Wednesday, November 20, 2019

The library research essay Example | Topics and Well Written Essays - 1000 words - 1

The library research - Essay Example Considering the ages that play video games, teenagers are worst affected in terms of time taken, and research has shown that most of the teenagers take about average of 4-5 hours a day; thus, in most cases, the parents dislike video games since they are considered the facilitating factor for laziness on children. Video games are addictive just like drugs do, it makes those addicted especially the teenagers to abscond most of the important activities in the day, without guidance, it can destructive but can be beneficial to the players if considered carefully. There is a significant contribution of spatial reasoning in education, and there is a connection between those children that are good in spatial reasoning and there performance in IQ tests. In this regard, those children who have good spatial skills do excel in geometry and demonstrates good mental manipulation and navigation skills. In terms of gender, girls are considered not to easily adapt to spatial reasoning growth compared to boys, improvement of spatial reasoning is enhanced by playing video games, in this case, the skills required to play the game that also involves manipulation and anticipation of the objects, which eventually improves the skills of spatial reasoning (Anderson, Douglas, and Katherine 45). Furthermore, there is a special skill acquired through critical thinking, with critical thinking, one is able to master concepts rather than just memorize those concepts. Critical thinking is very important in making insights in technical subjects like engineering, math, science, and even humanities, in the playing of the video games, there are novels of problems that are presented to the person playing the game and needs a split of a second to solve (Anderson, Douglas, and Katherine 49). In this case, the gamers will have to learn how to think quickly and in several ways within a short time, the same speedy solution to a problem by provision of many options is transferred to other real life situ ation and the teenagers that play such video games have high chances of sharpening the critical thinking. In addition, the fact that video games are designed to be more realistic and the concern that it might increase violent activities is not true, as most of the video games today have been used to pass specific knowledge and have dominated teaching in institution. Simulation using video games are today used in surgery schools and can pass important information to the teenager who wants to acquire specific skills like surgery. There is also a sense of rehabilitation that comes with video game playing, for instance, there is a 13-year-old boy who suffered Erb’s palsy noticed remarkable improvement on how to control his arms after video games play (Bissell 32). Additionally, there is a false stereotype that is given to those who play video games, they are described as those who are antisocial and cannot lose an eye off the screen, this position is not true because the contempo rary video games are designed in a way that it helps in solving problem and complete tasks. There is the sense of building social skills especially those who are introverted; they get a solace from the video games that provide a stress free way for social interaction

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