
students. Also, teacher used the projector to share notes and show videos to the students. However,
using tablets in the classroom can be easy to do quizzes and exams, and that give the teacher more
time to explain more information to the class. Also considering giving live lecture between two
schools in different country could help exchange more knowledge. Finally, schools should concerns
having more technology in classrooms to help the students learn more and fast for there own
benefits.
Second, Paul assumes that many of the games marketed as educational aren't as
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Personal Narrative: My Career In Basketball
I am a first year student majoring in Sports Management and I would say I am at the beginning of
my educational and professional career. I always loved sports growing up but I never imagined it to
be a career I would set foot in. It wasn't until last semester I realized I really wanted to make this my
career for the rest of my life. Basketball has been one of the biggest influence on making this
decision.
Basketball is a passions of mines and my dream job would to be able to work with an WNBA or
NBA team. My strengths would be teamwork and customer service skills. Playing on a high school
team for 4 years has taught me so much. Teamwork would definitely be one of the skills I developed
during basketball. It takes the whole team to accomplish
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Negative Effects Of Video Games On Children's Learning And...
Effects of Video Games on Children's Learning and Physical Health Just like any activity, there are
both positive and negative effects of children playing video games. However, the general notion is
the opposite, especially in regards to children's health. Additionally, learning environment and health
are the most important aspects of childhood. Playing video games can be helpful in classroom
contexts to aid in children's acquisition of concepts being taught. Video games can affect children's
development in terms of their cognition and physical well being. According to Annetta, Minogue,
Holmes, and Cheng (2009), the world of education has included video games as part of learning to
make it more entertaining and interesting to students. Gaming has helped to inspire many over the
past few decades. The effectiveness of video games as an educational tool is still not widely studied
even though literature on this topic is growing. As a result, the researchers studied participants'
levels of engagement when playing with educational video games and their effectiveness on concept
understanding. Their research is crucial to this paper because it addresses the positive effects of
video games on children's learning process. The gaming application covers key genetic concepts that
cater to high school biology students. The study by Annetta et al. (2009) employed a posttest only
design, where the experimental group participants played a gaming application that covers key
biology
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How Do Video Games Help In The Educational System?
The Videogaming industry is one of the largest parts of the entertainment industry. Most gamers
might cite that gaming is fun or a positive way to spend an afternoon, while those opposed to the
idea only see it as a waste of time. Throughout the home gaming lifespan, it has had lots of success.
The Playstation 3, Xbox 360, and the Wii all sold roughly two hundred million units certainly
proves this statement. With this in mind, we can see that gaming carries a lot of influence, especially
with the younger crowd; moreover, what you did not know is that gaming technology could be
easily applied to other systems to make them better than they were before. That is correct, video
games can improve our everyday functions. The argument presented will not be whether or not to
see if ... Show more content on Helpwriting.net ...
The current developments could not only be used to enhance the educational system, but, could be
used in both major construction projects and various careers of importance.
The Educational system has long been outdated, most bigger high schools do not have access to the
critical educational systems that they require. One way we could revamp this system is with video
games. Now, one question that might be raised, is how would videogames help in the educational
system? One way videogames help is through the training and honing of the data retention skill.
Memorizing basic abilities and learning to use your learned skills to survive in the game enforces
the positive light of remembering things equals rewards. Without memorizing and practicing those
advanced moves, your progress will be heavily limited. This re–enforces the idea of retaining data in
order to make yourself better. To further back up my point, Sarah D. Sparks writes about Daphne
Balimer, and how she talked of how "regular but not obsessive playing of action games does not
lower students' ability to pay attention. In fact... game playing can improve students' attention
control" (Sparks 1). Without a single doubt, the
... Get more on HelpWriting.net ...
Blue's Clues Research Paper
As a kid, one of the most exciting things to see on the television was the start of a "Blue's Clues"
episode. The yellow story book with a big, blue paw print on the cover opening and leading you to
the home of Blue, the famous show's spotted dog, and her owner, Steve, played by Steve Burns. On
September 8, 1996, "Blue's Clues" debuted on the Nickelodeon channel. Kids would watch Blue
leave her paw prints as clues all over the house, leaving Steve and the viewers to solve a puzzle or
mystery. The show became a hit and over time became of the most recognized children's television
shows. After seven years and over 100 episodes, Burns announced in 2002 he would be leaving the
show. In an article from Spin, show producer and co–creator Traci
... Get more on HelpWriting.net ...
Are Video Games Educational
Are Video Games Educational? (based on 27 ratings) By Jayel Gibson Video games. While they
may seem like the bane of every parent's existence, they don't have to be–many of them offer unique
learning features. And with increased requirements in schools placing unprecedented demands on
children and parents, it may be time to start thinking about video games as teaching tools. The
learning component of gaming can be optimized with parent involvement. That means
understanding what makes a game both fun and educational. What makes a game fun? * Challenge
and strategy – this is the core of the game. It includes the objective, the play and the scoring. The
game should provide a challenge for its players and allow them to use ... Show more content on
Helpwriting.net ...
This requires the use of critical thinking and math skills. Management games have elements that
help teach science, social studies and language arts. Most management games are rated "E" for
everyone. * Role–playing games are based on exploration and the completion of quests. Role–play
games such as "Tomb Raider" and "Half Life" require reading dialogue and directions, inventory
and maps. There may be elements of fighting, but in many instances the player must decide whether
fighting, or avoiding the fight, is the best choice. Online versions of role–playing games include the
extremely popular "World of Warcraft," and long running "EverQuest" series. This genre is suitable
for teens. * Strategy games feature an array of activities, from building historical vehicles to
creating the history of new worlds or replaying the history of our own. These include games like
"Model Trains 3D", Microsoft's "Flight Simulator X," "Empire Earth," and "Age of Empires."
Players experiment and discover how things work, or don't work, as they set goals and labor to
achieve them. Strategy games involve many of the same skills used in today's science exploration.
They are suitable for most children 10 and older. For parents who are wary of just handing over the
console carte–blanch, there are ways you can get involved to make sure your child is getting the
most out of the learning game experience. * Play games with your child. Be
... Get more on HelpWriting.net ...
Article Review : Is Google Making Us Stupid?
What effect does modern digital technology have on individuals who rely on it heavily in their
everyday lives? Innovations such as video games, internet search engines, and online databases
receive great praise as well as great criticism depending on who answers this question. Nicholas
Carr and Steven Johnson have both written pieces stating their opinions on technology's effect on
the human brain. Carr's article "Is Google Making Us Stupid?" explains how accessing information
quickly and easily through search engines like Google negatively alters the way people seek and
read information and think. Johnson's book "Everything Bad is Good for You: How Today's Popular
Culture is Actually Making Us Smarter" covers the positive attributes of digital technology, video
games in particular. He explains how video games are intellectually stimulating and help develop
complex skills. Digital technology has interesting effects on the different processes of our mind. In
the days before computers and the internet, research for occupational and personal purposes was
mostly done in a library. Libraries house thousands of books and articles filled with information
about any topic imaginable. But even with aisles labelled by genre and organized with the Dewey
Decimal System, it would take someone anywhere from several hours to several days to find the
specific information they needed. While public libraries are still available for people to use today,
many prefer the speed and efficiency of
... Get more on HelpWriting.net ...
The Effects Of Video Game Play On The Educational Process
Video game play can be very beneficial in the educational process. It can enhance cognitive abilities
and skills in children and adolescents. In fact, studies have found that improvements in cognition
have been related to grey matter changes in the prefrontal cortex. Specifically, a study conducted by
Simon Kuhn, in which magnetic resonance imaging scans of 152 14–year old adolescents were
collected and used to estimate cortical thickness, showed an increase in cortical thickness in the left
dorsolateral prefrontal cortex and in correlation an increase in cognitive and strategic planning
abilities (Simon Kuhn 5). These results come from the need to follow directions in games. In order
to progress in games, one must first learn to follow the guidelines, restrictions and components of
them. As the player confronts new challenges, he must use problem–solving skills to find solutions.
The player must find new combinations and incorporate old skills with new skills to overcome
obstacles. In relation, players must also get used to multitasking. As games become more intricate,
players must juggle different objectives while keeping track of all the changing elements and
connecting ideas. Games induce quick thinking as well. According to cognitive scientist Daphne
Bavelier of the University of Rochester, results of a study found that people who play video games
become more attuned to their environment, are able to keep visual tabs on friends in crowds, can
navigate better, and are
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Video Games: More Beneficial Than We Thought Essay
In today's world one thing you don't hear everyday is learning is fun. For some it can be, but many
children aren't that excited to learn. What if there was a way to make learning fun for kids? Well
there is, its called gamification. Gamifiction is the process of using game thinking and game
mechanics to engage audiences according to Gabe Zichermann an educational gaming expert.
Though its been said that video games cause laziness and violence in kids, we now know that video
games can be a significant learning tool in early child development. Research has shown that video
games help children with multitasking skills and can also increase fluid intelligence, which is the
intelligence we use to solve problems (Zichermann). Video games may be ... Show more content on
Helpwriting.net ...
In the video How Games Make Kids Smarter Gabe Zichermann classifies today's youth as
Generation G. He said that for Generation G, video games are their primary form of entertainment.
Video games also promote multitasking skills because the games are so detailed and complex.
Zichermann uses WOW as an example, which stands for World Of Warcraft and that game requires
the gamer to text chat, operate their character while managing short and long term objectives.
Children playing video games are acquiring multitasking skills as well as problem solving skills. He
then discusses that human intelligence is increasing over time, which is called the Flynn Effect.
