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Paper Topic:

What Video Games have to teach us about learning and literacy

PAGE 3 TEMPLATE

Video games , aside from entertaining , has evoloved into a tool for more significant purposes . Some video games spread bad influences like violence and aggresion . However , these should not constitute the only basis for condemning and depriving it from the interested users because these issues have already existed decades before video games came . If parents want their children to view wholesome materials like books educational magazines and others , then parents should initiate a move in monitoring their children activities and orient them what materials would be considered as garbage

. The games has laid its safety net : to practice discipline and to be informative of the consequences when one gets to start playing these kind of games

Are video games good or bad ? The issue here is not so much on morality or intellectual property . Rather it is more about responsibility . Gee deals that he involves himself with video games- even the violent ones and argues that an immersive , interactive environment provides opportunities for learning . He also discusses that learning can not only be considered as something that is inside the people 's head but is also integraded with the material , social , and cultural world channeled with social and cultural practices with economic , historical , and political implications that video games provide . Also , Gee explains that people think best when they give reasons basing on the patterns they have witnessed through the real experiences they have in the modern world

With all the explanations made by Gee in the book What video games have to teach us learning and literacy , he concluded that video games are far better than our skill-and-drill classroom . Beyond academic learnings are reinforcements that can contribute to our pursuit towards the goal of education oneselves . It is undeniable that the four corners of any school are not suficient for one to learn because students are faced with the influence of the traditional and conventional learning This conventional learning includes games that may provide information that may be beyond the four corners of a classroom which allows the gamers to simulate , learn , and manage design grammars in a way that traditional teaching practices do not . These informations provided by video games make its

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players not only learn the mechanics of gameplay , but also in negotiating the terms and practices of the game 's players . Video games recreates character development associated with the identities experiences , contexts , and social relationships in designed spaces . Once one gets himself into the game , he is expected to encounter situations involving critical-thinking and effective decision-making which in one way or another enchances the players logical skills in dealing with situations that are beyond the control of the game . He is also expected to know how to navigate the game 's territory , how to solve game-specific puzzles , how to kill the "boss " at the end of the game and how to survive until the game ends . Video games involve character playing , that means the player has to consider himself /herself as the...

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