Introduction
The frequent skills play in computer and video games one tends to learn useful computer skills. Video games being the practical skill have benefits associated with multiple visual capabilities beginning with the strength of the “lazy eye.” Using gaming necessarily makes learning more practical engaging. The recreational gaming that is computerized and designed games on the specifics on the educational with dynamic growth importance in education and learning need skills.
The familiarity of computer games among the young generation and the heated young people. The games can be played in a variety of devices but more often stable at computing desktop or laptop. The handle of different technological machines like game boy console, having a dynamic increase in the mobile cell phones having games played in a different situation and to extend of travelling too. A separate research initiative of literature review conduction by learning a skill and dynamic strategic agency on them-learning. The scrutiny of computer gaming and video games being the background to improve on personal level skills and the intelligence of the brain operation. The performance of the pupils with frequent interaction with video games and computer games have outstanding elaboration of quick understanding and can learn so many things in a short time.
Computer gaming is currently an essential part of the young generation in leisure lives and drastically increasing the important cultural as a whole. Researchers designers of learning resources and teachers on how powerful medium and might use on the support on the learning children and educational progress (Barnes & Prescott, 2017). The computer gaming support on children inside and out of school with videos helps the human brain grow continuously to understand and remember information and rule quickly (Boyle et al., 2016). The following are some of the elaborative cognitive benefits of video games
Computerizes Video Games Benefits
Improve Concertation and Attention
Video games, more specifically with the action games, have the analytic ability to capture the players on the attention during the entire duration game time. The players need to achieve objectives and be the winner in the fighting and be able to progress to the next level (Greuter et al., 2019). It requires keen concentration and attention to outdo the partner for progress to the next level.
Great Source of Learning
Gaming is not only beneficial for the teenagers, and adult is also replicable to the children as well, currently with modern technology, incorporation of the video games in the learning institutions as the strategical methodology of teaching (Hainey et al., 2016). It indicates the children's improvements in academic skills by getting along the video games, enhancing creativity and cognitivist and hence improving the sources of learning in educational sectors.
Enhancing Skills Of Multitasking Skills
Gaming action requires the player to be very keen on observation. The requirements to move the joystick in looking for features on the screen on the level’s energy (Milesi, 2019). The adversaries oncoming, availability of time, and the ammunition on the left and are all vital on winning. The necessitating that the player needs to observe and accordingly respond to the requirements of the gaming particulars. The player gains multitasking skill that is accurate to the response reaction on the duties.
Social Skills Improvements
Online gaming and videos speed up the players' need to engage in particular simultaneous games. The constant communication among the player in the turns and the results of the developments and the meaning full relationship of unity and the togetherness insinuate the social skill (Pallavicini & Pepe, 2019). Furthermore, the player friendship is improved in the unity of improving the relationships and always love each other competitions
Improvements in Problem-Solving Skills
The video games and the rules of individual games need to be on conditional rules. The players need to care full-on, making any moves and ensuring the stay within required on the practices and games of particular (Barnes & Prescott, 2017). The skill of solving the problems in the gaming the solution of the of making the solution need accurate. The split -second on the need and the decision and the determination of the advancement to the next level. He videos progressions to subsequent level need to have problem-solving skills and minimization. The errors and ensuring the skills for solving inaccuracy.
The critical thinking and the need for the problem solving the computer gamers increase their capabilities on the control of the challenges (Pallavicini & Pepe, 2019). They are elaborating the flexibility cognitive on necessary skills on any problem-solving. The computer skill and video games being the personal insinuation of the full skill acquisition.
Enhancing Memory
the favorite computerized video games may require both visuals and the audial playing memory. The player being the young frequently having the mind of growth. The games have initial instruction and the regulations of gaming (Syahputra et al., 2017). The mastery of the keys on the keyboard to help natural response need to be memorized by the players. There are specific aiming skills that the player needs to memories on the game launching, moving to the next level and exiting the games. It helps in improving the mind and in the long term and short team considerations.
The neurobiologist in higher-level education has scrutinized need to have the 3D boost on computer games and hence improving on the power of memory. Comparison of the memory test is efficient in the 3D improvements statistically on a memory test, unlike the 2D group of outdated videos (Pallavicini & Pepe, 2019). Hence its memory enhancing to the gamer on many skills of the memory test.
Improving Mind Activeness on Gaming
It is inevitable that when the individuals go through the mental and the physical decline, they succumb to the brain challenges. However, the playing of games and visual video gaming helps in curbing the loss of psychological issues (Barnes & Prescott, 2017). The definitive analysis of the video games on the research ageing on the memory improvements of the videos and the moods help to be elaboration I the growth with the computer and video motivational games.
Processing Speed Improvements
The rapid process of the critical situation of computerized gaming needs rampant respond to the computerize and video game to hedge being locked out to the next gaming level. The computer games and video processing need an accurate and quick sensor on the prompt information action on challenging gamin response (Barnes & Prescott, 2017). The penalties associated with the delays in the pof response in computer games and the video are reduced on the reaction time and penalized. Gamers are frequently increasing in the reaction and the players for the faster and accuracy of response (Pallavicini & Pepe, 2019). The gameplay elaboratively increases the RTs training and the casualties hence making the fast decision by the gamers. The quick conclusion is always accurate to the frequent players of games and video competition.
Conclusion
In the above literature reviews of the gaming sector, it is clear that video games and computer-associated gaming is essential to the rational response of human being. The numerous associative advantages of gaming helps in the school and out of school relationship of the mind improves. The increase of the mental processing speed, the quick and accurate visualization of task, mind activeness and the gaming improve on helps in the alert continuity. Furthermore, it is clear to have an education system associated with the gaming of the video games and the computerized elaborative competitive games. The social life and the improvements of the mood to be lively is need to the young generation and the education sector. Along playing gamers, there are clear and tyranny of advantage of playing games to the healthy life of human being.
References
Barnes, S., & Prescott, J. (2017). Empirical evidence for the outcomes of therapeutic video games for adolescents with anxiety disorders: Systematic review (Preprint). https://doi.org/10.2196/preprints.9530
Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M., Lim, T., Ninaus, M., Ribeiro, C., & Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178-192. https://doi.org/10.1016/j.compedu.2015.11.003
Greuter, S., Balandin, S., & Watson, J. (2019). Social games are fun: Exploring social interactions on smart speaker platforms for people with disabilities. Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts - CHI PLAY '19 Extended Abstracts. https://doi.org/10.1145/3341215.3356308
Hainey, T., Connolly, T. M., Boyle, E. A., Wilson, A., & Razak, A. (2016). A systematic literature review of games-based learning empirical evidence in primary education. Computers & Education, 102, 202-223. https://doi.org/10.1016/j.compedu.2016.09.001
Milesi, L. (2019). Video-gaming in(to) literature. Intermedia Games—Games Inter Media. https://doi.org/10.5040/9781501330520.ch-007
Pallavicini, F., & Pepe, A. (2019). Comparing player experience in video games played in virtual reality or on desktop displays. Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts - CHI PLAY '19 Extended Abstracts. https://doi.org/10.1145/3341215.3355736
Syahputra, M. F., Widhianto, M. K., & Rahmat, R. F. (2017). Historical game of Majapahit kingdom based on tactical role-playing game. Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications. https://doi.org/10.5220/0006283303270332
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