Over the years we are becoming more and more intelligent, which could explain why kids are so
good at video games (Zichermann). In the article "Digital Game–Based Learning: It's Not Just The
Digital Natives Who Are Getting Restless" by Richard Van Eck he states "Games are effective not
because of what they are, but because of what they embody and what learners are doing as they play
a game"(4). That ties into what Zichermann discusses in his video How Games Make Kids Smarter
because he explains the five different ways one can increase their fluid intelligence, which is the
intelligence we use to problem solve. His list included, seek novelty, challenge yourself,
... Get more on HelpWriting.net ...
William G Morgan Research Paper
Bump, set, spike! In 1985, William G. Morgan, was the creator of what is now known as volleyball.
When he first invented the game, it was called mintonette. The idea behind volleyball was to merge
basketball, baseball, tennis, and handball, with the purpose of making a game that was less physical
than basketball. He then took the net of a tennis court and made it higher and started to play. His
next step was to find the perfect ball to play volleyball with, he tried a basketball bladder which was
too slow and light, the he tried a basketball which turned out to be too heavy and hard. Therefore,
Morgan decided to have a company make the perfect ball for volleyball. They ended up with a
leather ball that was not to heavy but not light, it suitable ... Show more content on Helpwriting.net
...
This all started around the 1900, when volleyball reached Canada, which was the first foreign
country to play volleyball. In about ten years China, India, Japan, Philippines, Mexico, South
America, Europe, and African Countries were already starting to play volleyball.
In 1916, the NCAA, invited by the YMCA, was asked to fix the guidelines of volleyball. Therefore,
volleyball was both added to schools and physical educational classes in lower education schools.
The following year the game was changed from twenty one points to only fifteen. Three years a
couple more rules were added to game, they could only have three hits per side, and many back row
attacher rules were put in place.
In 1922, the very first championships were played, it was directed by the YMCA, where eleven
states were represented and played. This was the beginning of the true growth of competitive
volleyball. Many years later, in 1949, the first national championship was played in Czechoslovakia.
All to say, the game volleyball not created in a one time event. It took many years to make the game
whole and function. But, if it wasn't for William Morgan, volleyball would not exist right
... Get more on HelpWriting.net ...
Reflection About Culture
We live in a world that is more sedentary. Our contents of our world are available for purchase with
the swipe of a finger. If you are hungry you no longer need to go shopping or visit a restaurant. If
you are lonely you don't need to attend a party or visit family. If you need a new pair of shoes or a
book for college, you don't need to visit the mall or local bookstore. All of these things are sitting in
your little electronic device. The sustenance, social interaction or bauble you desire is just on the
other side. There is no need to point fingers or assign blame, it is just our evolving culture and it has
some growing pains. The best we can do it look for ways to improve our lot in life and capitalize on
what is a weakness and make it a strength. As our culture becomes less active we see more physical
and health reflections of inactive lifestyles. Obesity, diabetes, heart disease and more are lurking in
the corners of each and every life in our society. It may be a family member or a friend but it
touches everyone. The challenge is to make the chore of activity less of a chore and more of a
recreation. Athletics and physical activity look like work and the perception is, if it looks like work,
it is work. Mark Twain's character Tom Sawyer discovered "Work consists of whatever a body is
obliged to do, and that play consists of whatever a body is not obliged to do." The interactive virtual
reality world is a fruit ripe for picking by educators and
... Get more on HelpWriting.net ...
Video Games & Violence
UNV – 104
August 11, 2013
Video Games and Violence Video games and violence have different effects on children according
to the type of video games that is being watched It is important to understand the world of video
games. All video games do not prevent violence in children. Parents should take into consideration
in monitoring their child while choosing video games. Depending on the video game that is chosen,
does not mean the child will result in violent behavior later on in life. There are many types of video
games that may promote either positive or negative effects in children. As there are many types of
video games that are being played by children for different pleasures. To name a few, there are
adventure, ... Show more content on Helpwriting.net ...
It brings motivation, and finds many challenges to become strong when their weak areas just like
adults, and college students. "When it come to video games particular cognitive skills, say the
authors, researchers have found that electronic media particularly video games can enhance visual
spatial skills, such as visual tracking, mental rotation, and target localization. Schmidt, M., &
Vandewater, E.A. (2008). (1) 63. Also another positive affect will be developing reading and math
skills. Those skills are helped in homes, schools, libraries, study and testing material. I would say it
can help boost the child's self–esteem also. They will have confidence and won't be shy to read a
word, sentence, or add and subtract in working out a problem. " Studies in video games in
mathematics education revealed that video games help people improve their basic math abilities;
promote innovative mathematical & thinking skills and is suggested to be a ideal medium to teach
middle school math as part of the teaching kit". Lim Abdullah, M. Baker, Z Ali, R, Faye, I., &
Hasan, H. (2012). (64), 968–974. Finally, it is important for parents to monitor their children's video
game usage. After purchasing the video games, to while the child is playing those particular video
games. Observing their interaction is important, that is the only way to see if the game may elevate
change in their behavior. When monitoring, you will learn how to choose video games for your
child.
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Development Of Initial Movements And The Perception Of...
Who are they: consumers, often parents of the children from birth to 5 years, who are trying to
satisfy their kids' needs and at the present stage is orientation on the formation of the children's
personality and shaping their future needs as highly developed and mentally healthy individual.
They appreciate the quality, comfort and stability and are very dependent on the opinion of others,
especially family and friends; susceptible to advertising, review and recommendations.
What they want and why: toys that promote the development of initial movements and the
perception of child's life; develop a sense of touch, the coordination of movements, give the child a
first idea of the shape, size and color. The parents are also interested in toys–joke, funny, dancing
and bouncing animal figures, fairy tale characters that have the element of surprise, as well as
puzzles and tricks.
When they buy and use the product: on average, parents make such purchase at least once every
three months. Parents of children up to 2 years old use the educational games and toys everyday.
The construction sets and puzzles for children from 2 to 5 years are used several times a week.
Where they buy and use the product: absolute leadership belongs to specialty stores of children's
products; hypermarkets and supermarkets are the main competitors of the children's stores and 80%
of the target audience buy toys for their kids there. Parents of younger children (up to 2 years old)
are more likely then
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Annotated Bibliography On Learning With Educational Video...
Learning with Educational Video Games
Tierra Ricks
English Composition II
Prof. Annemarie Hamlin
March 14, 2016
Educational video games have been a hot topic in the past few years. Educational games prepare
children to be more proficient with their work while being entertained. Educational video games
promote good memory skills, provides motivation, and improves motor skills for children that are
school aged in the United States. They can educate children in a healthy environment that provides
excellent communication, so they can enhance their learning. It can enhance problem– solving while
playing strategy games or puzzles. It also challenges the brain that connects memory and decision
making. Educational video games are essential for the ... Show more content on Helpwriting.net ...
(2014). Video Games: Play that can do serious good. American Journal of Play, Volume 7. pp. 50–
72. Evans, M., Norton, A., Chang, M., Deater–Deckard, K., & Bald, O. (2013). Youth and Video
games. Exploring effects on learning and engagement. Zeitschrift fur Psychologie, Volume 221(2).
pp. 98–106. Retrieved from http://dx.doi.org.proxy–library.ashford.edu/10.1027/2151–
2604/a000135 Hamlen, K. (2013). Understanding children's choices and cognition in video game
play: A synthesis of three studies. Zeitschrift fur Psychologie, Volume 221 (2), pp.107–114.
Retrieved from http://dx.doi.org.proxy–library.ashford.edu/10.1027/2151–2604/a000136 Hutchison,
D. (2007). Video Games and the Pedagogy of Place. Social Studies, Volume 98(Issue 1).p 35–40.6p.
Retrieved from http://heldref.metapress.com/openurl.asp?
genre=article&id=doi:10.3200/TSSS.98.1.35–40 Mellecker, R., Witherspoon, L. & Watterson, T.
(2013). Active Learning: Educational Experiences Enhanced Through technology– drive active
game play. Journal of Educational Research, Volume 106, pp 352–359. 8p. Retrieved from DOI
... Get more on HelpWriting.net ...
How Technology Has Become An Educational Tool
Technology has become an educational tool in schools and at home in the past ten years. There are a
variety of educational websites out there to support students from a young age as young as three and
up the age of college students. Web sites could be used in a classroom under the supervision of a
teacher or at home under the monitoring of a parent. Web sites at a young age could help teach a
child an essential skill and let them practice it that skill in an interactive way. Web sites in the
younger grades can contribute to making learning fun and interactive while teaching them how to
use the computer or an iPad properly. However, it is important for a teacher or parent to review a
website first to make sure the content is appropriate for ... Show more content on Helpwriting.net ...
However, most of the time children will be sitting at a desk or at the computer playing the game, so
it doesn't involve a lot of movement. When you first go on the website, it shows you bubbles with
each grade level on it. Then, within the grade, they organize the games in five categories. The five
categories are letters, numbers, holiday, strategy, and skills. All the games within these five
categories seem to have a direct relationship with the curriculum content while making learning fun.
Also, all the games give the students an opportunity to engage in a higher level of thinking and offer
multiple games for the same topic to allow children to pick which game is more comfortable for
them to use. Also, ABCya.com could be easily accessed by a teacher or students through the
utilization of a computer, iPad, tablet, or even cell phone, which is more accessible to them.
ABCya.com also allows the teacher to create a class on the website and the teacher could monitor
what the class is learning and playing and keep track of the students' progress over a time period.
Also, a teacher could use this website as a whole class on the SMART Board or allow the students to
work independently on a laptop or iPad, or even break the students up into groups to work together
to build teamwork skills. However, there are some cons to this website. It is mostly aimed for
students to work independently and it could be difficult to use in groups or as a
... Get more on HelpWriting.net ...
Unit 331 Understanding Children and Young Person’s...
