Blog 5: Improving previous Blog 1 - Is there more to online games then fun?
‘’To play a game is to
engage in activity directed towards bringing about a specific state of an
affairs, using only means permitted by specific rules’’ (Suits. B 2014). The
online gaming world is forever developing and expanding. It is becoming
more common for society to download an app to play a game rather than buying
one from a retail outlet. It is from the use of technology devices
such as iPhones and iPads that have made this all possible. With the
click of a bottom you could can find yourself completely hooked on game. ‘’Over
half a billion people have downloaded Candy Crush in the last year’’ (Eli
Hodapp 2013) As computers and internet use become a staple of everyday life,
the question arises is there more to online games then fun?
Online games are
rapidly becoming a part of the Australian culture. With many classroom
Educators now using online games such as Mathletics and cool maths for kids to
help children improve their literacy and mathematical skills.
Educators in the
classroom need to be aware of the ethical issues that surround online games and
how to protect and prevent children from the online world. Ethical issues that
teachers need to be aware of in the classroom can include cheating, over usage and
how suitable the game is for the children. If Educators are unaware of the
types of games children are playing in the classroom it can leave them in a vulnerable
position to be held accountable for the repercussions. This may include unhappy
parents, staff and the Education department from the children being exposed to unsafe content.
A study conducted in the
UK 2002 by the British Educational Communications and Technology Agency (BECTA)
found that ‘’ the over-riding appeal of the online games in lessons was the way
in which learning opportunities and skills were presented in the context of a
situation attractive to young people’’. Online games in classrooms are becoming
a staple pf the 20th century, with many online computer games improving students
hand eye coordination, attention span and concentration, enhances memory and
creates healthy competition. Computer games provide children with different
learning methods that might be more suitable for their needs. A computer game
that I remember growing up playing was Mathletics. Mathletics
provides feedback straight away and healthy competition for all students to vs
people from all over the world.
Although there are many positive
attributions to online games being more than just fun, they are many downfalls.
Children’s social and physical needs may be compromised when playing online
computer games. If children are spending more time online rather than outside
playing in the park and contributing in sporting teams there has
the possible side effect of increased obesity. ‘’In 2007-08, one quarter of all
Australian children aged 5-17 years, were overweight or obese. Up four
percentage points from 1995’’ (Australian Bureau of Statistics)
Online games can be beneficial
for children in the classroom. They represent a different approach to teaching,
providing many great opportunities for students to work in groups or individually.
Online games can pose a risk to children being exposed to unethical issues corners and unwanted
internet trolls. However if usage on the computer is monitored by either
Educators or parents ensuring that all children are being internet savvy and
still having a balanced lifestyle by actively participating in the community.
http://abs.gov.au/AUSSTATS/abs@.nsf/Lookup/4102.0Main+Features20Sep+2009
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
What Is a Game?: Philosophy of Science: Vol 34, No 2
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