Education as the research tool
The video game is the combination of user interface in order to generate A visual feedback on the visual output devices like Television and monitors. The video games of widely spread among the youngsters which have centred it with many negative feedbacks which includes allegations like game addiction obesity and various socializing issues. Nevertheless, every g invention has as two face or aspects of the same thing. The research have shown that at playing computer games enables more hand eye coordination in fees curiosity and nature to accept challenges in life (Engelhardt and Clark, 2015). It improves the cognitive way of thinking, reasoning and problem solving. It have also been proven to provide better results in brain development. This Learning about the brain development has helped in bring up the idea of using video games in the learning environment. The following report discusses how and do the video games have place in the learning organisation. It also shows the different learning factors where the video games order computer games have had shown positive results. The report will mainly put forward the use of video games before as the learning tools, the advantages and the disadvantages mentioned will give a proper clear view of giving video games a place in learning environment.
Since the video games, please clearly he steals the attention children and the teenager. This new proposed idea of edutainment media has created a new revolution in childhood education. With the video game Technologies in learning aids. The audio and visual effects have better impact of learning new things easily than text book learning. The technological revolution in childhood education is more likely to be accepted because just watching visuals images and graphics provide a better approach to learning. They are likely accepted by the kids since the videogames have proven to be one of the best attractions in order to maintain the learn by play approach, the video games have a major place. unfortunately , there are very less games in the market at empowered education value. According to according to some suggestive evidences (Engelhardt and Clark, 2015) it has been shown that important skills can be built it and reinforced by video games. Researches for over 20 years have proven the following facts.
- The video games can be useful for measurement the interest and the strength of the children in the field of Curriculum: the video games helps the educational organization to know the strength and weakness of the student in the curriculum field.
- Attracts the participation of students and teenager across demographic boundaries and show their interest in curriculum: educational organization to maintain a better approach to their learning aids by making the subjects more interesting through video games, since they are a part of the game, they feel more connected and involved with the curriculum.
- It helps children in setting goals providing feedback, maintaining records of behavioural change, and improving in the skills: the video games help the children to self-assess their growth by mirroring the scores while playing the games. The education organisation can keep a track of the progress through scores achieved by each student in video games(Durkin et al. 2017).
- It helps to equip children and help them in overcoming (Technophobia that can be also labelled as the fear or the anxiety of using the advance technologies): there are cases of the student’s being hesitant to use the new media. They are suffering from the anxiety of the not understanding or lack of the knowledge about the certain computer tools. The condition can be improvised using the video games. The video games will provide them with better interface to the digital media.
- It also eliminate gender imbalance (the bias gender stereotyping, biasing specific gender) in turn help them to be more competitive with themselves: the gender inferiority can be abolished since the games can be played online by anyone beyond any demographic boundaries.
- It provides the participants to experience more curiosity and interactivity with learning. The better the graphics, the better the curiosity grown in order to know about the certain topic. The video games helps in building better interaction and improvise skills to problem solving by bringing live like task in the video games.
- The video games might help in development of IT skills:
The IT skills are developed in the better way of developing the exposure of the technology to the student. The organisation using the video games as the aids have seen the students eager to know about the technology in a better manner.
The video games have been some potential disadvantage that have been noted while doing research in an educational context:
- There can be they can be cost cuttings regarding up gradation and installation of new systems that could run the video games.: the installation of new computer and video games need a high storage RAM , graphics card and processors. With the numerous computer systems in a school or the organization might face a little financial setback.
- The certainty of playing the same game help in making the judgement harder: the games need to be constantly updated. since the same game won’t let the student to know whether the student is growing or no, knowing the game will help in bringing
- The potential threats like cyber-attacks: the cyber-attacks like malware, virus, sql attacks if the game has an educational platform.
The cyber-attack can be checked by maintaining a better security to the system. The video games have a better potential advantage to the organization.
The people suffering from severe development issues live autism, dyslexia can connect through which in turn can bring them a self-calming effect. The video games provide new way of learning from pattern, speed and, story line which in turn to develop basic skill. The basic skills that could be developed by video games are language skills basic reading skills socializing skills. According to the research, the game horn was used train children with multiple handicaps (Durkin et al. 2017). The video game was also used to scan and record selection responses. The v the research proved that at the disabled children where developing special abilities, problem solving exercises and mathematical ability. Research has also proved that Computer technology we have enhanced motivation among the disable to learn new things.