Unit 331 Understanding children and young person's Development. Assignment (Task)
Task D Report
Early identification of speech, language or communication delay is important for a child or young
persons' well–being. All practitioners have a responsibility to identify children's needs and intervene
with appropriate support as early as possible, to help children achieve the goals of 'Every Child
Matters' and progress towards the Early Learning Goals. The importance of early language and
communication skills for children's later achievements is now well documented and the need to
provide support for children at this early stage is so that they can achieve their full potential. This
means recognising a child's difficulty quickly: ... Show more content on Helpwriting.net ...
As most of a child's communication happens at home it is vital that close links are made between
professionals and family members/carers and to look at ways of supporting the child or young
person at home.
If a child or young person needs more than the support of the school environment, then a multi–
agency team will be involved. This would involve the child's teacher, teaching assistant, the school
SENCO, qualified and experienced professionals, for example Speech and Language Therapists and
most importantly parents. This might be through a recognized programme such as the Nuffield
Dyspraxia Programme, Language through Reading or Social Use of Language Programme, or
through a combination of approaches tailored to suit the individual child or young person.
A child or young person with speech, language and communication delay will usually have a Multi
Element Plan (M.E.P.). If they do not seem to be making enough progress or they need a lot of extra
help the school SENCO will contact the Local Authority and ask them to carry out a statutory
assessment. This is only usually required for children who have the most significant and long–term
special educational needs which require a very detailed assessment. It can be a long process and
both the school and parents are involved. If a statement of Special Educational Needs (SEN) is
issued, this will take
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Educational Benefits Of Computer Games
Educational benefits of computer games for kids
Long before computers become common for home use, children from not well up families did not
have access to computers. This means that children did not involve themselves with computers and
computers games too. With computers becoming common not only to offices but homes too,
children are able to access the computer easily and more to it have given up their physical games to
involve themselves with computers games. To this effect, concern have been raised in form of thesis
claiming that children playing computer learning games learn faster and they retain what they have
played.
The above thesis is true to some extent because it is taken like experiments done in higher level
education, the task will be retained in one's head. Likewise when a child plays a learning game that
requires he or she to practice a certain activity for a long time that point will stick to that kind's mind
the same way a student will vividly remember an experiment process carried out in the laboratory. It
is also noted that computer learning games form a part of entertainment. Research carried out by
institute of center for study of children, youth and media indicate that it is easier for children to
remember a movie they had watched sometimes back. Likewise through computer video games they
will remember the game as a video. Through this remembering of that game these children will be
recalling an educational concept.
Further indications shows that a
... Get more on HelpWriting.net ...
Grandpa Hardy Biography
I was born December 27th, 1997, son of Steve Metzler and Tiffany Detty–Metzler. My father's line
of work a supervisor at Merilatt in Jackson, Ohio. My mother was an educational aid at the Buckeye
Hills Career Center. I was raised on a dairy farm where my grandpa Metzler would wake up every
day at the crack of dawn to milk the cows and I was always right there with him, I looked up to my
grandpa Metzler. But my grandpa Detty was a former Oak Hill Football coach and English teacher
for 35 years and there is where most of my inspiration came. From the age of six I played tackle
football and loved every second of it. I played all the way up from pee wee to junior high to now
high school, which I am currently captain of the football team. My Grandpa was a huge Ohio State
Football fan, we went to multiple football games over the years those are times with my grandpa
that I will cherish forever. My inspiration of football has always come from my grandpa Detty,
growing up I was always told that my grandpa was a great football player and coach, which ... Show
more content on Helpwriting.net ...
My career choice will be an intervention specialist with mild educational or behavioral handicapped
children. In my life I have always loved to help people who are in need that sometimes cannot help
themselves in a time of need. On December 24th, 2013 the man who had molded me into what I am,
passed away from a very long on and off battle with cancer. I was devastated when he had pasted.
This amazing man showed me to the game I fell in love with. Him passing away has given me
motivation to play a better and harder so that people could maybe remember me like they did him.
While I was at his viewing I had heard so many people tell me what a great man, coach, and teacher,
he was this gave me more motivation to become a teacher and hopefully become half the man he
was
... Get more on HelpWriting.net ...
Dungeon And Dragons, Rock N ' Roll, And Video Games
Dungeon and Dragons, Rock N' Roll, and video games, these are three separate activities that when
looked at from afar do not seem to have anything to do with each other. However, they in fact do
have something fairly big in common. They each have been blamed with being either bad for you or
a negative influence. Whether it be Dungeon and Dragons being satanic and making people lose
touch with reality, Rock N' Roll's cause of juvenile delinquency, or video games leading to violent
and antisocial behavior. Now we know that at least two of those were far–fetched, those being Rock
N' Roll and Dungeons and Dragons, but what about the third one video games. Do playing video
games really end up making you a more violent person? Antisocial? Are you suddenly going to
commit a mass shooting or some other violent crime just because you spent a few hours a day
playing a video game? Perhaps it is the opposite are you going to become more social? Do you
develop thinking skills, and better social skills even when interacting with people you have not met
in person? Could it be both, or at least partially both? Well to put it simply it is partially both, now
video games will not suddenly make you turn into a criminal, however, there is a possibility of
negative behavioral effects. As one may know video games are a popular pastime in our current
generation, and alongside that popularity comes controversy, due to the possible negative behavioral
and health side effects. However, video games
... Get more on HelpWriting.net ...
Cleveland Cavaliers In Nba History
'll Always remember the time when the cleveland cavaliers won their first nba championship series
in a long time. The golden state warriors were leading the series and the cavaliers were losing. In the
last game of the series was when history was made. The cleveland cavaliers made the greatest
comeback in nba history. The reason i like basketball is because it is fun,competitive and it's good
for your health.
The first reason reason is because it's fun the reason it's fun is because first of all you are competing
against other players that are trying to defend and stop you from you being open to make a shot.
while you are trying to make the shot. it becomes challenging . which leads to my second reason.
It's also competitive because it's a tough sport and requires you to be on top of your game and also
requires you to be very athletic. sometimeS you gotta push yourself and try hard to succeed at it. It
also requires a lot of strategy to work out plays and makes you really use your brain and think about
what your next move is and that's why i think it is educational and healthy which leads to my third
reason. ... Show more content on Helpwriting.net ...
You have to be able to run and to be very athletic. Which makes it healthy.
Those are all of the reasons why i like basketball and also why i think it is educational. It's a fun
sport. It is competitive. It is also very healthy for you and keeps you
... Get more on HelpWriting.net ...
Problems Associated With Educational Video Games Into...
In order for the United States to increase their worldwide K–12 educational efficiency ranking and
avoid improper usage of such technological resources, school districts must perform a slow
implementation of technological devices and their associated educational video games into their K–
12 curriculum. Many of the problems associated with the LAUSD iPad Initiative could have been
avoided if the school district tested the use of iPads on a few selected schools as oppose to
immediately implementing the devices into every school in the district. Through the slow integration
solution, faculty and program designers could have modified the problems associated with the
devices and discover what areas the devices prove to be most useful. Once the problems have been
resolved, the program could have been expanded to other schools deemed ready for the rollout of
the iPads or other device if the iPad was deemed insufficient. Also, slow integration would be more
cost–effective as the program would not require 1.3 billion dollars as a starter cost for the program.
However, many critics would point out that a process of slow integration would take a large amount
of time and resources before any proof of educational increases within individual school districts,
barring the question: how do educators implement these technological resources into their K–12
curriculum. To combat these critics, Min Liu, professor and program area coordinator in subjects
pertaining to technology
... Get more on HelpWriting.net ...

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Essay On The Educational Benefits Of Video Games

  • 1. Essay on The Educational Benefits of Video Games The Educational Benefits of Video Games The repetition of the statement claiming that video games do not help children in their educational enterprises is unfair. There have been numerous studies conducted providing evidence that children gain structural knowledge while engaging in video game play (Pillay 2002). Certainly, different styles of video games may produce different results. It is important for us to understand the different benefits from the various styles of games. Because students play a wide variety of games, they may have a repertoire of schemas with different information (Pillay 2002). Visual Skills A majority of the studies conducted discussed results regarding visual skills. The appreciation of visual ... Show more content on Helpwriting.net ... They compared them to student who played 10 hours of non–action video game. On all visual skills tests, action video gamers scored better than non–action video gamers (Chudler 2003). The experiments at the University of Rochester brought forth very promising information for the support of video gaming. In the May 29 issue of Nature, people who play action video games process visual information more quickly. They can track 30% more objects than non game players (Roach 2003). Boosting visual scores can improve dramatically after just 10 hours of playing action games (Cohen 2003). Thinking and Learning Skills 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). Simulation, adventure, and role playing games are another type of video game that produces positive results in skill levels (Morgan 2003). Simulations games are widely used in training various areas: 1. Colleges and institutions use them for educational purposes. 2. Industries and businesses use computer simulations to train their employees and executives. 3. Common in military in helping learn military strategy. 4. Almost all pilots do some flight ... Get more on HelpWriting.net ...
  • 2.
  • 3. The Negative Effects Of Video Games On Children For Children What surrounds children in this generation? A screen that has people running around on it. People vandalize the word video game and try to make it sound like it is bad. False accusations regarding video games has been an issue in the past few months or maybe even a few years. Parents believe video games make a child addicted and glued to the screen and damaging them physically and mentally. The reality is, there is research it can actually improve a child's physical function by them moving around and working out certain body parts. Video games have said to be non–educational, a bad influence and a health hazard for young children. False accusations coming to its user's is a human rights violation because there has been research that video games can be healthy, educational and nonviolent. Over the years many people say video games is hazardous for a child's health. Even though there has been evidence linked to it, there is also evidence that video games can be beneficial and educational due to it training the brain. The problem with video games is that it can be addictive and can possibly ruin your health, or can it. "Video Games are highly beneficial because they give children a unique interactive learning environment" (Deutsch 1). With that being said, to some people video games might be a problem because it stop kids from going outside and doing activities, but the upside is that they can be interactive with kids around the world who suit the same interest. Interacting ... Get more on HelpWriting.net ...
