[Analysis] Video Games and the Classroom by Morgann (2013)
People
like a game because it is fun, engaging, and motivational. This post analyzes a research paper about how educators can apply video games in the
classroom. Generally speaking, it is a common thought that video games
negatively affect students' academic achievements. However, the author argues
that using video games can include more benefits than we think by pointing out
four positive aspects that may contribute to longer attention span, higher
cognitive abilities, better socializing, and a healthier body. On the other hand,
she also addressed a couple of negative aspects that include the effects from
violent games and the possibility of addictive and antisocial behaviors.
However, studies showed that students who like video games prefer outdoor
activities over the video games (Rosas et al., 2003, Aguilera & Mendiz,
2003). Also, 75% of teens said that video games play an important role in
socialization (Vlasak & Ranaldo, 2012). On top of those rationale that
support using video games, the author pointed out that teachers must consider
the following: designing games meaningful to students, educational elements,
and parental support. Particularly, it is astute advice to take parental
support into account because teachers tend to miss that point. In addition, the author has argued that school districts need
to utilize versatile technology into their curriculum by claiming that
educational games will contribute to learning with the proper supervision. Also, the author posed that scrutinizing
its cost-effectiveness and training teachers about how to appropriately use
educational games should be taken into consideration. In
conclusion, as the author has strongly argued, it can be recommended to apply
educational video games since games can increase student motivation, attention,
learning, and academic skills and solve the phenomenon of
short-staffed schools under the recent economic crisis.
Margann, R. (2013).
Video Games and the Classroom: The Relevancy of Video Games in
Education Today. Journal for Computing Teachers, 10. Retrieved from http://www.iste.org/learn/publications/journals/jct
Rosas, R., Nussbaum,
M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Salinas, M.
(2003). Beyond Nintendo: Design and
assessment of educational video games for first and second grade students.
Computers & Education, 40(1), -94. Doi: 10.
/S0360-1315(02)00099-4
Vlasak, E., &
Ranaldo, M. (2012) Video games. The Exceptional
Parent (Online), 42(5),
36-38. Retrieved from
http://search.proquest.com.ezproxy.iberty.edu:048/docview/02119468
36-38. Retrieved from
http://search.proquest.com.ezproxy.iberty.edu:048/docview/02119468
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