Stry of higher and secondary specialized education of the republic of uzbekistan ferghana state university foreign language faculty



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MINISTRY OF HIGHER AND SECONDARY SPECIALIZED EDUCATION OF THE REPUBLIC OF UZBEKISTAN

FERGHANA STATE UNIVERSITY FOREIGN LANGUAGE FACULTY

Student of 105-A group Zaylobov Axrorjon's essay

1. Introduction

An introduction to computer's games

2. Main part

a) the general aggression model

b) positive computer games

c) educational games

3. Conclusion

Computer games' effects for children

Access to computers has increased significantly over recent decades, and the number of children playing games on computers has increased too. This essay will consider the positive and negative impacts of this and discuss ways to avoid the potential negative effects.


With regards to the positive effects, playing computer games can develop children’s cognitive skills. Many popular games require abstract and high level thinking skills in order to win, skills that may not be taught at school. For example, children need to follow instructions, solve complex problems and use logic in many of the games that are currently popular. Such experience will be beneficial to a child’s progression into an adult.
However, concerns have been raised about the prolific use of computer games by children, much of this related to the violence they contain. The problem is that in many of the games children are rewarded for being more violent, and this violence is repeated again and again. For instance, many games involve children helping their character to kill, kick, stab and shoot. This may lead to increased aggressive feelings, thoughts, and behaviours.
In order to minimize these negative impacts, parents need to take certain steps. Firstly, some video games are rated according to their content, so parents must check this and ensure their children are not allowed to have access to games that are unsuitable. Parents can also set limits on the length of time games are played. Finally, parents should also take an active interest in the games their children are playing so they can find out how they feel about what they are observing.
To sum up, there are benefits of computer games, but there are disadvantages too. However, if parents take adequate precautions, the severity of these negative impacts can be avoided.

ausing harmful consequences such as more positive attitudes toward violence,


greaterexpectations of aggression by others, hostile attribution bias, and desensi￾tization to violence (Carnagey & Anderson, 2003).
The general learning model (GLM; Buckley & Anderson, 2006; Gentile
et al., 2009; Gentile, Groves, & Gentile, 2014; Maier& Gentile, 2012; Swing &
Anderson, 2008) incorporates multiple domain-specific learning theories into
one larger meta-theory. The GLM describes how multiple learning mechanisms
(e.g., habituation, classical conditioning, observational learning, etc.) can work
both serially and in parallel to produce learning outcomes from any experience
In the long term, the GLM describes how
beliefs, attitudes, and affective traits (such as trait empathy and trait hostility)
can be changed and developed as a result of learning experiences. The devel￾opmental and learning processes posited by GLM can be applied not only to
aggression, but to any kind of social behavior. For example, much of the empiri￾cal support for GLM comes from the literature on media effects on prosocial
behavior and helping.

Playing video games has been associated with performance superiority and


improvement on many visual and spatial tasks. Specific visual-spatial skillsand tasks that incorporate those skills can be improved through games that
require the player to practice extracting spatial information from the screen.
Positive effects of video game play on visual-spatial skills have been found
both in correlational studies and experimental
studies . Garners have been found to
outperform nongamers on a number of visual and spatial tasks, demonstrating
faster visual reaction times and improved target localization and mental
rotation. Experimental studies have shown that only 10 hours of video
game play can improve spatial attention and mental rotation. It should be noted that most studies that
have found video game effects on visual-spatial skills have used fast-paced
video games, which are typically violent. This serves as a reminder that video
games do not conform to a good-bad dichotomy—they engender many effects
that can be both positive and negative.

Educational video games have been found to be effective teaching aids in a wide


range of domains. Video games reinforce the student's behavior often, are
engaging enough for the student to play the games on multiple occasions,
provide clear objectives, and require active involvement. Educational video games have been successfully used to teach students a numberof school subjects, such as mathematics, reading, and biology.
Employers have also recognized the power of the video games to teach and
have incorporated games to teach employees needed job skills. For example,
Volvo has used an online game to train car salesmen.
Educational video games can also be used to explain health conditions and
encourage healthierlifestyles. A numberof studies have shown video games to
be effective teaching tools for helping youth understand health conditions such
as cancerand diabetes. These games can also bring about behavioral change. For
example, aftersix months of playing a video game on diabetes self-management,
diabetic youth decreased theirnumberof visits to the emergency roomas com￾pared to those in the control condition.

The rapid growth in research on video game effects has helped greatly improve


ourunderstanding of howvideo games influence players. Effects of violent video
gameson aggression and related variableshave received an especiallylarge amount
of attention and are now fairly well understood. Other
areas of research are newerand still contain a numberof unanswered questions
that need to be addressed. More research is needed to increase ourunderstand￾ing of how prosocial video games exert their effects on empathy and helping, to
explore video game effects on attention and cognitive control, and to increase
our knowledge of symptoms and consequences of gaming addiction. Given the
large propoition of children and adolescents who play video games, increasing
ourunderstanding of both positive and negative video game effects is a relevant
research topic that has important implications for public policy debates, forthe￾ory development, and for planning potential intervention strategies designed to
increase positive effects and reduce negative effects of playing video games.
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