  • 4.
  • 5. Parent Interview : Family Interview Parent Interview During my parent interview many of the parents had a different idea of what was stimulating for their child. All the parents, however, realized the importance of stimulating their child during play especially as an infant. The parent's children ranged from six months to 5 years old (Derryberry, Boster, & Lashae, 2015). This also shows that the parent can have varying opinion based on what their child needs in that particular developmental period. All the parents were extremely concerned with what the child was getting out of play. They also agreed anything educational always was better than what the child in question may want. I think that especially come into play for toddlers, because they are trying to interact with the environment even in stores. Most parents agreed that something bright and colorful was good for infants (Derryberry, Boster, & Lashae, 2015). This seems to be very important considering that infants are really developing their vision (Santrock, 2014). I also think a big part of this is because parents themselves feel like the better the toy is the more stimulating it is all around. Colors can make a simple toy look much more appealing. The parents also agreed that any kind of noise was sure useful (Derryberry, Boster, & Lashae, 2015). Parent with younger children seemed to be much more interested in this trait. Since infants mostly hear voices this brings into play how much the noise is for the child or the parent. One parent felt like ... Get more on HelpWriting.net ...
  • 6.
  • 7. Bingo And The Game Of Bingo History of Bingo The first bingo games dates back to Italy in 1530. It originated as a game of "lottery" called, "The Lottery Giuco". When Italy was unified in 1530, the Italian National Lottery Bingo EL Giuoco the Lottery d'Italia was organized, and has remained, almost without rest, to date. Today the Italian State lottery is indispensable to the government budget, with an annual contribution of over 75 million dollars. A couple hundred years later, this type of lottery immigrated to France in 1700 and took the form of Bingo we know today. Actually, the French were the first to play Bingo cards, chips and sing aloud the numbers. Throughout the 1800s Bingo spread quickly throughout Europe. In the 1800s educational Bingo games became popular. ... Show more content on Helpwriting.net ... Currently, with the progressive, albeit slow entry of new types of games, the cards are also virtual, as in the online bingo, there are even communities that already allow the own manufacturing facilities cartons. How to play Bingo. In the game of bingo, each player is given at least one carton. You can buy several. In the American Bingo each card is printed with a 5x5 grid containing letters and numbers. The letters BINGO are written on top of the cardboard. Under each letter is a series of numbers. American Bingo carton has 75 numbers. Cartons British and Australian Bingo have 90. These random numbers are printed on each card. When a number is announced, the owner of cardboard checks to see if it appears headings. If it does, he or she marked. If your cards contain the winning pattern the landlord wins the prize. All numbers are announced randomly by the caller or by the software of Bingo (when playing online). When a person completes the winning pattern or BINGO, the game ends. It is possible that one or more people win multiple times on the same board and in the same ... Get more on HelpWriting.net ...
  • 8.
  • 9. Video Games : An Educational Institution Video games. School. One is an entertainment platform while the other is an educational institution. At first glance, they appear to standing obsoleted in a spectrum. One might even claim the video games like hinders the education process or cause the younger generation socially isolated. However, couldn't the same be said out the core curriculum place in the majority of school? Schools and video games like Papers, Please might even share similar structure and lessons. Papers, Please is an integrative, developed by Lucas Pope, that simulates the job of a border security officer who examines people's "papers" among other task to determine if the person is clear for entry. While in the united states educational system is based on the common ... Show more content on Helpwriting.net ... In both of them, life became a redundant, motionless processes that one endures in a constant cycle. The teachers, students and the immigration inspector were all victim of the same structure that society, whether fictional or not, has developed. Another way that the video game and schools show their homogeneous composition is in their prominent choices. For instance, in Papers, Please the inspector ultimately only has two decisions which the game graphically represent with a bright bold green for "Approve" and a bright bold "dined" stamp. Parallel to this is how teachers eventually at the end of term has to decided between passing a student or failing them back. There is no in between. In addition, they lean toward one extreme to optimize their output. Teachers tend to pass as many students in order to meet the high demand for improving graduation rates which are record high. Many teachers admit to this including Dewey High School teacher who reported that, "'The teachers have been under heavy pressure by their assistant principals to pass as any students as possible.''' (Campanile). This easy way to meet the goal can also be played in the video game. It is set to to where it is easier to reject everyone who comes to the border because the player gets rewarded by how many people he encounters and penalty for choosing incorrectly, but at the end it is more effectually to detain everyone. The ... Get more on HelpWriting.net ...
  • 10.
  • 11. Why Minecraft Is Important In My Life Minecraft is an educational game for many reasons. It is a game where you learn to build and you learn about architecture.You can learn from the game because you can build farms, animals, houses, and make fire. You can even make food! You need to move the joystick to move your character. If you want things made from diamonds, like armor and weapons, you need to have diamonds and sticks. Minecraft is also educational because you need to have eye / hand coordination and learn how to make things fit. You learn about how cities and farms work, because you have to plant crops to feed the animals, and you can also harvest the crops. Then you can get wheat and make bread. Another reason why Minecraft is important in my life is that ... Get more on HelpWriting.net ...
  • 12.
  • 13. The Should Not Be An Official Sport Just imagine, with ten seconds left on the clock, one final push can determine whether you take the title as a champion or whether you be branded as another loser. With the popularity of video games rising, the world was introduced to eSports, a global phenomenon which took the entertainment world by storm. Major controversy regarding whether or not eSports is considered an official sport has erupted through global communities. Many debates that it shouldn't be since players are playing video games, others state it should be because it requires what many other sports require. Although eSports requires little to no physical labor, players require extremely well coordinated teamwork, months of practice, and need to be in top physical ... Show more content on Helpwriting.net ... Chinese universities that have conducted MRI scans on professional gamers who have won world championships have found that these gamers have increased brain activity and an increase in body reflex, this reveals how these pros are able to make split second decisions that can determine the outcome of a team play.(BEC CREW) Teams in eSports are expected to be able to adapt and strategize in different situations to keep up the pressure against the enemy team. Research shows that teams who are able to adapt and configure new team plays have a higher percentage of winning compared to those who choose to stick to plans premade before the match. Teams in eSports usually train for days with one another in order to create a strategy that best exemplifies all of the members abilities. When asked how long they train for a championship, Team Liquid member Diego "Quas" Ruiz reveals that each member practice for a minimum of fifty hours a week and play the game for a far longer period of time. Ruiz states that "Being pro is too time– restrictive, to stay competitive with other pros, you can't stop playing." (Business Insider) In order to create a plan to counter another team's play style, teams rewatch previous championship matches in order to create a strategy for countering the top competitive teams. When asked how long it takes to develop a play, Ruiz says it can take at least a few months of reviewing previous championships and playing before they ... Get more on HelpWriting.net ...
  • 14.
  • 15. Games for Young Learners CHAPTER I INTRODUCTION Many researches stated that learning a language is better started from early age because in this stage the children will be easier to acquire the language, sooner they start learning, more proficient they will be in using the language. Therefore, presently, English is introduced starting from kindergarten and becomes one lesson subject that must be taken in elementary school based on government's rule in Indonesia. In this level, the children are usually called by young learners. Young learners are those who just start the formal school until they are in eleven or twelve years old. Teaching English for young learner is not easy task as it is seen because children are interested in fun activity rather ... Show more content on Helpwriting.net ... Besides that, language aspects, such as grammar, vocabulary and etc, could be involved in the games. It is based on the teacher's imagination, creativity, and sensitivity to make the games become useful tool for learning. 2. The Advantages of Games for Teaching Young Learners There are some advantages of using games as classroom activity, they are: a. Games could decrease anxiety of learning a new language and it will make the language transfer going smoothly. The children would not feel that they are under pressure. They learn the language in a good and relax atmosphere. In a good, relaxed atmosphere which is created, children would remember things faster, easier and better. b. Games are highly motivating and entertaining. In order words, games bring more fun into the classroom and could give motivation to students since games contain a challenge. c. Games give them new experience of using foreign language that would not available during regular language learning classroom. d. Games involve all learners to participate. It means that silent students are also invited to participate and give their contribution in playing the game sp all students have the same opportunity to practice and use the language.
  • 16. e. Furthermore, games give different atmosphere to the classroom activities, break the ice and also can be used to introduce new ... Get more on HelpWriting.net ...
  • 17.
  • 18. The Use of Video Games by Kindergartners ina Family Care... The article The Use of Video Games by Kindergartners in a Family Child Care Setting, by Chiara Bacigalupa, examines the role of video games in young children's social development. Bacigalupa's objective involves the lessons children should learn through social activities and experiences. In particular video games, and if they foster social skills, personalities to be friendly, helpful, and behaved, and healthy feelings such as confidence, and security. Previous studies revolve around older children with conflicting views on the topic. However, Bacigalupa aims to observe younger children directly in their ordinary child care environment. The children were provided with 18 minutes of video game play where Bacigalupa observed the majority ... Show more content on Helpwriting.net ... Although this type of methodology consists of benefits such as seeing real world behaviors with no constrictions on the children, it also displays setbacks. The lack of controls makes it hard to find a cause to behaviors. Furthermore, this study is subjective to the one who observed the children because Bacigalupa drew conclusions on what she saw. Her personal history and opinions of the subject could of impacted what she discovered. The chance of biased summaries should have readers take the information with stride as to be conscious to not take everything as facts. Bacigalupa's drew a conclusion that social development is hindered by video games especially when compared to other activities as well that parents should give children better alternatives. This is an extreme reflection on video games effects on young children, which has positive and negatives aspects. During Piaget's preoperational stage, where these children fall into, a child is said to start to understand the world with words and images. If video games are not reality based, or portray extreme fantasy, and even violence, children might take the incoming data as how to behave in real life. Therefore, there needs to be a caregiver monitoring the video games being played. The children in this stage are also egocentric only beginning to see other people's viewpoints. If video games are time consuming and make it difficult for child to experience other areas or discus ... Get more on HelpWriting.net ...
