Video games should be used to assist with education. While video games are often not considered valid as educational resources, there is no question that they have a unique ability to engage children and teenagers. This means that they can be used to improve education, and there are a number of ways in which this can be done.
Video games have merit as educational tools. They are interactive, which engages young children in a way that passive learning cannot. Games mimic how young children learn about the world because of this interactivity.
In one study on the use of games in 1st and 2nd grades, it was found that games can help improve students' learning of math, reading comprehension and spelling. There is increased motivation for the students because of the game situation, and there were improvements in classroom dynamics as well. This indicates that for younger students in particular, games are…...
mlaReferences
Dickey, M. (2005). Engaging by design: How engagement strategies in popular computer and video games can inform instructional design. Educational Technology, Research and Development. Vol. 53 (2) 67-83.
Gee, J. (2003). What video games have to teach us about learning and literacy. ACM Computers in Entertainment. Vol. 1 (1) 1-4.
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Grau, V., Lagos, F., Lopez, X., Lopez, V., Rodriguez, P. & Salinas, M. (2003). Beyond Nintendo: Design and assessment of educational video games for first and second grade students. Computers & Education. Vol. 40 (2003) 71-94.
Squire, K. (2005). Changing the game: What happens when video games enter the classroom? Journal of Online Education Vol. 1 (6)
Video games wall days. I, admit, killing, abuse women, utter destruction amazing. But ? After, people buy . But games played children. As introduction, Call Duty 2: Black Ops Parcheesi, games involve things varying degrees unpleasantness opponent's game pieces; Parcheesi pieces seldom deliver realistic- innards game board, thing.
The effect of violence in video games
There is presently much controversy regarding video games and the effect that they have on people, given that numerous parents have reported that their children started putting across violent behavior as a result of playing certain video games. Considering that both demand and offer of video games involving exaggerated violence are constantly increasing, it is only natural for parents and video game designers to consider the effects that such games can have on vulnerable individuals. ith technology having experienced a rapid advance during the recent years, simulated violence in video games has reached new levels and gamers…...
mlaWorks cited:
Silverfarb, B. "Supreme Court to hear ultra-violent video game case," Retrieved May 17, 2011, from The Daily Journal Website: http://www.smdailyjournal.com/article_preview.php?id=144737
Takahashi, D. "Opponents make their case on violent video games before the Supreme Court," Retrieved May 17, 2011, from the Venture Beat Website: http://venturebeat.com/2010/11/02/opponents-make-their-case-on-violent-video-games-before-the-supreme-court/
Waddington, D.I. "Locating the wrongness in ultra-violent video games," Ethics and Information Technology, Volume 9, Number 2, 121-128, DOI: 10.1007/s10676-006-9126-y
The second way is that individuals, specifically children can become desensitized to violence. This is because, daily exposure to violence may make one lose their emotional impact on them. Apparently, when one becomes emotionally numb, it becomes easier for them to engage in violence (Harding).
The General Aggression Model
This is a model that attempts to explain both the development of aggression an individual differences in susceptibility to the influence of video games that are violent, (Kooijmans). This model operates on the theory that both situational and person logical variables interact to affect a person's internal state that comprises of cognition or thoughts, affects or feelings and arousal or physical. These aspects influence each other and they all affect a person's interpretation of an act that is aggressive. Once the brain completes its interpretation, a process for making decisions starts taking place. This model states that violent video games have long-term…...
mlaWorks cited
Anderson, C.A., & Dill, K.E. "Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life." Journal of Personality and Social Psychology 78.3 (2000): 772-790.
Ballard, M.E., & Weist, J.R. "Mortal Kombat: the effects of violent video game play on males' hostility and cardiovascular responding," Journal of Applied Social Psychology 26.8 (1966): 717-730.
Carnagey, Nicholas L., Craig, Anderson a. And Brad, Bushman J. "The effect of video game violence on physiological desensitization to real-life violence" Journal of Experimental Social Psychology 43.4 (2007): 489 -- 496.
Cesarone, Bernard. Video Games and Children. 22 Jan. 2003. 18 May, 2010.