Learning environment for special groups
There have been many incidences where it has been found that video games have been utilized for the social skill development in need group. These groups comprise of the adolescent people as well as children having serious lack of social development skills or have neural disorders like autism. People have surveyed over people with autism and have found that even if the autistic people cannot cope up with basic social development skills like understanding of languages, understanding difficulties in social, behavioural and emotional aspects are excelled in playing a complicated video game((Baghaei et al, 2017). It has also been analysed that excelling in these video games boosted their egos and had a self-calming effect on their conscience. The analysis also found that the graphics, patterns, storyline and the patterns described in these storylines of the video games helped in improving the basic skill development within the autistic children. The therapeutic development that these video games have provided in the basic skills of the autistic children and people with deficiency in basic social development skills could be listed as follows:
Language Skills: The playing of the video games have made the people with low or no social development skills become able of discussing and sharing of relevant information. the following directions of these videogames and understanding of the prepositions, giving the directions back to the video games, answering of the questions and understanding the visual aids and hidden messages in them to share amongst others((Mehl-Schneider,. and Steinmetz, 2015).
Basic skills of mathematics: The score counters that are displayed in the video games help the people lacking basic social skills develop relevant math skills in keeping up with the counters. It has been found that the people in discussion are good with keeping up the scores as directed in the video game score counters, thus developing the basic math skills.
Basic skills for reading: The basic displayed reading instructions that the video games instruct the players with are very well picked up even by the people with lack in coordination and they do not find it hard to follow the instructions in the video games that say “Play”, “Go”, “Stop”, “Load”, et cetera.
Social Skills: Videogames provided an interest that was popular with other children makes talking and playing together so much easier. At school, always other children share a passion for videogame play.
Video games have also found use in the utilization of improving the healthcare of the children. There are games that have been developed keeping in mind about the chronic medical conditions in kids (Petrina,et al 2017). Of all the analysed games developed for the children under medical help for their chronic conditions, ‘Packy and Marlon’ has noticed to be the best in the business. This game particularly was developed depending on the basic skills of the people with the need to improve skills of self-care and the compliance of medicine in the children and the adolescent people diagnosed with diabetes. Electronic games have also been used to enhance adolescents’ perceived the self efficiancy in the children diagnosed with diabetes((Norris, Hamer and Stamatakis, 2016). This game includes the players to assumptions of the avatar of characters that are also suffering from chronic diabetes problems and make them go through several tasks that demonstrate good habits and practices to take up when a person is going through diabetes. The storyline has been built up as a summer camp organized especially for the children with diabetes and rats and mice are the vices that have stolen all their supplies.
Videogames as a skill development tool for social need groups
There has been a research organized with the treatment of 8 to 16 year old kids with chronic diabetes and they have been put under a controlled study to check how the games provide relevant help to these children. This program has been assigned to with of a control group or a treatment institution. The participants were provided with a Super Nintendo game console which had the Packy and Marlon game pre installed in the systems for the treatment group and an entertainment videogame for the controlled group(Theng, et al., 2015). In addition to more communication with parents and improved self-care, the treatment group demonstrated a significant decrease in urgent medical visits thus proving the worth of these games in providing therapeutic treatments to the children in need of healthcare treatments.
Videogames have also proved to provide help to the children having difficulty with attention deficit disorders(Eichenbaum, Bavelier and Green 2014). These video games have found to have brain wave biofeedback that provides relevant help to the children having issues in providing affective attention to instructions or further minute details in an instruction. Biofeedback is a technology adopted by the video game developers, which helps in teaching these patients about the control of the normal involuntary body functions like heart rate. This provides real time monitoring of those responses. The computer display in these video games helps in the modulation of brain waves in the attention deficit patients so that they can modulate the brain waves and help them focus. . With enough training, changes become automatic and lead to improvements in grades, sociability, and organizational skills. Following on from research involving pilot attentiveness during long flights, a similar principle has been developed to help attention-deficit children stay focused by rewarding an attentive state of mind. This has been done by linking biofeedback to commercial videogames. In addition to this, the parents who were also the part of the program, have reported that their children have been faring better in school and it has been found that the driving factor between the cases was the focus and motivation. The video-game group showed fewer no-shows and no dropouts. The researchers do warn that the ‘wrong kinds of videogame’ may be detrimental to children with attention disorders. Thus, it can be clearly stated that the video games have proven to be helpful in this case also where the children with lack in providing attention have also been improved with constant practices.