  • 19.
  • 20. Evaluate The Effectiveness Of Play-Based Education Throughout the twentieth century, due to a heavy increase in immigration rates, schools had become like a factory. This is to say, education had become mass–produced. Class numbers became higher, teachers were now required to teach 'to the test', everyone learned the same material in the same way. However, in more recent years, it has been brought to light that this educational model may not be the most effective one, especially in regards to elementary education and kindergarten. In turn, the popularity of play–based education programs has been on the rise in an effort to de–industrialize education and transform the classroom into an environment in which children can learn in a way that is more natural to them. This subject first came to my attention while I was completing my practicum at Sawyerville Elementary school in a Cycle 1 ... Show more content on Helpwriting.net ... This was usually a half hour block in which students were free to play a variety of games found in the classroom, many of which were math or literacy based board games. Many of these games targeted not only specific math or literacy skills, but also sensori–motor skills, communication skills, and creative development. I believe what made these play periods most effective was the students freedom to choose which game to play, giving them a sense of control over the activities in their day and their education, as well as the enjoyment students found in these games. Often times, they were having so much fun, they didn't realize that they were also developing important skills at the same time. These periods also gave students an opportunity to interact more freely and naturally than more structured parts of the day. This helped to develop their communication skills and also gave the teachers an opportunity to observe the students in a more natural environment, giving more insight into their character and allowing for a more personal approach to their ... Get more on HelpWriting.net ...
  • 21.
  • 22. Video Games Help Children With Special Educational Needs This paper explains how video games help children with special educational needs, should children have certain technologies (I.e. phones, tablets, etc.) readily available, and what children enjoy about playing video games. [METHODS?] The findings from this research are that children 's fascination in video games, whether with typical development or not, mainly involves the thrill of challenges and the feeling of achievement when winning. When playing video games, children do learn alternate ways to solve problems. Children who play video games may think and learn differently than those who do not play. Those who tend to cheat in a video games may also do the same when academics are involved. A child 's academic ethics and effort seems to reflect when playing video games. In other words, children who play a video game with minimal effort seem to give the same amount of effort when academics are concerned. My conclusions include that technology is good for children with special educational needs, it is helpful for young children in that it gives them the tools that they need for success (being bilingual in the technological language), and that it helps children cognitively by finding new ways to solve problems. Technology 's Impact on Childhood Development Ever since video games were introduced to the world, the topic on whether or not they benefit or decline a child 's progress was a concerning and alarming question. This topic has steadily grown in interest as ... Get more on HelpWriting.net ...
  • 23.
  • 24. A Psychologically Fascinating Tool For The Classroom A psychologically fascinating tool for the classroom Video games get a bad name for themselves because some people will spend hours in front of a screen working towards a virtual goal. They are blamed way too often for making kids violent and giving them an unrealistic view of the real world. Video games such as Atari's Pong and Tomohiro Nishikado's Space Invaders only had one objective (Welch). Now there are games like Fallout 3 and Assassin 's Creed where there are many objectives, puzzles, and achievable items. When video games were first made they were seen as mindless entertainment for young and even middle–aged people. Now, there are games that give you entertainment, but also educate you in a fun and creative way. Video games should be played more because there are many lessons and educative tools used to help people learn and think while playing and also having fun. According to an article published by the private University of Rochester, cognitive scientists did a study on fast–paced games like Call of Duty and Battlefield, and they help players be able to think on the move and multitask. They also help students in classrooms by giving them the ability to have a better understanding of core materials and take tests easier. The human brain learns easier and retains information better when it is excited or entertained while learning. Video games such as the Assassin's Creed Series can help someone learn about history and solve puzzles while enjoying every ... Get more on HelpWriting.net ...
  • 25.
  • 26. This Game Was Surely Created To Be An Educational Process This game was surely created to be an educational process for students, and other people who want to learn about the stock market and how it works. It helps people come to the realization that the stocks they invest in need to be trending upward for them to make a profit as investors. Although you can never be 100% safe because stocks fluctuate ever so often; you can make smart and logical investments that give you the best chance to succeed in the stock market, and hopefully make a good profit from the stocks you purchased. This can be done by researching stocks and not only checking what they're currently at, but also what they have done in a 52 week time period so you can attempt to find something to invest in that is consistently ... Show more content on Helpwriting.net ... But for others, they have invested large sums of money and lost it all. An example of growth investing would be for an investor to invest in some sort of new technology. There is a certain method that growth investors use, there are five different methods that value investors should spend time on. But even though these methods are pretty much set in stone like a mathematical equation, the investor must also compensate for the company 's current situation. This meaning that they cannot just follow this exact process and expect the outcome to be perfect, the investor will have to make some adjustments. The first method is Five–Year Earnings Figures, this method states that before all else, the investor should figure out if the company they're investing in has been growing in the past, or is based on annual revenue. The second method is Strong Projected Earnings Growth, this method states that a company you're investing in should have a 10– 12% minimum projected five year growth rate , and if you can find anything higher than 10–12% like 15%, that is more ideal. Next there is Costs and Revenue Control, in short this is finding out how management is maintaining margins and controlling costs and revenues by comparing the company 's current profit margins to its past margins and its competition 's profit margins. Next is ROE(return of investment), this states that using your assets efficiently ... Get more on HelpWriting.net ...
  • 27.
  • 28. The Cognitive Development Of Children There are many different things that shape the cognitive development of children. To begin with cognitive development is when a child develops how to process, solve problems, and start making decisions. Once they have learned this they take everything they have learned into their adolescence. An example, of what can shape the cognitive development of a child can be an educational game. Educational games can be very useful in shaping a child's development because they are having fun while learning at the same time and what kid doesn't like to play games, the fact that it is even educational makes it even better for them. Not only are they having fun but there are many different games that help in different categories of development in ... Show more content on Helpwriting.net ... They would either ask an adult which was me or their teacher for help in solving it, ask their classmates, or try to figure it out on their own. In Phuoc Tran and Kaveri Subrahmanyam (2013) journal article it explains and gives us evidence on how digital tools are and have become an important tool when it comes to children's learning and development. They mention Vygotsky's theory, on how cognitive development happens with the use of computers because it is a tool that is part of our culture. These tools are important because it helps the children develop many different skills (Tran and Subrahmanyam, 2013). They mention different pathways that help toward cognitive development. The first pathway is the amount of time that they spend using the computers. Children shouldn't spend a long time using the computers they should limit their use of computers for a certain amount of time per day. They mention how kids that come from a low–income family and struggle with reading get many beneficial in learning from using the computers. It enhances their school readiness. The second pathway is the way kids interpret the language of the computer. For example, how to navigate a computer. Tran and Subrahmanyam mention, "Research has suggested that playing an electronic game can have positive effects on cognitive ... Get more on HelpWriting.net ...
  • 29.
  • 30. Sherry Turkle's Project Classroom Makeover : Analysis In "Project Classroom Makeover", Cathy Davidson demonstrates the potential benefits that can come from the implementation of technology in the current educational paradigm. Furthermore, in Sherry Turkle's "selections from Alone Together", Turkle discusses the unique relationship between a child and his or her artificially intelligent toys, some of which include Tamagotchis and Furbies. Interestingly, children give these toys special treatment relative to other toys. If the special treatment encourages positive behavior, then these toys could be potentially implemented into the current educational paradigm as a new form of technology. Therefore, the real question is whether there are benefits of allowing children to play with these toys, or will they cause more harm than good? Toys like the Tamagotchis and Furbies are artificially intelligent toys that interact with children by "responding...[to their] behavior" (Turkle, 476). Often, children treat their Tamagotchis and Furbies differently than their other toys. In fact, the "other toys...are usually put aside" when broken, whereas, with their Tamagotchis and Furbies, children worry about the toys' health and artificial life. Furthermore, Tamagotchis and Furbies "demand attention..." and without it "...they will not survive" (Turkle 464). These toys require work, and if a child is not willing to work, the toy will die. Moreover, work is not something many children enjoy doing. So, what makes the Tamagotchis and Furbies so ... Get more on HelpWriting.net ...
  • 31.
  • 32. Rise Of Soccer Research Paper Soccer is the most popular sport in the world, but soccer is not just a game. It's more than a game. Soccer will help others in ways that other sports can't necessarily do. Soccer is not only an engaging sport, but it also gives you physical and mental benefits. Much associate soccer with English history, but actually it all started in the Han Dynasty. The Han Dynasty started the roots of the game by filling leather balls with feathers and hair, and in which they had to kick the ball through a small opening. It isn't as easy as many would think because you aren't allowed to use your hands, so in other words, you can use everything else. This new game eventually caught on big in England, and even though the game is massively popular, the game was frowned upon at the same time. The players would get so caught up in the game ... Show more content on Helpwriting.net ... Richard Mulcaster believed, "He pointed out that the game, if requiring a little refinement, had a positive educational value as it promoted health and strength" (History of Football). What he first did was that he wanted a limited number of players per team, so they aren't as crowded as before. This new and important change would help let all players feel like they are part of the team. Most notably, he wanted a referee that would be much stricter, so the king wouldn't ban the game for being too violent again. Richard Mulcaster changed the basics of the game, so it would be more beneficial for people to play. The major changes of the game though came around the beginning of the 19th century. Soccer being admitted into schools was the turning point because the game was spread throughout to other places for people to have ideas on how the game should function as a sport. From there, "It soon gathered momentum and rapidly reached all parts of the world" (History of ... Get more on HelpWriting.net ...
  • 33.