Robert thought that this was actually very cool. He liked the idea of picking all of his favorite characters from all of his favorite games and making up his own new game. That would be so cool. And then he could make all of the characters do exactly what he wanted them to do. Like the Viking Warrior standing in his room. He could take out his laser sabre and just blow her away. Just blast her. Watch her head just explode and her brains drip down the walls. Wouldn't that be cool.
Even though the person in his room still looked like a Viking Warrior -- although his friends and he called them something a lot less polite than that -- he figured out that it was his mother. He staggered out of bed and gave her a hug. He really liked his mom. She was nice and smart and…...
Methodology
The methodology that will be employed in this study will be a desk survey of existing studies. The data complied by the studies will be analyzed, as will be the processes and methodology used in those studies. The data compilation and yield will be discussed in comparison between studies, and an attempt will be made to take the information and use it in an overall presentation that shows that the data yields produced the same outcomes, demonstrating and supporting the hypothesis of this study.
There is no need to develop tables and perform experiments when previous studies have done that, and the information that exists is pertinent to the hypothesis of this study. What does need to occur in gathering the data from other sources, is that that data needs to be coordinated and presented together here in a way that the results are more visually comparable. It should, then, be…...
mlaReferences
Dietz, T.L. (1998). An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior. Sex Roles: A Journal of Research, 38(5-6), 425+. Retrieved November 29, 2007, from Questia database: http://www.questia.com/PM.qst?a=o&d=5001342230
Gillespie, T. (2000, Summer). Violence, Games & Art. Technos: Quarterly for Education and Technology, 9, 16. Retrieved November 29, 2007, from Questia database: http://www.questia.com/PM.qst?a=o&d=5002362726
Heckel, R.V., & Shumaker, D.M. (2001). Children Who Murder: A Psychological Perspective. Westport, CT: Praeger. Retrieved November 29, 2007, from Questia database: http://www.questia.com/PM.qst?a=o&d=101018967
Herzfeld, N. (2004, May 4). Video Shootout: The Games Kids Play. The Christian Century, 121, 22+. Retrieved November 29, 2007, from Questia database: http://www.questia.com/PM.qst?a=o&d=5006860992
inning a game activates a cerebral reward center, in a way that 'teaches' players to be violent in a Pavlovian way, so the players associate acting violently with gaining a reward. This thesis has been supported by recent MRI scanning research examining the brains of children who have just played violent video games: "A new study employing state-of-the-art brain-scanning technology…say that brain scans of kids who played a violent video game showed an increase in emotional arousal -- and a corresponding decrease of activity in brain areas involved in self-control, inhibition and attention" (Kalning 2006). Rather than enhancing the types of personality traits that are desirable in a harmonious society, video games numb the qualities that make us social animals.
Advocates of video games, however, note that the games have been used in positive ways: "Several studies cited by the ESA [Entertainment Software Association] point to games' potential benefits for…...
mlaWorks Cited
Kalning, K. "Does game violence make teens aggressive?" MSNBC.2006. September 9, 2009.
http://www.msnbc.msn.com/id/16099971/
Walsh, David. Video Game Violence and Public Policy. National Institute on Media and the Family. 2001. September 9, 2009.
http://culturalpolicy.uchicago.edu/conf2001/papers/walsh.html
It would seem that on the basis of the causation rationale that age restrictions on violent video game content is no more logically justified than other types of overly broad restrictions (Olson, 2004).
In the 1950s, several instances occurred where young children watching the original Superman television series fell to their deaths after trying to emulate the star character's leaping takeoff from high-rise building windows. The series was not cancelled or changed to an adult time slot; instead, public service announcements were produced using George eeves, in character and costume as Superman, expressly warn children not to try to emulate their hero. That approach solved the problem of inappropriate and dangerous behavioral emulation among children too young to distinguish entertainment from reality.
Much more recently, movie theaters began restricting entrance to movies with violent content or expressly sexual themes and imagery based on age; however, those restrictions are flexible enough to…...
mlaReferences
American Academy of Pediatrics (AAP) "Media Violence" Pediatrics Vol 108.5
(2001): 1222-1227.
