Blog 1: Is there more to online games than fun?
To play a game is to engage in activity directed toward bringing about a specific state of affairs, using only means permitted by specific rules – (Bernard Suits). As technology in the modern era becomes increasingly more prominent in day to day activity, the question arises is there more to online games than fun? A study was conducted in the UK 2002 by BECTA that found ‘’ the over-riding appeal of the games in lessons was the way in which learning opportunities and skills were presented in the context of a situation attractive to young people.’’ An online game such as Sims allows learners to build and furnish their own houses. This was seen to be very effective in children’s learning skills about building, design and money usage. Other advantages of online games being fun yet educational are that pupils receive immediate feedback on their answers (for example Mathletics), improvement in hand-eye coordination and encouraging experimentation in a safe ‘’virtual’’ environment. As online games show many promising attribution in helping further educate generations to come, we must take into consideration the negative aspects of online games. Online games have the potential to affect children’s physical health. If children are spending more and more time on the computer rather than outdoors playing sport or ''hanging out'' with friends it can contribute to the growing rates of obesity and major health issues such as depression and anxiety from lack of interaction with other people.
In conclusion online games are more than fun; they serve a purpose to further help educate children in and outside the classroom. Usage on the computer must be monitored by either educators or parents to ensure that children are still interacting face to face with people to improve social skills and spending time outdoors to sustain physical health.
John Kirriemuir Ceangal (2002) The relevance of video games and gaming consoles to the Higher and Further Education learning experience. 23rd April 2002 v 2.12
What Is a Game?: Philosophy of Science: Vol 34, No 2
In conclusion online games are more than fun; they serve a purpose to further help educate children in and outside the classroom. Usage on the computer must be monitored by either educators or parents to ensure that children are still interacting face to face with people to improve social skills and spending time outdoors to sustain physical health.
John Kirriemuir Ceangal (2002) The relevance of video games and gaming consoles to the Higher and Further Education learning experience. 23rd April 2002 v 2.12
What Is a Game?: Philosophy of Science: Vol 34, No 2
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ReplyDeleteHi Emma,
ReplyDeletewhat an interesting post. The blog looks great and you should be proud of your efforts. You have a good understanding of this topic, though it would be interesting to hear of the positive and negative social effects of learning with games. If you are a teacher using games in the classroom, what should you be mindful of?
A few other things to improve your writing of posts...
-quotes have QUOTATIONS marks around them, such as your first sentence should have
-a citation either features author's surname, initial and the year {Smith-Pill, G., 2017}
-use paragraphs to keep the interesting points apart
-if you use 'BECTA', explain why the initials mean
-'In conclusion' will always be followed by a comma...Eg; 'In conclusion,..."