  • 34. The Postive Effect of Video Games on Young Children Video games are an ever–present part of almost all children's lives. Whether children play on a computer, lap top, IPod, IPhone, cell phone, or tablet, many children have daily assess to video games. For this reason many research has examined the effects that video games have on young children. Granic, Lobel, and Engels (2014) reported that "video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States" (p.1). Currently, researchers have found that the vast majority of studies have been on its negative impact. Some of the potential harms related to video games are exposure to violence, addiction, and lack of social skills. However, as parents it is our duty to monitor young children's choices to ensure that they are playing games that are developmentally appropriate for them. This essay will examine the research that supports the effectiveness of video games in enhancing children's learning and focusing on cognitive, literacy, and social development. In the last decade, the manner in which video games have been generated has radically been transformed. This alteration allowed a small but significant body of research to transpire. Some parents, principals, educators, and researchers believe that video games enhance children's learning. On the other hand, others believe video games destroy the lives of young children. Nevertheless, many agree that this matter is significant and ... Get more on HelpWriting.net ...
  • 35.
  • 36. The Implications Of Monetizing Children Implications of Monetizing Children Introduction Children are fond of playing games on their mobile devices and will go to great lengths to ensure that they remain entertained. These games are readily available on the Internet, and most children have found convenience in purchasing or subscribing especially through in–app purchasing. While a majority of adult games require a one–time subscription or purchase, children games have been monetized and most children remain hooked to the games they play, which ends up costing more. On a number of occasions, children have found themselves in trouble with their parents because of use of their credit cards to purchase games on the Internet. Additionally, the incorporation of in– games ads poses another challenge because young kids are becoming more exposed to gaming content and are lured into purchasing games or subscribing through the available options. This paper takes a look at the ethical issues surrounding monetizing of children as well as highlights some of the psychological issues related to kids' games. Ethical and psychological issues in monetizing children In the recent years after the advancement of Internet gaming a widespread use of mobile devices such as the Smartphone and tablets, more children have gained access to a wide array of games in App Store that facilitate entertainment for children. However, this has come with its challenges and most parents are having a hard time managing the wants of their children ... Get more on HelpWriting.net ...
  • 37.
  • 38. No Video Games in Education in Pamela Paul's Book Reading,... Pamela Paul, author of "Reading, Writing and Video Games", demonstrates that video games should not be part of the education. Paul asserts there is no learning from playing video games and the education should be the same old fashion. Paul observes the technology in classroom could be useful for the students. However, she thinks the children should stick on reading and writing for learning. Finally, Paul prefers to let the children play video games in free time rather than let them play video games for education. Although, Paul idea of using technology in classroom and marketing education fun games are true, the idea of letting the children play games that are not educational in their free time are inaccurate. First, One implication of Paul treatment of saying there is a place for technology in the classroom is that a good idea. Paul is surely right about having technology in classroom help show the idea to the students. Also, teacher used the projector to share notes and show videos to the students. However, using tablets in the classroom can be easy to do quizzes and exams, and that give the teacher more time to explain more information to the class. Also considering giving live lecture between two schools in different country could help exchange more knowledge. Finally, schools should concerns having more technology in classrooms to help the students learn more and fast for there own benefits. Second, Paul assumes that many of the games marketed as educational aren't as ... Get more on HelpWriting.net ...
  • 39.
  • 40. Personal Narrative: My Career In Basketball I am a first year student majoring in Sports Management and I would say I am at the beginning of my educational and professional career. I always loved sports growing up but I never imagined it to be a career I would set foot in. It wasn't until last semester I realized I really wanted to make this my career for the rest of my life. Basketball has been one of the biggest influence on making this decision. Basketball is a passions of mines and my dream job would to be able to work with an WNBA or NBA team. My strengths would be teamwork and customer service skills. Playing on a high school team for 4 years has taught me so much. Teamwork would definitely be one of the skills I developed during basketball. It takes the whole team to accomplish ... Get more on HelpWriting.net ...
  • 41.
  • 42. Negative Effects Of Video Games On Children's Learning And... Effects of Video Games on Children's Learning and Physical Health Just like any activity, there are both positive and negative effects of children playing video games. However, the general notion is the opposite, especially in regards to children's health. Additionally, learning environment and health are the most important aspects of childhood. Playing video games can be helpful in classroom contexts to aid in children's acquisition of concepts being taught. Video games can affect children's development in terms of their cognition and physical well being. According to Annetta, Minogue, Holmes, and Cheng (2009), the world of education has included video games as part of learning to make it more entertaining and interesting to students. Gaming has helped to inspire many over the past few decades. The effectiveness of video games as an educational tool is still not widely studied even though literature on this topic is growing. As a result, the researchers studied participants' levels of engagement when playing with educational video games and their effectiveness on concept understanding. Their research is crucial to this paper because it addresses the positive effects of video games on children's learning process. The gaming application covers key genetic concepts that cater to high school biology students. The study by Annetta et al. (2009) employed a posttest only design, where the experimental group participants played a gaming application that covers key biology ... Get more on HelpWriting.net ...
  • 43.
  • 44. How Do Video Games Help In The Educational System? The Videogaming industry is one of the largest parts of the entertainment industry. Most gamers might cite that gaming is fun or a positive way to spend an afternoon, while those opposed to the idea only see it as a waste of time. Throughout the home gaming lifespan, it has had lots of success. The Playstation 3, Xbox 360, and the Wii all sold roughly two hundred million units certainly proves this statement. With this in mind, we can see that gaming carries a lot of influence, especially with the younger crowd; moreover, what you did not know is that gaming technology could be easily applied to other systems to make them better than they were before. That is correct, video games can improve our everyday functions. The argument presented will not be whether or not to see if ... Show more content on Helpwriting.net ... The current developments could not only be used to enhance the educational system, but, could be used in both major construction projects and various careers of importance. The Educational system has long been outdated, most bigger high schools do not have access to the critical educational systems that they require. One way we could revamp this system is with video games. Now, one question that might be raised, is how would videogames help in the educational system? One way videogames help is through the training and honing of the data retention skill. Memorizing basic abilities and learning to use your learned skills to survive in the game enforces the positive light of remembering things equals rewards. Without memorizing and practicing those advanced moves, your progress will be heavily limited. This re–enforces the idea of retaining data in order to make yourself better. To further back up my point, Sarah D. Sparks writes about Daphne Balimer, and how she talked of how "regular but not obsessive playing of action games does not lower students' ability to pay attention. In fact... game playing can improve students' attention control" (Sparks 1). Without a single doubt, the ... Get more on HelpWriting.net ...
  • 45.
  • 46. Blue's Clues Research Paper As a kid, one of the most exciting things to see on the television was the start of a "Blue's Clues" episode. The yellow story book with a big, blue paw print on the cover opening and leading you to the home of Blue, the famous show's spotted dog, and her owner, Steve, played by Steve Burns. On September 8, 1996, "Blue's Clues" debuted on the Nickelodeon channel. Kids would watch Blue leave her paw prints as clues all over the house, leaving Steve and the viewers to solve a puzzle or mystery. The show became a hit and over time became of the most recognized children's television shows. After seven years and over 100 episodes, Burns announced in 2002 he would be leaving the show. In an article from Spin, show producer and co–creator Traci ... Get more on HelpWriting.net ...
  • 47.
  • 48. Are Video Games Educational Are Video Games Educational? (based on 27 ratings) By Jayel Gibson Video games. While they may seem like the bane of every parent's existence, they don't have to be–many of them offer unique learning features. And with increased requirements in schools placing unprecedented demands on children and parents, it may be time to start thinking about video games as teaching tools. The learning component of gaming can be optimized with parent involvement. That means understanding what makes a game both fun and educational. What makes a game fun? * Challenge and strategy – this is the core of the game. It includes the objective, the play and the scoring. The game should provide a challenge for its players and allow them to use ... Show more content on Helpwriting.net ... This requires the use of critical thinking and math skills. Management games have elements that help teach science, social studies and language arts. Most management games are rated "E" for everyone. * Role–playing games are based on exploration and the completion of quests. Role–play games such as "Tomb Raider" and "Half Life" require reading dialogue and directions, inventory and maps. There may be elements of fighting, but in many instances the player must decide whether fighting, or avoiding the fight, is the best choice. Online versions of role–playing games include the extremely popular "World of Warcraft," and long running "EverQuest" series. This genre is suitable for teens. * Strategy games feature an array of activities, from building historical vehicles to creating the history of new worlds or replaying the history of our own. These include games like "Model Trains 3D", Microsoft's "Flight Simulator X," "Empire Earth," and "Age of Empires." Players experiment and discover how things work, or don't work, as they set goals and labor to achieve them. Strategy games involve many of the same skills used in today's science exploration. They are suitable for most children 10 and older. For parents who are wary of just handing over the console carte–blanch, there are ways you can get involved to make sure your child is getting the most out of the learning game experience. * Play games with your child. Be ... Get more on HelpWriting.net ...
  • 49.
  • 50. Article Review : Is Google Making Us Stupid? What effect does modern digital technology have on individuals who rely on it heavily in their everyday lives? Innovations such as video games, internet search engines, and online databases receive great praise as well as great criticism depending on who answers this question. Nicholas Carr and Steven Johnson have both written pieces stating their opinions on technology's effect on the human brain. Carr's article "Is Google Making Us Stupid?" explains how accessing information quickly and easily through search engines like Google negatively alters the way people seek and read information and think. Johnson's book "Everything Bad is Good for You: How Today's Popular Culture is Actually Making Us Smarter" covers the positive attributes of digital technology, video games in particular. He explains how video games are intellectually stimulating and help develop complex skills. Digital technology has interesting effects on the different processes of our mind. In the days before computers and the internet, research for occupational and personal purposes was mostly done in a library. Libraries house thousands of books and articles filled with information about any topic imaginable. But even with aisles labelled by genre and organized with the Dewey Decimal System, it would take someone anywhere from several hours to several days to find the specific information they needed. While public libraries are still available for people to use today, many prefer the speed and efficiency of ... Get more on HelpWriting.net ...