Olson CK. "Media Violence Research and Youth Violence Data: Why Do They
Conflict? Academic Psychiatry Vol 28 (2004):144-150.
"
How much of an influence do violent video games have in terms of making young people aggressive? An article in the scholarly journal Aggressive Behavior (Barlett, et al., 2007) (titled "Longer You Play, the More Hostile You Feel: Examination of First Person Shooter Video Games and Aggression During video Game Play") states that 70% of college students are "avid" video game players. Also, video game sales are "steadily increasing, reaching 2.9 billion dollars in 2004" (Barlett, p. 486). The most frequently rented games are violent, very often including sexual themes, the article states. Moreover there is frequently a great deal of "blood and gore" associated with these games, and adolescent children prefer violent video games to more mellow or sports-related games. Add to that the fact that video games are becoming much more realistic, some are in 3-Dimensional formats, and they have "an addictive quality," Barlett writes.
And so this is…...
mlaWorks Cited
Barlett, Christopher P., Harris, Richard J., & Baldassaro, Ross. (2007). Longer You Play, the More Hostile You Feel: Examination of First Person Shooter Video Games and Aggression During Video Game Play. Aggressive Behavior, volume 33, 486-497.
Fehd, Amanda. (2008). Video game sales up 37% to $1.12B in May. USA Today.
Retrieved December 4, 2008, at http://www.usatoday.com .
Godinez, Victor. (2008). Thriving video game industry hits right buttons in troubled
Video Games, Violence and Aggression
The Effect of Video Games on Violence and Aggression
Numerous arguments over video games primarily center on topics such as sexism, nudity, racial profiling, sex and criminal behavior as well as other provocative material. Many conflicting results have been brought out of research and study of the relation between video games and its assumed effects of violence and aggressive behavior. Here, aggression is defined as behavior intended to harm another individual who is motivated to avoid that harm. Emotion, effect, or aggressive thought, plan or wish are not included .This means it includes attempts to harm regardless of if the harm was committed or not. Violence on the other hand is refers to extreme forms of aggression, such as assault and murder. In essence, all violence is aggression but the reverse is not true.
Literature Review
According to Anderson & Ford, 1986, Ballard & Wiest 1995, playing violent video…...
Dopamine is a pleasure inducing chemical that is secreted whenever an individual engages his/her mind in the playing f video games. The New brain research that was conducted years back (artholow,
ushman & Sestir, 2006) was the first to show that the playing of violent video games results in bad health of the players. The emphatic responses of the brain to the simulation of certain real-life violence such as shooting with a gun and bombing are also elicited. It was also explained by Walsh (2004, 2006). That the exposure of a teenaged brain to video games results in certain violent long-term effects.
In Steven Johnson's book, Everything ad Is Good for You, he argues that video games in fact demand far more from a player than traditional games like Monopoly. To experience the game, the player must first determine the objectives, as well as how to complete them. They must then…...
mlaBibliography
Beckett, K.L., & Shaffer, D.W. (2004). Augmented by reality: The pedagogical praxis of urban planning as a pathway to ecological thinking. Under review by Journal of Educational
Computing Research.
Braun, C. & Giroux, J. (1989). Arcade video games: Proxemic, cognitive and content analyses. Journal of Leisure Research, 21, 92-105.
Dill, K.E., Gentile, D.A., Richter, W.A., & Dill, J.C. (2005). Violence, sex, race and age in popular video games: A content analysis. In E. Cole & J. Henderson Daniel
" (Eagleheart, 2000) Eagleheart (2002) notes that violence does constitute a primary concern for children, particularly in schools. ather than contributing video games as a cause of violence in children, she encourages educators and others to look deeper and consider that violene has goals; that the particular goal will depend on the individual.
At times, goals of violence may be evident, conscious choices from a child is playing now wants. Other times, goals may not be evident nor conscious. Possible examples of goal from violence, Eagleheart (2002) suggests, include but are not limited to:
child's need to try to secure power and control;
child's expression of painful emotions (anger, fear, despair) that he/she may be experiencing;
child's method of protecting him/her;
child reenacting and experience to try to obtain a different result;
child displaying behavior but he/she learned from others.
