Preview

role of eduation

Good Essays
Open Document
Open Document
4544 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
role of eduation
Chapter I
THE PROBLEM: IT’S BACKGROUND Video games and computer, like many popular, entertaining and addicting kids activities, are look down upon by many parents as time-wasters, and worse, parents think that these game rot the brain. Also, violent video games are readily blamed by the media and some experts as the reason why some youth become violent or commit extreme anti-social behavior. But many scientist and psychologist find that video games actually have many benefits – the main one being making kids smart. Video games may actually teach kids high-level thinking skills that they will need in the future. With the technology of the civilization becoming more and more advance, the people demand that their entertainment become more advance as well. After a long day hard work or school, people like to come home relax and just lose their minds in meaningless entertainment, be it television or even online games. Online games provide an escape to a virtual world, where you can forget about anything that is happening in real life and just enjoy yourself, even play with your friends in a networking games. In the past, for a group of online game players to play networking games, it was necessary for them to all be together and all their computers are connected to one another. Not only were they just playing a game, they were interacting in personal level. Now with online gaming becoming a component of most every video game on the market today, it is possible for gamers to have this same action in the privacy of their home. This anonymity comes with cost however, and it is becoming increasingly common the both social aspect of gaming becomes more prevalent. After a limited amount of time playing a violent game, a player can “automatically prime aggressive thoughts”. The researchers conclude that players who has prior experience playing violent games respondent with an increased level of aggression when they encounter confrontation. (Bushman and Anderson, 2002).



Bibliography: Williamson, B., and Facer, K, (2004). More than ‘just a game’: the implications for schools of children’s computer games communities. Education, Communication, & Information. 4 (2/3) 255-270. Pillay, H. (2005). An investigation of cognitive processes engaged by recreational computer game players: implications for skills of the future. Journal of research on technology in education. 34 (3) 336-450. Kirkley, S. E. and Kirkley, J. R. (2005). Creating next generation blended learning environments using mixed reality, video games, and simulations. TechTrends. 49 (3) 42-53. Jenkins, H., Wright, W. (2005) “Buy these problems because they’re fun to solve!” Telemedium: the journal of media literacy. 52 (1 & 2) 16-19. Madison, WI: National Telemedia Council. Dickey, M. D. (2005). Engaging by design: how engagement strategies in popular video games can inform instructional design. Educational Technology Research and Development. 53 (2) 67-83. March, 2003 CERTIFICATE OF EXAMINATION PASSED; Philippines Licensure Examination for Teachers General Average: 75.00 August 27, 2007 Lic # 0955397 Permanent Teacher I June 6, 2008 – up to present SEMINAR WORKSHOP ON OVERCOMING THE PUPILS/STUDENTS ON LEAST LEARNED COMPETENCIES IN SCIENCE October 28 – 31, 2008 July 4, 2009 Jose Rizal Memorial School, Calamba City MATHEMATICS TEACHERS ' CONTINUING QUEST FOR EXCELLENCE September 26, 2009 October 27 – 29, 2010 Jose Rizal Memorial School, Calamba City 8th MATHEMATICS GENERAL ASSEMBLY “REVITALIZING MATHEMATICS EDUCATION FOR PROGRESS September 25, 2010 January 13, 2011 Bucal Elementary School, Calamba City PERSONAL DATA: Date of Birth: January 30, 1982

You May Also Find These Documents Helpful

  • Good Essays

    Video games are a controversial topic because of people´s perspective and may cause discrepancies on how they impact gamers day-to-day, and the influence they have on their live styles. However, video games dramatically alter the lives of gamers in many different ways, such as increasing their levels of concentration, development of inductive reasoning and hypothesis testing and the tendency to execute in impetuous course.…

    • 435 Words
    • 2 Pages
    Good Essays
  • Powerful Essays

    Digital Migrants Summary

    • 1593 Words
    • 7 Pages

    V. (2006). Digital game-based learning: It 's not just the digital natives who are restless. EDUCAUSE Review, 41(2), 1-16. Retrieved from http://edergbl.pbworks.com/w/file/fetch/47991237/digital%20game%20based%20learning%202006.pdf…

    • 1593 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    Trespalacios, Jesús, Barbara Chamberlin, and Rachel R. Gallagher. "How Youth Prefernces in Video Gaming Can Inform 21st Century Education." TechTrends 55.6 (2011): 49-54. Nov.-Dec. 2011. Web. May 2012.…

