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The Negative and Positive Impacts of
     Video Games on Student
           Development
        A Literature Review

       Presented by Brad Gibbons
Rationale
•   Connecting with the Digital Native
•   Understanding Video Games
•   Impact of Games on Students
•   Implementation, Design and Monitoring of
    Video Games
Connecting with the Digital Student
• Stereotyped as having poor attention spans

• They have a relationship to knowledge gathering
  which is alien to their parents and teachers

• different style of learning due to evolving technology
  causing the brain to reorganize itself and unfold new
  cognitive skills – this phenomenon is referred to as
  “Neuroplasticity”
• Green & Hannon (2007, p. 25) suggest:

recognise and value the learning that goes on outside
the classroom

support this learning by providing a space to reflect on it

develop it so students can recognise and transfer those
skills in new situations and contexts
• The Institute of Research Learning (2000) indicate
  the individual learns 20 percent formally and 80
  percent informally

• Andreatos (2007), the informal information students
  gather from virtual communities (VC) concerning
  practical subject matter may possibly be superior to
  traditional and academic sources such as books
• The PEW Internet Research Project 2008 findings
  indicate:

    97% of teens play video games

    three-quarters of teens play games with
     others

    35% of girls and 65% of boys are daily
     gamers
Understanding Video Games
• Form of entertainment
• It is multifunction interactive media tool
• Educational Software is “Edutainment”
What is a Video Game?

• Computer type of device and input devices
• Designed for one or more players
• Contains elements of
  rules, goals, challenges, mystery, curiosity, co
  mpetition, skill and/or conflict
• A wide assortment of genres and mixed
      genres
• Types of game genres include:
     Multi-user Virtual Environment (MUVE)
     Virtual communities VC
     Virtual Learning Environment (VLE)
     Role playing RPG
     shooter games
     strategy games
• Types of games include:
     Educational
     Consumer off-the-shelf (COTTS)

• Ratings associated with COTTS
  include:
    Early childhood
    Everyone
    Teen
    Mature
    Adult subject content
Impact of Video Games on Students

• There are several areas where Video Games
  may have an impact on students which
  include:
       Motivation
       Collaboration
       Behaviour
       Brain-based learning
       Academic Achievement
Motivation
• Students are unengaged by traditional teaching
  delivery methods

• The majority of the research indicate games as a
  leverage for motivation for all students and helps
  those of lower abilities become more successful.

• Motivation appears to trigger and instill confidence
• Exergames motivated disengaged students or low
  self-confidence students to participate in Physical
  education.

• Inspires students to relate their gaming experience to
  various subject areas

• increase in self-esteem and uncertainty in certain
  math concepts did not detract from their enjoyment
  or engagement
• Motivation factors are dependent on the
  following:
 Sufficient time to complete game

 Integrating game time with classroom and computer
lab activities

 Design specifically for course, student ability, and
opportunities for collaboration
Collaboration

• important for students with lower prior math
  knowledge

• 75% of middle-school students prefer to play
  multiplayer video games, enjoy achieving the goals
  together, and like teaching each other different skills.
Behaviour

• Behaviour issues that may arise from video
  game play include:

    Social Isolation

    Dependency

    Aggressiveness
• Social Isolation
 Excessive game play may take students away time from
other typical activities students normally engage in on a
daily basis.

 Hofferth’s (2010) study did not indicate any relation
between gameplay and isolation, but rather promoted
socialization through multiplayer games.
• Dependency
 Too much game time can negatively impact student
achievement.

 Too much game time takes away from studying,
reading, and reflecting.
• Aggressiveness
 Violent games can lead to aggressiveness mainly for boys

 Violent games are less likely to cause aggressiveness
in girls.

 Other variables such as socioeconomics and parental
monitoring may play a factor in aggressiveness
Brain-based Learning

• Video games can foster brain-based learning

• appeases the new way of thinking or brain
  development of the digital native

• Highly engaged activities such as video games
  promotes neuroplasticity causing the brain to
  reorganize itself and promote higher-order thinking.
• Key stages in human learning development may be
  an opportunity to take advantage of video games as
  a learning tool

• Myelinisation is a component of brain development
  and is influenced by learning and experience

• This is an important component in learning response
  and efficiency to environmental change
• Appropriately designed video games promotes
  attributes associated with neuroplasticity.