Trouble? America's youth, particularly boys, are in trouble. According to Conderman, Heimerl and Ketterhagen (2001), the most…...
mlaReferences www.questia.com/PM.qst?a=o&d=5005820977
Amendola, a.M., & Scozzie, S. (2004). Promising Strategies for Reducing Violence. Reclaiming Children and Youth, 13(1), 51+. Retrieved October 5, 2007, from Questia database: www.questia.com/PM.qst?a=o&d=5006659851http://www.questia.com/PM.qst?a=o&d=5005820977
Aspy, C.B., Oman, R.F., Vesely, S.K., Mcleroy, K., Rodine, S., & Marshall, L. (2004). Adolescent Violence: The Protective Effects of Youth Assets. Journal of Counseling and Development, 82(3), 268+. Retrieved October 5, 2007, from Questia database: www.questia.com/PM.qst?a=o&d=5001861394http://www.questia.com/PM.qst?a=o&d=5006659851
Borzekowski, D.L., & Robinson, T.N. (1999). Viewing the Viewers: Ten Video Cases of Children's Television Viewing Behaviors. Journal of Broadcasting & Electronic Media, 43(4), 506. Retrieved October 5, 2007, from Questia database: http://www.questia.com/PM.qst?a=o&d=5001861394
The Columbia World of Quotations. (1996). New York: Columbia University Press. Retrieved October 6, 2007, from www.bartleby.com/66 / www.questia.com/PM.qst?a=o&d=5000928576
Behavioral and Cognitive Consciousness and Cognitive Behavior Treatment
Prelude
In this modern era, technology has made us its slave. Life has never been this flexible and convenient bringing efficiency and speed too. The technology has certainly altered our methods of communication, socializing, entertainment and maybe the way we behave. In this research paper, both popular sources and scholarly sources will be employed to discuss the possible effects of video gaming on youth. The evidence is irrefutable while the popular opinion is different and favors gaming. Video games are alleged to cause violent behavior while society believes that different factors are at play.
Video games appeared in the entertainment industry 65 years ago. It was a simple 'Cathode ray tube amusement device' completely changed the way gamers play games today. There are multiple gaming platforms. These platforms are diverse ranging from computers, video game consoles, smart phones and arcade games which host these video…...
mlaReferences
Clock, Cheryl. Video games & violence . 25 Oct 2010.
Craig A. Anderson, Brad J. Bushman. Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature. 11 Dec 2011.
Craig A. Anderson, Nicholas L. Carnagey. Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? 4 May 2009.
Darrall, Stephanie. Violent video games DO make people more aggressive. 27 Nov 2011. 2 Jan 2012.Christopher J. Ferguson, John Colwell, Boris Mlac-ic, Goran Milas. Personality and media influences on violence and depression in a cross-national. 1 Feb 2011.
, 2000). Specifically, the fact that video games portray extremely violent actions without a human cost can lessen a person's natural response (including empathy) in addition to promoting reckless conduct in real life.
It is not necessarily that teenagers consciously believe they can "do" what they see in the games the way children sometimes come to believe that they can fly. But they may absorb unconscious images that inhibit their ability to anticipate real-life consequences of certain choices and behaviors (ilson, Smith, Potter, et al., 2002). According to the Joint Statement on the Impact of Entertainment Violence on Children presented to the Congressional Public Health Summit July 26, 2000 by several very prominent pediatricians and child psychologists:
"At this time, well over 1000 studies - including reports from the Surgeon
General's office, the National Institute of Mental Health, and numerous studies conducted by leading figures within our medical and public health organizations
- our…...
mlaWorks Cited
American Academy of Pediatrics (AAP) "Media Violence" Pediatrics 108.5: 1222(5)
(2001).