  • 51.
  • 52. The Effects Of Video Game Play On The Educational Process Video game play can be very beneficial in the educational process. It can enhance cognitive abilities and skills in children and adolescents. In fact, studies have found that improvements in cognition have been related to grey matter changes in the prefrontal cortex. Specifically, a study conducted by Simon Kuhn, in which magnetic resonance imaging scans of 152 14–year old adolescents were collected and used to estimate cortical thickness, showed an increase in cortical thickness in the left dorsolateral prefrontal cortex and in correlation an increase in cognitive and strategic planning abilities (Simon Kuhn 5). These results come from the need to follow directions in games. In order to progress in games, one must first learn to follow the guidelines, restrictions and components of them. As the player confronts new challenges, he must use problem–solving skills to find solutions. The player must find new combinations and incorporate old skills with new skills to overcome obstacles. In relation, players must also get used to multitasking. As games become more intricate, players must juggle different objectives while keeping track of all the changing elements and connecting ideas. Games induce quick thinking as well. According to cognitive scientist Daphne Bavelier of the University of Rochester, results of a study found that people who play video games become more attuned to their environment, are able to keep visual tabs on friends in crowds, can navigate better, and are ... Get more on HelpWriting.net ...
  • 53.
  • 54. Video Games: More Beneficial Than We Thought Essay In today's world one thing you don't hear everyday is learning is fun. For some it can be, but many children aren't that excited to learn. What if there was a way to make learning fun for kids? Well there is, its called gamification. Gamifiction is the process of using game thinking and game mechanics to engage audiences according to Gabe Zichermann an educational gaming expert. Though its been said that video games cause laziness and violence in kids, we now know that video games can be a significant learning tool in early child development. Research has shown that video games help children with multitasking skills and can also increase fluid intelligence, which is the intelligence we use to solve problems (Zichermann). Video games may be ... Show more content on Helpwriting.net ... In the video How Games Make Kids Smarter Gabe Zichermann classifies today's youth as Generation G. He said that for Generation G, video games are their primary form of entertainment. Video games also promote multitasking skills because the games are so detailed and complex. Zichermann uses WOW as an example, which stands for World Of Warcraft and that game requires the gamer to text chat, operate their character while managing short and long term objectives. Children playing video games are acquiring multitasking skills as well as problem solving skills. He then discusses that human intelligence is increasing over time, which is called the Flynn Effect. Over the years we are becoming more and more intelligent, which could explain why kids are so good at video games (Zichermann). In the article "Digital Game–Based Learning: It's Not Just The Digital Natives Who Are Getting Restless" by Richard Van Eck he states "Games are effective not because of what they are, but because of what they embody and what learners are doing as they play a game"(4). That ties into what Zichermann discusses in his video How Games Make Kids Smarter because he explains the five different ways one can increase their fluid intelligence, which is the intelligence we use to problem solve. His list included, seek novelty, challenge yourself, ... Get more on HelpWriting.net ...
  • 55.
  • 56. William G Morgan Research Paper Bump, set, spike! In 1985, William G. Morgan, was the creator of what is now known as volleyball. When he first invented the game, it was called mintonette. The idea behind volleyball was to merge basketball, baseball, tennis, and handball, with the purpose of making a game that was less physical than basketball. He then took the net of a tennis court and made it higher and started to play. His next step was to find the perfect ball to play volleyball with, he tried a basketball bladder which was too slow and light, the he tried a basketball which turned out to be too heavy and hard. Therefore, Morgan decided to have a company make the perfect ball for volleyball. They ended up with a leather ball that was not to heavy but not light, it suitable ... Show more content on Helpwriting.net ... This all started around the 1900, when volleyball reached Canada, which was the first foreign country to play volleyball. In about ten years China, India, Japan, Philippines, Mexico, South America, Europe, and African Countries were already starting to play volleyball. In 1916, the NCAA, invited by the YMCA, was asked to fix the guidelines of volleyball. Therefore, volleyball was both added to schools and physical educational classes in lower education schools. The following year the game was changed from twenty one points to only fifteen. Three years a couple more rules were added to game, they could only have three hits per side, and many back row attacher rules were put in place. In 1922, the very first championships were played, it was directed by the YMCA, where eleven states were represented and played. This was the beginning of the true growth of competitive volleyball. Many years later, in 1949, the first national championship was played in Czechoslovakia. All to say, the game volleyball not created in a one time event. It took many years to make the game whole and function. But, if it wasn't for William Morgan, volleyball would not exist right ... Get more on HelpWriting.net ...
  • 57.
  • 58. Reflection About Culture We live in a world that is more sedentary. Our contents of our world are available for purchase with the swipe of a finger. If you are hungry you no longer need to go shopping or visit a restaurant. If you are lonely you don't need to attend a party or visit family. If you need a new pair of shoes or a book for college, you don't need to visit the mall or local bookstore. All of these things are sitting in your little electronic device. The sustenance, social interaction or bauble you desire is just on the other side. There is no need to point fingers or assign blame, it is just our evolving culture and it has some growing pains. The best we can do it look for ways to improve our lot in life and capitalize on what is a weakness and make it a strength. As our culture becomes less active we see more physical and health reflections of inactive lifestyles. Obesity, diabetes, heart disease and more are lurking in the corners of each and every life in our society. It may be a family member or a friend but it touches everyone. The challenge is to make the chore of activity less of a chore and more of a recreation. Athletics and physical activity look like work and the perception is, if it looks like work, it is work. Mark Twain's character Tom Sawyer discovered "Work consists of whatever a body is obliged to do, and that play consists of whatever a body is not obliged to do." The interactive virtual reality world is a fruit ripe for picking by educators and ... Get more on HelpWriting.net ...
  • 59.
  • 60. Video Games & Violence UNV – 104 August 11, 2013 Video Games and Violence Video games and violence have different effects on children according to the type of video games that is being watched It is important to understand the world of video games. All video games do not prevent violence in children. Parents should take into consideration in monitoring their child while choosing video games. Depending on the video game that is chosen, does not mean the child will result in violent behavior later on in life. There are many types of video games that may promote either positive or negative effects in children. As there are many types of video games that are being played by children for different pleasures. To name a few, there are adventure, ... Show more content on Helpwriting.net ... It brings motivation, and finds many challenges to become strong when their weak areas just like adults, and college students. "When it come to video games particular cognitive skills, say the authors, researchers have found that electronic media particularly video games can enhance visual spatial skills, such as visual tracking, mental rotation, and target localization. Schmidt, M., & Vandewater, E.A. (2008). (1) 63. Also another positive affect will be developing reading and math skills. Those skills are helped in homes, schools, libraries, study and testing material. I would say it can help boost the child's self–esteem also. They will have confidence and won't be shy to read a word, sentence, or add and subtract in working out a problem. " Studies in video games in mathematics education revealed that video games help people improve their basic math abilities; promote innovative mathematical & thinking skills and is suggested to be a ideal medium to teach middle school math as part of the teaching kit". Lim Abdullah, M. Baker, Z Ali, R, Faye, I., & Hasan, H. (2012). (64), 968–974. Finally, it is important for parents to monitor their children's video game usage. After purchasing the video games, to while the child is playing those particular video games. Observing their interaction is important, that is the only way to see if the game may elevate change in their behavior. When monitoring, you will learn how to choose video games for your child. ... Get more on HelpWriting.net ...
  • 61.
  • 62. Development Of Initial Movements And The Perception Of... Who are they: consumers, often parents of the children from birth to 5 years, who are trying to satisfy their kids' needs and at the present stage is orientation on the formation of the children's personality and shaping their future needs as highly developed and mentally healthy individual. They appreciate the quality, comfort and stability and are very dependent on the opinion of others, especially family and friends; susceptible to advertising, review and recommendations. What they want and why: toys that promote the development of initial movements and the perception of child's life; develop a sense of touch, the coordination of movements, give the child a first idea of the shape, size and color. The parents are also interested in toys–joke, funny, dancing and bouncing animal figures, fairy tale characters that have the element of surprise, as well as puzzles and tricks. When they buy and use the product: on average, parents make such purchase at least once every three months. Parents of children up to 2 years old use the educational games and toys everyday. The construction sets and puzzles for children from 2 to 5 years are used several times a week. Where they buy and use the product: absolute leadership belongs to specialty stores of children's products; hypermarkets and supermarkets are the main competitors of the children's stores and 80% of the target audience buy toys for their kids there. Parents of younger children (up to 2 years old) are more likely then ... Get more on HelpWriting.net ...
  • 63.
  • 64. Annotated Bibliography On Learning With Educational Video... Learning with Educational Video Games Tierra Ricks English Composition II Prof. Annemarie Hamlin March 14, 2016 Educational video games have been a hot topic in the past few years. Educational games prepare children to be more proficient with their work while being entertained. Educational video games promote good memory skills, provides motivation, and improves motor skills for children that are school aged in the United States. They can educate children in a healthy environment that provides excellent communication, so they can enhance their learning. It can enhance problem– solving while playing strategy games or puzzles. It also challenges the brain that connects memory and decision making. Educational video games are essential for the ... Show more content on Helpwriting.net ... (2014). Video Games: Play that can do serious good. American Journal of Play, Volume 7. pp. 50– 72. Evans, M., Norton, A., Chang, M., Deater–Deckard, K., & Bald, O. (2013). Youth and Video games. Exploring effects on learning and engagement. Zeitschrift fur Psychologie, Volume 221(2). pp. 98–106. Retrieved from http://dx.doi.org.proxy–library.ashford.edu/10.1027/2151– 2604/a000135 Hamlen, K. (2013). Understanding children's choices and cognition in video game play: A synthesis of three studies. Zeitschrift fur Psychologie, Volume 221 (2), pp.107–114. Retrieved from http://dx.doi.org.proxy–library.ashford.edu/10.1027/2151–2604/a000136 Hutchison, D. (2007). Video Games and the Pedagogy of Place. Social Studies, Volume 98(Issue 1).p 35–40.6p. Retrieved from http://heldref.metapress.com/openurl.asp? genre=article&id=doi:10.3200/TSSS.98.1.35–40 Mellecker, R., Witherspoon, L. & Watterson, T. (2013). Active Learning: Educational Experiences Enhanced Through technology– drive active game play. Journal of Educational Research, Volume 106, pp 352–359. 8p. Retrieved from DOI ... Get more on HelpWriting.net ...