    • 734 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Diagnosing Chnage

    • 1452 Words
    • 6 Pages

    Simpson, E. S. (2005, Sept/Oct). Evolution in the Classroom: What Teachers Need to know about the Video Game Generation. Tech Trends, 49(5), pp. 17-22.…

    • 1452 Words
    • 6 Pages
    Powerful Essays
  • Best Essays

    Gee, James . What Video Games Have to Teach Us About Learning and Literacy. New York: Palgrave MacMillan, 2007. Print.…

    • 1305 Words
    • 6 Pages
    Best Essays
  • Powerful Essays

    Videogame Censorship

    • 3194 Words
    • 13 Pages

    Cited: Gee, James. What Video Games Have to Tell Us About Learning and Literacy. New York: Palgrave, (2001).…

    • 3194 Words
    • 13 Pages
    Powerful Essays
  • Good Essays

    Many parents think that video games are bad for kids and that they should get outside more. While this may be true at certain times, Steven Johnson proves technological advances in media make us more intelligent. Johnson talks about how much gaming has progressed with programming and graphics. In most games you have to figure out what to do in order to get to the next level or stage. It makes our minds work in order to figure out the plot of the game. The author Steven Johnson states “ Now, I have no doubt that playing today’s games does in fact improve…

    • 774 Words
    • 4 Pages
    Good Essays
  • Best Essays

    Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave/Macmillan…

    • 3631 Words
    • 15 Pages
    Best Essays
  • Better Essays

    Cited: Griffiths, Mark. “Online Video Gaming: What Should Educational Psychologists Know?” Educational Psychology in Practice. Springer: March, 2010. PDF file. 24 Feb. 2013.…

    • 1240 Words
    • 5 Pages
    Better Essays
  • Good Essays

    With the development of technology a very important technological advancement for entertainment that was developed and improved over time were video games. Video games have been a growing area and a highly developing area. With new games and consoles launched every year, video games have interested people around the globe and people of different ages. In today’s time, video games have become a way of teaching children, a way of learning through adventures games. Other genres include, action games or also known as violent games, drawing games, role-playing, simulation, strategy, racing (vehicle-stimulation) and also health games.…

    • 590 Words
    • 3 Pages
    Good Essays
  • Good Essays

    Kurt Squire, a writer for “Game Studios”, in his article “Cultural Framing of Computer/Video Games”(2002) explores the role of video game in society that proposes that video games are the next generation of media with a variety of uses. He focuses on the history of games-media and compares the platform to other media such as film and television, in order to counter arguments critical of games, then he explores the beneficial implementation of games for learning purposes by providing evidence supporting games as learning tools. Squire develops this evidence in order to persuade the audience to favor video and computer games as a “next-generation” social tool. Squire seems to intend his audience to be either business or media leaders by presenting…

    • 172 Words
    • 1 Page
    Good Essays
  • Good Essays

    Old school methods of teaching have become known as “chalk and talk” where a teacher stands in front of the chalkboard and lectures the whole period with limited time at the end of class to discuss what the students have learned. Some of these methods have become obsolete with new computer-based technology changing the educational scene continuosly yet some methods are so far kept intact. Every classroom schedule has set aside time of each day for the basic areas of study but with the thought of a new way for kids to learn maybe this too may eventually become obsolete.…

    • 1091 Words
    • 5 Pages
    Good Essays
  • Good Essays

    Learning principles found in video games have been identified as possible techniques with which to reform the U.S. education system. It has been noticed that gamers adopt an attitude while playing that is of such high concentration, they do not realize they are learning, and that if the same attitude could be adopted at school, education would enjoy significant benefits. Students are found to be "learning by doing" while playing video games while fostering creative…

    • 1166 Words
    • 5 Pages
    Good Essays
  • Better Essays

    Video Games Are Beneficial

    • 1909 Words
    • 8 Pages

    Clem, Frances and Simpson, Elizabeth. Enriched Learning with Video Stimulation Games. Connect Magazine; Mar/Apr2008, Vol. 21 Issue 4, p4-8, 5p, 1c…

    • 1909 Words
    • 8 Pages
    Better Essays
  • Satisfactory Essays

    Thesis Chapter 1

    • 484 Words
    • 2 Pages

    This study covers the insights of the 284 high school students about the common computer games and effects to the students. The survey was conducted at…

    • 484 Words
    • 2 Pages
    Satisfactory Essays