College of Arts Sciences Education and Technology
Electronics II:
A Research Proposal of the Effects of Online Gaming
Submitted By:
Taha, Jackilyn A.
Avanzado, Annabelle
Submitted To: Eng’r. Aga Madelo
Chapter 1- The title and its Background
Introduction: Over the past two decades, electronic games have become ingrained in our culture. Children’s fixation with these games initially alarmed parents and educators, but educational researchers soon questioned whether the motivation to play could be tapped and harnessed for educational purposes. However, although many claim that educational potential lies within video games, they still have not been universally been regarded as a quality learning tool. Patricia Greenfield (Mind and Media) claimed in 1984 that with increasing technology and increased research that future video games would be a vital component to the educational process. David Sheff (Video Games: A Guide for Savvy Parents) said almost the exactly same thing in 1994. Thus, it seems as if the issue of using video games for educational purposes is still not fully accepted and their implementation brings forth many concerns. It is also seen that we have constantly regarded video games as having high potential and that their use in education will be vital in the near future. However, these visions have remained the same as time has passed and the "foreseeable" goal of implementation has still yet to be reached, for we keep pushing the time line further into the future. This brings forth the question of will this push back continue as years pass or will the educational potential of video games be reached in the near future?
Video games are seen as a good learning tool because many think that they can teach children in ways that their teachers are failing by sparking their minds, stimulating their thinking, and inspiring their imagination.
Addictions to Internet games, particularly massive
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