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The Educational Potential Of Video Games

748 words | 3 page(s)

Introduction
 I. Attention. Today video games gain more and more importance in our society. Being an excellent source of entertainment, these are regularly played in 67 percent of American households. The average gamer spends playing approximately 8 hours per week (ESRB, 2014). The potential negative and positive effects of video games on the well-being of children and teenagers have become the matter of heated debate and numerous controversies, since about a quarter of all gamers are minors.
II. Credibility statement. Opponents of video games claim that these are hazardous and useless waste of time, filled with violence, stereotypes and encouraging anti-social behavior. However, I do not share this opinion. I believe that video games can be beneficial in many ways. Being goal-driven experiences, these are fundamental for learning and education. Video games represent a workout for the brain, invoking high level and abstract thinking, thus stimulating an individual to develop intellectually and socially.

Body
I. Main point. Additionally to their entertainment value, video games possess a great positive potential for education, having a capacity to engage children and teenagers in learning experiences. Evidence received from studies suggests that numerous important skills may be built or reinforced through video games.

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A. Intellectual development. According to Demarest (2000) visual patterns, storyline and speed in videogames help children develop basic language, mathematics and reading skills.
Language skills are developed through sharing and discussing, following and giving directions, answering questions and having a conversation topic supported by visual aids.
Mathematics skills are trained as children learn to deal with the score counters in the process of a videogame.
Reading skills are reinforced through character dialogue comprehension.
Visualization ability is developed through mental rotating and manipulating objects in two or three dimensions.
Widening one’s outlook and enriching vocabulary is possible through games containing important information about historical events. A child can learn about Greek and Roman mythology, ancient Egyptian civilizations, the rule of Julius Creaser with the help of video games.
Another study concluded in the UK has found out that adventure and simulation games are able to develop children’s planning, memorization, strategic and critical thinking skills (BBC News, 2002).

B. Social skills development. There exists an opinion that in the majority of cases gamers are introverts not able to communicate outside the game. However, it can be quite the opposite.
Video games are able to provide interest shared by numerous children, facilitating conversation and play. In every school there is a group of children who share a common passion for video games.
Online video games often offer the function of massive multiplayer, allowing participants to communicate with each other from every part of the world and thus reinforcing communication skills of the players.

II. Audience Involvement. Taking into account the increasing popularity of video games, most of the families in the United States are or will be affected by these in the nearest future.
A. It is important that we continue to develop and use the benefits offered by video games, while remembering of possible negative effects in case the content of the game is not prosocial.
B. Today the major portion of games are violent. It is important to limit the impact of violent games on children and teens through controlling the purpose and, as well as the amount of time kids spend playing.

IV. Satisfaction or solution. There are several criteria to be evaluated when choosing a video game.
A. The game’s objective should be clear both to the child (teenager) and the evaluator (parent, teacher).
B. It is important to remember that games are developed for a range of ages and choose those with the age appropriate content. This means that the participant should understand the rules of the game and have enough skills to comply with its motor aspects.
C. Games demonstrating excessive violence, antisocial behavior or rude language should be excluded.

Conclusion.
Main points restated: If chosen and used correctly, video games may serve educational, intellectual and social development of children and teenagers.  
Clincher: I am asking you to bear this facts in mind when choosing videogames for you, your friends or family. As long as one follows several simple rules, benefiting from video games is easy.

    References
  • BBC News,. (2002). Video games ‘stimulate learning’. News.bbc.co.uk. Retrieved 9 December 2014, from http://news.bbc.co.uk
  • Demarest, K. (2000). Video Games – What Are They Good For?. Lessontutor.com. Retrieved 9 December 2014, from http://www.lessontutor.com
  • Entertainment Software Rating Board. (2014). Video Game Industry Statistics. Esrb.org. Retrieved 9 December 2014, from http://www.esrb.org

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