• Video games involving problem solving and real
  world scenarios encourage higher order thinking.
Academic Achievement

• seems to have positive implications

• appropriately designed video games may foster
  student achievement

• problem solving, fact/recall processes, cognitive,
  metacognitive, motor and spatial skills, and
  collaboration are some of the positive effects
  associated with a well-designed game
• Connections made between informal learning
  through video games to formal learning in the
  classroom

• Positive changes in the students’ attitudes, self-
  confidence and self-efficiency
Conclusion
 • Video games can motivate and have a positive
   impact on students given the following criteria:
 they are designed properly

 Given sufficient time to play

 Meets the abilities of the students

 Integrated with curriculum and classroom activities

 Monitored by parents and teachers
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The negative and positive impacts of video games2

  • 1. The Negative and Positive Impacts of Video Games on Student Development A Literature Review Presented by Brad Gibbons
  • 2. Rationale • Connecting with the Digital Native • Understanding Video Games • Impact of Games on Students • Implementation, Design and Monitoring of Video Games
  • 3. Connecting with the Digital Student • Stereotyped as having poor attention spans • They have a relationship to knowledge gathering which is alien to their parents and teachers • different style of learning due to evolving technology causing the brain to reorganize itself and unfold new cognitive skills – this phenomenon is referred to as “Neuroplasticity”
  • 4. • Green & Hannon (2007, p. 25) suggest: recognise and value the learning that goes on outside the classroom support this learning by providing a space to reflect on it develop it so students can recognise and transfer those skills in new situations and contexts
  • 5. • The Institute of Research Learning (2000) indicate the individual learns 20 percent formally and 80 percent informally • Andreatos (2007), the informal information students gather from virtual communities (VC) concerning practical subject matter may possibly be superior to traditional and academic sources such as books
  • 6. • The PEW Internet Research Project 2008 findings indicate: 97% of teens play video games three-quarters of teens play games with others 35% of girls and 65% of boys are daily gamers
  • 7. Understanding Video Games • Form of entertainment • It is multifunction interactive media tool • Educational Software is “Edutainment”
  • 8. What is a Video Game? • Computer type of device and input devices • Designed for one or more players • Contains elements of rules, goals, challenges, mystery, curiosity, co mpetition, skill and/or conflict • A wide assortment of genres and mixed genres
  • 9. • Types of game genres include: Multi-user Virtual Environment (MUVE) Virtual communities VC Virtual Learning Environment (VLE) Role playing RPG shooter games strategy games
  • 10. • Types of games include:  Educational  Consumer off-the-shelf (COTTS) • Ratings associated with COTTS include: Early childhood Everyone Teen Mature Adult subject content
  • 11. Impact of Video Games on Students • There are several areas where Video Games may have an impact on students which include: Motivation Collaboration Behaviour Brain-based learning Academic Achievement
  • 12. Motivation • Students are unengaged by traditional teaching delivery methods • The majority of the research indicate games as a leverage for motivation for all students and helps those of lower abilities become more successful. • Motivation appears to trigger and instill confidence
  • 13. • Exergames motivated disengaged students or low self-confidence students to participate in Physical education. • Inspires students to relate their gaming experience to various subject areas • increase in self-esteem and uncertainty in certain math concepts did not detract from their enjoyment or engagement
  • 14. • Motivation factors are dependent on the following:  Sufficient time to complete game  Integrating game time with classroom and computer lab activities  Design specifically for course, student ability, and opportunities for collaboration
  • 15. Collaboration • important for students with lower prior math knowledge • 75% of middle-school students prefer to play multiplayer video games, enjoy achieving the goals together, and like teaching each other different skills.
