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Essay / Research Paper Abstract
4 pages in length. Despite the general consensus that video games encourage antisocial behavior, obesity, sedentariness and - some argue - violent tendencies, there is an entirely opposite definition to this animated, interactive entertainment many people overlook: their value as effective learning tools. The extent to which children and adolescents alike connect with the fantasy world of video games is both grand and far-reaching; that this interactive relationship has spilled over into the academic environment as an unexpected - yet highly welcome - educational device speaks to the overwhelming benefit this particular type of technology has had upon reaching and teaching students, inasmuch as being engaged with the overall learning process is half the struggle of achievement. Bibliography lists 3 sources.
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4 pages (~225 words per page)
File: LM1_TLCVideoGms.rtf
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Unformatted sample text from the term paper:
value as effective learning tools. The extent to which children and adolescents alike connect with the fantasy world of video games is both grand and far-reaching; that this interactive
relationship has spilled over into the academic environment as an unexpected - yet highly welcome - educational device speaks to the overwhelming benefit this particular type of technology has had
upon reaching and teaching students, inasmuch as being engaged with the overall learning process is half the struggle of achievement. ...Computer games are just another tool for the teacher
which can be dispensed with great success for the right tasks, but have clear limitations and require qualified teachers that can serve as facilitators of learning (Egenfeldt-Nielsen, 2007, p. 263).
Taking the lead from interactive computer programs used to enhance scholastic levels of elementary school students, video games represent a much-needed common
ground between children/adolescents and the desire to learn; the naturally interactive coupling of child/teen and video game makes it obvious how this long-considered time wasting, socially depriving commodity be put
to use for its beneficial properties in the academic arena. Indeed, the approach to learning can no longer stand firm upon antiquated methods of book reading; given the multitude
of students who have at least some level or type of learning and/or attention disorder, it stands to reason how the equalizing factor of video games can successfully reach even
the most challenging of learners (Parton, 2006). Video games, which represent fun and entertaining interaction either with other players or against the virtual characters, illustrate how "the use of interactive
multimedia is a growing phenomenon that has the potential to radically alter the way instruction is delivered and processed" (Parton, 2006, p. 159). Incorporating the tenets of technology with
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