Buchanan, Alice M., Gentile, Douglas A., Nelson, Daniel A., Walsh, David A., Hensel,
James, A. "What Goes In Must Come Out: Children's Media Violence
-Onge, Keller, and Heymsfield, children are spending a lot of their time performing a wide range of sedentary activities including but not limited to playing computer games and watching television (qtd. In Stern and Kazaks 97). Lack of physical exercises has been identified as one of the contributing factors to obesity. It therefore follows that sedentary video game activities effectively increase a child's chances of being obese.
Dissenting Views
In seeking to offer a balanced view of the issue at hand, it would be prudent for me to take into consideration the other side of the debate. To begin with, one of the arguments that has been fronted in an attempt to deny any link between crime and violent video games claims that studies seeking to prove the said link are out to use video games as a scapegoat (Gaines and Miller 60). In the opinion of the authors, this argument or…...
mlaWorks Cited
Bidgoli, Hossein, ed. The Internet Encyclopedia: Volume 2. Hoboken, New Jersey: John Wiley & Sons, 2003. Print.
Gaines, Larry K. And Roger LeRoy Miller. Criminal Justice in Action. 7th ed. Belmont, CA: Cengage Learning, 2012. Print.
Stern, Judith S. And Alexandra Kazaks. Obesity. Santa Barbara, California: ABC -- CLIO, 2009. Print.
To the extent that it is important for the general public to appreciate the serious consequences of military conflict, exposure to thee games, especially among young people who are so impressionable, may be contrary to the interests of society in principle.
Community Response to Military-Sponsored Video Game Centers
The connection between computer-based video games and real-world knowledge about military weapons systems and tactical combat operations has not been overlooked by the U.S. military either. Various state and local laws strictly prohibit military recruiters from approaching individuals under the age of 17. Partly to get around these restrictions, the U.S. military has established video gaming centers in several states where middle school-age students and high school-age students can play the latest computer-based video games for free. These centers are festooned with military-oriented artwork and memorabilia and staffed by military personnel in civilian clothes who do not approach underage players. Nevertheless, critics of…...
1. The prevalence of theft in schools and its impact on students and staff
2. The role of technology in preventing and addressing theft in schools
3. The psychological effects of being a victim of theft in a school environment
4. Strategies for promoting a culture of honesty and accountability in schools to reduce theft
5. The consequences of theft in schools on academic performance and school culture
6. The relationship between socioeconomic factors and theft in schools
7. Investigating the reasons behind why students steal in schools
8. The effectiveness of disciplinary measures in deterring theft in schools
9. The role of parents and the community in....
Sure, here are a few essay topics on the subject of Pembunuhan (murder):
1. The psychology of a murderer: exploring the mindset and motivations behind committing murder.
2. The impact of media portrayal on public perception of murder cases.
3. The role of gender and society in shaping perceptions of murderers and their crimes.
4. The legal and ethical considerations surrounding the death penalty in murder cases.
5. Investigating the prevalence of serial killers in modern society.
6. The portrayal of murder in literature and its impact on cultural attitudes towards violence.
7. The influence of mental illness and personality disorders on the likelihood of committing murder.
8.....
Original Thesis Statement:
Benefits of Technology in All Fields
Revised Thesis Statement:
Technology's Ubiquitous Impact: Transforming Industries and Empowering Human Endeavors
Technology's pervasive influence has revolutionized all fields, offering unparalleled benefits that enhance our lives, drive innovation, and improve societal well-being. Its transformative effects are evident in every aspect of modern society, from healthcare to education, business to entertainment, and beyond.
Empowerment through Automation and Efficiency:
Technology has automated countless tasks, freeing up human time and resources for more complex and meaningful endeavors. From automated manufacturing and data processing to virtual assistants and self-driving cars, technology has significantly reduced the burden of manual labor and increased....
Technology has had a significant impact on the culture of Japan. The country is known for its embrace of cutting-edge technology, which has influenced many aspects of daily life and society. From the use of high-speed trains and advanced robotics to the popularity of video games and anime, technology has become deeply intertwined with Japanese culture.
The widespread use of smartphones and social media has changed the way people communicate and interact with each other. Traditional customs such as sending handwritten letters have been replaced by emails and instant messaging. Additionally, social media platforms like LINE and Twitter have become popular....
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