Computer Games
Introduction
Technological advancements been quite instrumental in shaping the lives of everyone, in these modern times. Computer games are just but one of the numerous marvels of technology. It is worth noting that these games have widely gained prominence as a result of their contribution to the economic sector, as well as their impact on the process of learning.
Schut addresses the multiplication of the business of video games. He cites the nature of the games in terms of size and the profitability. According to Schut, video games yield a lot of dollars every year (Schut, 23). He argues that the main reason why this business is widely spreading is the change of culture and attitude of the present generation towards technology. The current composition of video games is suitable for adults, including the old, children and even professionals. The prevailing culture accommodates people from all walks of life. They acquire these video games for leisure. These may be games in computers, mobile phones, video players, among other electronic systems. Through the insights on the tradition of the public towards the culture of video games one is able to compare the past and the present as well as predict how the future of the gaming industry. Video games are quite benefitial to the lives of children. Those who play these games tend to develop better cognition and imagination that the rest of their counterparts of the same age and gender (Schut, 105). This benefit, he believes, is related to the visual aide of the gaming system.
Schut offers to educate the public on the benefits of these games from a Christian perspective. He fails to highlight the benefits and the progress of this type of technology from a general perspective to fit all people. Some of the audiences are thereby left out. In as much as the writer embraces video games, he fails to capture the impact of this business to the population in future. This is because so majority of the public are so attached to video games that they cannot keep away from them for a few hours. In as much as Schut poses questions to the public, there are still other dark areas that need to be studied. For instance, the author is enquiring on whether these games are violent and how children are adjusting to them. He goes on to question the efficiency of the actions to the public. This book lacks the quality and the information that can be used to research on the topic. This is because; the author concentrates on the upper class who can afford quality content to watch even with their children. He fails to capture the low class and the poor who end up getting the rejected plays form the market and how this is changing their culture. Schut also fails to examine the dangers of getting addicted to video games.
Malykhina emphasizes the fact that video games are facts rather than fiction. This is because they are considered highly informative to students (Malykhina, para 1). Educators refer to video games as a high technology tool for teaching. According to the author, teachers are presently relying on video games to teach mathematics, reading, and computer programming, in a way that the students will get interested. Other personalities affirm that video games are tools that keep students in active learning (Malykhina, Para 7). This will eventually lead to success in the students’ academic and professional careers in future. Educationists affirm that video games help in testing fatigue in children, help students acquire better computer skills and helps in experimentation. Through these benefits, the students stand a chance to use better learning tools. This is in light of schools that have incorporated the basic tenets of the game design to change their curriculum. By the inclusion of this tested experience, the author affirms the benefits of including video games as part of the academic breakthrough. The school, which introduced video games as part of school curricula have also included the various challenges and solutions in this filed. This enables them stand a better chance of profiting in these games than the rest of the public. By including present situations in different schools, this article will be highly valuable in the upcoming research. The article will also guide the researchers on the specific areas yet to be studies and the expected results. For instance, the challenges these students at times go through just to grasp the concept through the video games. This makes this article quite valuable in the research. Moreover, their research findings prove that it is of high quality.
The author also engages in people who argue against the benefits of these games to academics. Others perceive that video games can only remain useful in the academic lives of the students when the lecturers use it alongside other tools such as teacher instructions, practical activities, and training. These groups of people are still wondering whether reliance on computer games is in the best interest of the students. This is because there is little connection between best scores in academics and the skillful playing of the game. These people emphasize that there is little connection between the required skills to play the game and the wider cognitive growth of the children. The state that the demands of students to pass mathematic and English at every level through the standardized evaluation of their progress are in contradiction to the teaching methods applied in video games (Malykhina, Para 9). However, according to the research noted, all these can be captured and delivered to students. Therefore, their fears are superseded with the benefits so far felt in the application of video games as a teaching aid. This research goes a long way to qualify the source for the research to be done.
Conclusion
Malykhina gives deeper insights into the video games, its benefits, and challenges. Schut fails to capture the negative impacts of these games to students in the future. He gives an overview of the gaming culture but fails to iron out the difference between the impacts of these games to children, young adults, and adults.
Works Cited
Malykhina, Elena. Fact of Fiction? Video Games are the Future of Education: Technology: Scientific American. 2014, September 12th.
Schut, Kevin. Of Games and God: A Christian Exploration on Video Games. NJ: Baker Books. 2013. Print