Conclusion
The report mainly focuses on the use of the video games in the learning environment. In order to prove the point ,the report discuss the basic cases and research that has been done to prove the positive aspect of video games in learning sectors like education and health. The benefits of the learning environment can be seen in biofeedback as well as cross-referenced through different cited journals. The report mainly shows the impact of visual interface in improvising learning.
References
Baghaei, N., Casey, J., Nandigam, D., Sarrafzadeh, H. and Maddison, R., 2017. Engaging children in diabetes education through mobile games.
Durkin, K., Boyle, J., Hunter, S. and Conti-Ramsden, G., 2015. Video games for children and adolescents with special educational needs. Zeitschrift für Psychologie.
Eichenbaum, A., Bavelier, D. and Green, C.S., 2014. Video games: Play that can do serious good. American Journal of Play, 7(1), pp.50-72.
Finke, E.H., Hickerson, B. and McLaughlin, E., 2015. Parental intention to support video game play by children with autism spectrum disorder: An application of the theory of planned behavior. Language, speech, and hearing services in schools, 46(2), pp.154-165.
Gutierrez, A.Y.L. and Torres, R.M., 2015. Counting carbohydrates as an educational tool to reduce fat consumption in obese children exposed to videogames: A pilot study. International Journal of Nutrition and Metabolism, 7(3), pp.33-38.
Henkemans, O.A.B., Bierman, B.P., Janssen, J., Looije, R., Neerincx, M.A., van Dooren, M.M., de Vries, J.L., van der Burg, G.J. and Huisman, S.D., 2017. Design and evaluation of a personal robot playing a self-management education game with children with diabetes type 1. International Journal of Human-Computer Studies, 106, pp.63-76.
Institute of Digital Media and Child Development Working Group on Games for Health, Baranowski, T., Blumberg, F., Buday, R., DeSmet, A., Fiellin, L.E., Green, C.S., Kato, P.M., Lu, A.S., Maloney, A.E. and Mellecker, R., 2016. Games for health for children—Current status and needed research. Games for health journal, 5(1), pp.1-12.
Johansen, S.G., Makhlysheva, A., Årsand, E., Bradway, M. and Hartvigsen, G., 2016. Designing motivational and educational diabetes video games involving children as a creative resource. Diabetes Technology Therapeutics, 18.
Ledoux, T., Griffith, M., Thompson, D., Nguyen, N., Watson, K., Baranowski, J., Buday, R., Abdelsamad, D. and Baranowski, T., 2016. An educational video game for nutrition of young people: Theory and design. Simulation & gaming, 47(4), pp.490-516.
Malinverni, L., Mora-Guiard, J., Padillo, V., Valero, L., Hervás, A. and Pares, N., 2017. An inclusive design approach for developing video games for children with Autism Spectrum Disorder. Computers in Human Behavior, 71, pp.535-549.
Mazurek, M.O., Engelhardt, C.R. and Clark, K.E., 2015. Video games from the perspective of adults with autism spectrum disorder. Computers in Human Behavior, 51, pp.122-130.
Mehl-Schneider, T. and Steinmetz, S., 2015. Video games as a form of therapeutic intervention for children with autism spectrum disorders. In Gamification: Concepts, Methodologies, Tools, and Applications (pp. 1224-1238). IGI Global.
Norris, E., Hamer, M. and Stamatakis, E., 2016. Active video games in schools and effects on physical activity and health: a systematic review. The Journal of pediatrics, 172, pp.40-46.
Petrina, N., Carter, M., Stephenson, J. and Sweller, N., 2017. Friendship satisfaction in children with autism spectrum disorder and nominated friends. Journal of autism and developmental disorders, 47(2), pp.384-392.
Theng, Y.L., Lee, J.W., Patinadan, P.V. and Foo, S.S., 2015. The use of videogames, gamification, and virtual environments in the self-management of diabetes: a systematic review of evidence. Games for health journal, 4(5), pp.352-361.