  • 65.
  • 66. How Technology Has Become An Educational Tool Technology has become an educational tool in schools and at home in the past ten years. There are a variety of educational websites out there to support students from a young age as young as three and up the age of college students. Web sites could be used in a classroom under the supervision of a teacher or at home under the monitoring of a parent. Web sites at a young age could help teach a child an essential skill and let them practice it that skill in an interactive way. Web sites in the younger grades can contribute to making learning fun and interactive while teaching them how to use the computer or an iPad properly. However, it is important for a teacher or parent to review a website first to make sure the content is appropriate for ... Show more content on Helpwriting.net ... However, most of the time children will be sitting at a desk or at the computer playing the game, so it doesn't involve a lot of movement. When you first go on the website, it shows you bubbles with each grade level on it. Then, within the grade, they organize the games in five categories. The five categories are letters, numbers, holiday, strategy, and skills. All the games within these five categories seem to have a direct relationship with the curriculum content while making learning fun. Also, all the games give the students an opportunity to engage in a higher level of thinking and offer multiple games for the same topic to allow children to pick which game is more comfortable for them to use. Also, ABCya.com could be easily accessed by a teacher or students through the utilization of a computer, iPad, tablet, or even cell phone, which is more accessible to them. ABCya.com also allows the teacher to create a class on the website and the teacher could monitor what the class is learning and playing and keep track of the students' progress over a time period. Also, a teacher could use this website as a whole class on the SMART Board or allow the students to work independently on a laptop or iPad, or even break the students up into groups to work together to build teamwork skills. However, there are some cons to this website. It is mostly aimed for students to work independently and it could be difficult to use in groups or as a ... Get more on HelpWriting.net ...
  • 67.
  • 68. Unit 331 Understanding Children and Young Person’s... Unit 331 Understanding children and young person's Development. Assignment (Task) Task D Report Early identification of speech, language or communication delay is important for a child or young persons' well–being. All practitioners have a responsibility to identify children's needs and intervene with appropriate support as early as possible, to help children achieve the goals of 'Every Child Matters' and progress towards the Early Learning Goals. The importance of early language and communication skills for children's later achievements is now well documented and the need to provide support for children at this early stage is so that they can achieve their full potential. This means recognising a child's difficulty quickly: ... Show more content on Helpwriting.net ... As most of a child's communication happens at home it is vital that close links are made between professionals and family members/carers and to look at ways of supporting the child or young person at home. If a child or young person needs more than the support of the school environment, then a multi– agency team will be involved. This would involve the child's teacher, teaching assistant, the school SENCO, qualified and experienced professionals, for example Speech and Language Therapists and most importantly parents. This might be through a recognized programme such as the Nuffield Dyspraxia Programme, Language through Reading or Social Use of Language Programme, or through a combination of approaches tailored to suit the individual child or young person. A child or young person with speech, language and communication delay will usually have a Multi Element Plan (M.E.P.). If they do not seem to be making enough progress or they need a lot of extra help the school SENCO will contact the Local Authority and ask them to carry out a statutory assessment. This is only usually required for children who have the most significant and long–term special educational needs which require a very detailed assessment. It can be a long process and both the school and parents are involved. If a statement of Special Educational Needs (SEN) is issued, this will take ... Get more on HelpWriting.net ...
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  • 70. Educational Benefits Of Computer Games Educational benefits of computer games for kids Long before computers become common for home use, children from not well up families did not have access to computers. This means that children did not involve themselves with computers and computers games too. With computers becoming common not only to offices but homes too, children are able to access the computer easily and more to it have given up their physical games to involve themselves with computers games. To this effect, concern have been raised in form of thesis claiming that children playing computer learning games learn faster and they retain what they have played. The above thesis is true to some extent because it is taken like experiments done in higher level education, the task will be retained in one's head. Likewise when a child plays a learning game that requires he or she to practice a certain activity for a long time that point will stick to that kind's mind the same way a student will vividly remember an experiment process carried out in the laboratory. It is also noted that computer learning games form a part of entertainment. Research carried out by institute of center for study of children, youth and media indicate that it is easier for children to remember a movie they had watched sometimes back. Likewise through computer video games they will remember the game as a video. Through this remembering of that game these children will be recalling an educational concept. Further indications shows that a ... Get more on HelpWriting.net ...
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  • 72. Grandpa Hardy Biography I was born December 27th, 1997, son of Steve Metzler and Tiffany Detty–Metzler. My father's line of work a supervisor at Merilatt in Jackson, Ohio. My mother was an educational aid at the Buckeye Hills Career Center. I was raised on a dairy farm where my grandpa Metzler would wake up every day at the crack of dawn to milk the cows and I was always right there with him, I looked up to my grandpa Metzler. But my grandpa Detty was a former Oak Hill Football coach and English teacher for 35 years and there is where most of my inspiration came. From the age of six I played tackle football and loved every second of it. I played all the way up from pee wee to junior high to now high school, which I am currently captain of the football team. My Grandpa was a huge Ohio State Football fan, we went to multiple football games over the years those are times with my grandpa that I will cherish forever. My inspiration of football has always come from my grandpa Detty, growing up I was always told that my grandpa was a great football player and coach, which ... Show more content on Helpwriting.net ... My career choice will be an intervention specialist with mild educational or behavioral handicapped children. In my life I have always loved to help people who are in need that sometimes cannot help themselves in a time of need. On December 24th, 2013 the man who had molded me into what I am, passed away from a very long on and off battle with cancer. I was devastated when he had pasted. This amazing man showed me to the game I fell in love with. Him passing away has given me motivation to play a better and harder so that people could maybe remember me like they did him. While I was at his viewing I had heard so many people tell me what a great man, coach, and teacher, he was this gave me more motivation to become a teacher and hopefully become half the man he was ... Get more on HelpWriting.net ...
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  • 74. Dungeon And Dragons, Rock N ' Roll, And Video Games Dungeon and Dragons, Rock N' Roll, and video games, these are three separate activities that when looked at from afar do not seem to have anything to do with each other. However, they in fact do have something fairly big in common. They each have been blamed with being either bad for you or a negative influence. Whether it be Dungeon and Dragons being satanic and making people lose touch with reality, Rock N' Roll's cause of juvenile delinquency, or video games leading to violent and antisocial behavior. Now we know that at least two of those were far–fetched, those being Rock N' Roll and Dungeons and Dragons, but what about the third one video games. Do playing video games really end up making you a more violent person? Antisocial? Are you suddenly going to commit a mass shooting or some other violent crime just because you spent a few hours a day playing a video game? Perhaps it is the opposite are you going to become more social? Do you develop thinking skills, and better social skills even when interacting with people you have not met in person? Could it be both, or at least partially both? Well to put it simply it is partially both, now video games will not suddenly make you turn into a criminal, however, there is a possibility of negative behavioral effects. As one may know video games are a popular pastime in our current generation, and alongside that popularity comes controversy, due to the possible negative behavioral and health side effects. However, video games ... Get more on HelpWriting.net ...
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  • 76. Cleveland Cavaliers In Nba History 'll Always remember the time when the cleveland cavaliers won their first nba championship series in a long time. The golden state warriors were leading the series and the cavaliers were losing. In the last game of the series was when history was made. The cleveland cavaliers made the greatest comeback in nba history. The reason i like basketball is because it is fun,competitive and it's good for your health. The first reason reason is because it's fun the reason it's fun is because first of all you are competing against other players that are trying to defend and stop you from you being open to make a shot. while you are trying to make the shot. it becomes challenging . which leads to my second reason. It's also competitive because it's a tough sport and requires you to be on top of your game and also requires you to be very athletic. sometimeS you gotta push yourself and try hard to succeed at it. It also requires a lot of strategy to work out plays and makes you really use your brain and think about what your next move is and that's why i think it is educational and healthy which leads to my third reason. ... Show more content on Helpwriting.net ... You have to be able to run and to be very athletic. Which makes it healthy. Those are all of the reasons why i like basketball and also why i think it is educational. It's a fun sport. It is competitive. It is also very healthy for you and keeps you ... Get more on HelpWriting.net ...
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  • 78. Problems Associated With Educational Video Games Into... In order for the United States to increase their worldwide K–12 educational efficiency ranking and avoid improper usage of such technological resources, school districts must perform a slow implementation of technological devices and their associated educational video games into their K– 12 curriculum. Many of the problems associated with the LAUSD iPad Initiative could have been avoided if the school district tested the use of iPads on a few selected schools as oppose to immediately implementing the devices into every school in the district. Through the slow integration solution, faculty and program designers could have modified the problems associated with the devices and discover what areas the devices prove to be most useful. Once the problems have been resolved, the program could have been expanded to other schools deemed ready for the rollout of the iPads or other device if the iPad was deemed insufficient. Also, slow integration would be more cost–effective as the program would not require 1.3 billion dollars as a starter cost for the program. However, many critics would point out that a process of slow integration would take a large amount of time and resources before any proof of educational increases within individual school districts, barring the question: how do educators implement these technological resources into their K–12 curriculum. To combat these critics, Min Liu, professor and program area coordinator in subjects pertaining to technology ... Get more on HelpWriting.net ...