  • 16. Behaviour • Behaviour issues that may arise from video game play include:  Social Isolation  Dependency  Aggressiveness
  • 17. • Social Isolation  Excessive game play may take students away time from other typical activities students normally engage in on a daily basis.  Hofferth’s (2010) study did not indicate any relation between gameplay and isolation, but rather promoted socialization through multiplayer games.
  • 18. • Dependency  Too much game time can negatively impact student achievement.  Too much game time takes away from studying, reading, and reflecting.
  • 19. • Aggressiveness  Violent games can lead to aggressiveness mainly for boys  Violent games are less likely to cause aggressiveness in girls.  Other variables such as socioeconomics and parental monitoring may play a factor in aggressiveness
  • 20. Brain-based Learning • Video games can foster brain-based learning • appeases the new way of thinking or brain development of the digital native • Highly engaged activities such as video games promotes neuroplasticity causing the brain to reorganize itself and promote higher-order thinking.
  • 21. • Key stages in human learning development may be an opportunity to take advantage of video games as a learning tool • Myelinisation is a component of brain development and is influenced by learning and experience • This is an important component in learning response and efficiency to environmental change
  • 22. • Appropriately designed video games promotes attributes associated with neuroplasticity. • Video games involving problem solving and real world scenarios encourage higher order thinking.
  • 23. Academic Achievement • seems to have positive implications • appropriately designed video games may foster student achievement • problem solving, fact/recall processes, cognitive, metacognitive, motor and spatial skills, and collaboration are some of the positive effects associated with a well-designed game
  • 24. • Connections made between informal learning through video games to formal learning in the classroom • Positive changes in the students’ attitudes, self- confidence and self-efficiency
  • 25. Conclusion • Video games can motivate and have a positive impact on students given the following criteria:  they are designed properly  Given sufficient time to play  Meets the abilities of the students  Integrated with curriculum and classroom activities  Monitored by parents and teachers
  • 26. References Abrams, Sandra S. (2009). A gaming frame of mind: digital contexts and academic implications. Educational Media International. 46(4), 335-347. doi:10.1080/09523980903387480 Alferink, L. & Farmer-Dougan, V. (2010). Brain-(not) Based Education: Dangers of Misunderstanding and Misapplication of Neuroscience Research. Exceptionality. 18, 42-52. DOI: 10.1080/09362830903462573 Andreatos, A. (2007). Virtual Communities and their Importance for Informal Learning. International Journal of Computers, Communications & Control. 2(1), 39-47. Available online at http://journal.univagora.ro/download/pdf/69.pdf Annetta, L., Murray, M., Gull Laird, S., Bohr, S., & Park, J. (2008). Investigating Student Attitudes Toward a Synchronous Online Graduate Course in a Multi-User Virtual Learning Environment. Journal of Technology and Teacher Education. 16(1), 5-34. Retrieved from http://www.editlib.org.qe2a-proxy.mun.ca/index.cfm?fuseaction=Reader. ViewAbstract&paper_id=21984 Barlett, C., Anderson, C., & Swing, E. (2009). Video Game Effects – Confirmed, Suspected, and Speculative: A Review of the Evidence. Simulation & Gaming. 40(3), 377-403. doi:10.1177/1046878108327539 Barnes, K., Marateo, R., and Ferris, S. (2007). Teaching and Learning with the Net Generation. Innovate Journal of Online Education. 3(4), 1-8. Available online at http://innovateonline.info /pdf/ vol3_issue4/ Teaching_and_Learning_with_the_Net _Generation.pdf Bijvank, M.N., Konijn, E., & Bushman, B. (2012). “We don`t need no education”: Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels. Journal of Adolescence. 35, 153-162. doi:10.1016/j.adolescence.2011.04.001 Bourgonjon, J., Valcke, M., Soetaert, R., de Wever, B., Schellens, T. (2011). Parental Acceptance of Game-Based Learning. Computers & Education. 57, 1434-1444. Retrieved from http://dx.doi.org.qe2a-proxy.mun.ca/10.1016/j.compedu.2010.12.012
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