Thursday, August 29, 2019
A Research Proposal of the Effects of Online Gaming
However, although many claim that educational potential lies within video games, they still have not been universally been regarded as a quality learning tool. Patricia Greenfield (Mind and Media) claimed in 1984 that with increasing technology and increased research that future video games would be a vital component to the educational process. David Sheff (Video Games: A Guide for Savvy Parents) said almost the exactly same thing in 1994. Thus, it seems as if the issue of using video games for educational purposes is still not fully accepted and their implementation brings forth many concerns.It is also seen that we have constantly regarded video games as having high potential and that their use in education will be vital in the near future. However, these visions have remained the same as time has passed and the foreseeable goal of implementation has still yet to be reached, for we keep pushing the time line further into the future. This brings forth the question of will this push back continue as years pass or will the educational potential of video games be reached in the near future?Video games are seen as a good learning tool because many think that they can teach children in ways that their teachers are failing by sparking their minds, stimulating their thinking, and inspiring their imagination. Addictions to Internet games, particularly massive multiplayer online role-play games (MMORPGS), have emerged as a threat to public healthââ¬âa new epidemic. Although they pose no direct physical danger, they take a toll on the mental well being of players. This disease is as equally debilitating as an addiction to drugs or alcohol.Consequently, addictions to these games have ruined lives as they disrupt family life, distract students, and compromise jobs. Although some video games provide benefits to society, when used as a tool to engage children in the classroom, or train soldiers on urban warfare, the posit ive impact of these programs are negated as soon as one considers the potential damages. Proper use of games requires the responsibility of the gamers and the marketers. Software developers should reveal the potential dangers associated with the games, like how the games have a possible addictive nature.Perhaps these programs need to have labels that warn of possible health consequences. The labels would be similar to the labels that law requires tobacco companies to place on their cigarettes. Public awareness should encourage members of society to be aware of the personal consequences of excessive gaming Conceptual Framework: To conduct a research to test the in observing them of the effects of online gaming in students. Statement of the problem: This study aims to know the effects of online gaming to the students: Significance of the study:Although the addiction factor and gender issues still exist to the same extent in online games as they do in offline games, it looks as if online gaming has provided answers to the other negatives that have plagued video games. The first obvious positive that online gaming has brought to video games which was no t available to off-line games is interaction among numerous other people. Off-line games were mostly solitaire in nature and had zero social aspects associated with them. Online games have allowed for a reintroduction of socialization among games. And this socialization has no boundaries, for a very diverse Internet population exists.Playing over the web will help develop friendships, whereas playing off-line can lead to a decrease in friendships. Another positive that online games bring forth is a decreased amount of violence. Most of the violent games being played off-line are quick action games that require rapid button-pushing. However, because of latency and lag issues these games have had a difficult time being transformed into an online medium. Furthermore, when these type of games are successfully transformed into an online game the number of enemies is drastically decreased. One is no longer playing against a tremendous amount of monsters that have been implemented into the game but rather just a few enemies being played by other humans. This forces one to methodically formulate strategies on how to dominate and beat the other individuals instead of creating an atmosphere of just killing everything in sight. The final negative factor of video games that online gaming may alleviate is decreased intelligence. Much more constructive thinking is necessary to be successful in online games, mainly because human opponents are more unpredictable and tougher than the monsters in offline games.
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