Sample Essay on:
Possible Benefits Of Video Games On Academics & Academic Studies

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Essay / Research Paper Abstract

6 pages in length. The process of learning is comprised of myriad components over and above the conventional book approach that - studies have found - has a tendency to alienate certain types of students. Clearly, the collective population of learners can no longer be lumped into a single category for reaching academic achievement given the proven fact that people absorb information in a number of different ways; as such, today's teaching methods are utilizing alternative tools by which to reach students on all levels of comprehension, not the least of which includes the surprisingly beneficial aspect of video games. Dubbed as the 'joystick generation,' contemporary high school and college students have come to academically expand from using video games as a learning tool. Bibliography lists 6 sources.

Page Count:

6 pages (~225 words per page)

File: LM1_TLCVideoAcad.rtf

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Unformatted sample text from the term paper:

certain types of students. Clearly, the collective population of learners can no longer be lumped into a single category for reaching academic achievement given the proven fact that people absorb information in a number of different ways; as such, todays teaching methods are utilizing alternative tools by which to reach students on all levels of comprehension, not the least of which includes the surprisingly beneficial aspect of video games. Dubbed as the joystick generation, contemporary high school and college students have come to academically expand from using video games as a learning tool. ...Positive benefits from playing video games include enhanced problem solving skills, better communication skills and team-building skills...Video or computer games use different skills not found in other learning strategies. For example, the ability to choose different solutions to a difficult problem and see the affect on a fictional game allows students to experiment with problem-solving in a relatively safe environment (Barenthin et al 24). II. ARGUMENTS 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 adolescents and the desire to learn; the naturally interactive coupling of 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 159). Video games, which represent fun and entertaining interaction either with other players or against the virtual ...

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