Senin, 21 Oktober 2013

Pros and Cons of Video Game Effects

Pros and cons have appeared related to the influence of video game players . Parties pro states that video games have positive potential if explored will benefit thinking skills , health and personality aspects . But the counter- parties also saw the potential negative aspects of video games on aggression , health and achievement . Therefore, educators need to begin to consider video games to be one of learning media , well aware of his weakness .

Of several studies found that playing video games can improve players' ability to think . An experiment found that by playing action video games can stimulate change some sensory abilities , perceptual and attention , in spatial ability . Other studies have found that game players have better skills than non - players in determining whether a stimulus visual / auditory appear simultaneously or not . From a study of elderly people found that seniors who play sports simulation video games show increased executive control abilities and the tasks that require information processing speed .

In addition to having an influence on the thinking aspect , video games also have influence in the world of health . From the study of the elderly found that they were more obedient to run training provided through sports simulation game and is willing to do the training activity , because the task is played through video game ( using the Wii console ) is more fun than video games that use passive or treadmill exercise . Other studies have found that video games can improve the quality of health care by increasing the ability of doctors to dissect and currently serve patients . Moreover , video games can also increase patient participation in knowing the disease , increasing knowledge about their disease and improve patient compliance in treatment .

In addition to the field of cognitive and health , video games also have an influence on aspects of personality . A study found that playing video games has a relationship with the high persistence at tasks . Increased persistence will help increase motivation in learning activities . With another study that found that video games with prosocial charge increases prosocial behavior players . Examples of such behavior helps experimenter took the pencil fall , wants to help and be helped next experiment experimenter who is being bullied .

In contrast , the counter -party state that video games bring more harm to the players , such as violence , aggression , negative views of women or social isolation . Another impact of video games is related to cardiovascular activity , where gamers will reduce physical fitness if replacing the sporting activities with game playing . The next impact , video games stimulate seizures , as a result of looking at the screen too close while playing . The third impact is nintendinitis , the pain in the right thumb extensor tendon caused by pressing the video game repeatedly . The fourth is the impact of a pathological preoccupation with video games , where a person playing the game to run away from the problems at hand . Final impact is increased aggressive behavior and decrease prosocial behavior , although both are still being debated .

Other studies have found a negative relationship between playing video games and index performance , or value . That is, the longer the play , the lower the GPA , or vice versa . Students who watched her play also tend to have a low GPA . The players also have a tendency to play video games to avoid schoolwork . In addition , several other studies have shown that that video games containing violence increase and decrease behavior agresisivitas helpful in children and young adults .

From the various results of a study evaluating the effect of video games , there is no doubt that video games have a positive potential to be used in a learning situation . But nonetheless , educators or curriculum -makers need to consider some of the results of studies showing the negative effects of video games , when designing learning . By doing so , the potential of video games can be mitigated negative and positive potential can be maximized .

Reference:

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Donohue , S. E. , Woldorff , M. G. , ​​& Mitroff , S. R. ( 2010) . Video game players show more precise Multisensory temporal processing abilities . Attention , Perception , & Psychophysics , 1120-1129 .

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Graves , L. , Ridgers , N. , Williams , K. , Stratton , G. , Atkinson , G. , & Cable , N. ( 2010) . The physiological cost and enjoyment of Wii Fit in adolescents , young adults , and older adults . Journal of Physical Activity and Health , 393-401 .

Green, C. S. , & Bavelier , D. (2006 ) . Effect of Action Video Games on the Spatial Distribution of Visuospatial Attention . Journal of Experimental Psychology : Human Perception and Performance , 1465-1478 .

Greitemeyer , T. , & Osswald , S. ( 2010) . Effects of Prosocial Video Games on Prosocial Behavior . Journal of Personality and Social Psychology , 211-221 .

Kato, P. M. ( 2010) . Video Games in Health Care : Closing the Gap . Review of General Psychology , 113-121 .

Maillot , P. , Perrot , A. , & Hartley , A. ( 2012) . Effects of Physical -Activity Interactive Video - Game Training on Physical and Cognitive Function in Older Adults . Psychology and Aging , 589-600 .

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Squire , K. (2003 ) . Designing Game - Based Learning Environments . Picked December 30, 2012 , from Kurt 's Research : http://website.education.wisc.edu/kdsquire/tenure-files/39-squire-IJIS.pdf

Ventura , M. , Shute , V. , & Zhao , W. ( 2012) . The relationship between video game use and a performance - based measure of persistence . Computers & Education , 52-58 .

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