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Computing Of Games
Computing of Games
Executive summary
The computing of games and personal games has become one of the main areas of specialization by individuals both in the private and public sector, as a result of the currently dynamic society. Basically, the use of simulation games in learning has been revealed to be quite important as it enhances the understanding of the content taught deeper and better. In this respect therefore, both teachers and learners ought to be oriented towards the use of computed games and personal shooter games as they help in motivating as well as enhancing psychomotor skills development.
As it has been revealed, the use of computed games in learning situations has been revealed to intersect with personal shooter games, both in private and public learning situations. In such a situation, teachers are advised not to discourage learners from practicing simulation games, as this prepares them better in their pursuit to become technicians in various fields. Generally, the involvement of learners in simulation games and personal shooter games is essential in stimulating the development and perfection ...
... of psychomotor skills among the learners. In this regard therefore it is strongly encouraged for learners to get actively involved in practicing computed games and personal shooter games.
Introduction
Following the currently experienced advancement in word technology as a result of globalization, the emergence of games has found its significance across the globe due to their ultimate influence on learning (Stoll et al. 2007). More specifically, the field of games and learning simulations has become a very crucial field in the global economics as it has contributed a lot in the development of learning programs across the world. Perhaps, the intensive increase in commercial computer games has led to the increase income levels of various individuals and organizations. Basically, there has been observed a convergence between commercial games and the first person shooters as training tool in both private and public sectors; where learners have been revealed to get very much involved in games.
As revealed by Donovan (2010), knowledge gained through games stratagem has been quite influential among learners; as they get motivated towards games and learning simulations. In particular, the use of ‘Immersive Leaning Simulations’ and ‘Defense College Management Technology’ have been found to be of great influence in the promotion of games among the learners in various learning institutions across the globe. In this case, various strategies have been put in place in order to ensure the development of games and learning simulation among the learning various groups among the nations.
It is important also to note the significance of games in general, as they contribute to the enhancement of physical fitness among the people, as well as acting as a source of income among various individuals. As a matter of fact, most in door games, the first person shooters and computed games, have really contributed a lot in motivating individuals to engage in actual games. More precisely, the first person shooters have generally become part and parcel of training tools in both private and public sectors in the promotion of games (Fraulo, 2009).
In this regard therefore, effective education on games and simulation in training centers should be emphasized so as to ensure its popularity among the people.
Basically, the various types of games technology should be invented and introduced in schools and other training centers so as to promote the development of games in the contemporary society (Gee 2003). The applicability of the prevailing technology in games and sports should be emphasized so as to ensure the elimination of barriers and challenges which face games by having their solutions devised. This should be aimed at popularizing games among all age groups including the young, youths and the old people; as there would be significant benefits accrued from it to a great extent (Donovan, 2010).
More precisely, brain images are formed better in learning though simulation, where learners really strive to achieve the standards of the techniques used in the first person shooter games. In fact, there has been revealed a very powerful psychological influence of brain imaging in learning in all aspects of life. By involving the brain in various activities of learning various games’ techniques; one would be encouraging the brain stimulating receptors about the possibility of a certain activity and its subsequent rewards. Basically, there has been a very strong positive relationship between scoring and players’ performance. In this case, various learners ought to be exposed to various learning simulations in order to encourage them to perform better in actual games (Kress 2007).
As it has been revealed, games have become part and parcel of culture resulting into cultural integration among various parts of the world. Basically, the existing computer games teach us a lot in which individuals gain skills a remarkable degree of literacy. Some of the main skills gained through computer games and first person shooters help in gaining IT skills, improve eye coordination skills and improvement in cognitive skills among others. By so doing, games computing would be encouraging the ultimate development of individuals in general in various aspects (Poole 2006).
Further, the achievement principle among learners is enhanced in the computed games since intrinsic goals are developed as learners strive to win and achieve various rewards for various games. In particular, games have been revealed to be very influential in motivating learners in various aspects. For instance, most computed games have been found to deal with common knowledge in general fields like words, numbers and social life among others. By playing such games, individuals get encouraged to play once and again as they get motivated through winning. Simultaneously, the gaining of special reasoning skills would be enhanced where individuals get engaged in these games (Wolf et al. 2004).
In addition, the techniques gained in these computed games typically helps in improvement of good marketing, which makes learners to be much encouraged through achieving their ultimate goals. Generally, through good play and designs for various games, there actually arises a high level of interaction which results into high levels of motivation. Basically, gamers get more motivated when people get interested in games by inventing more sensational and motivating games (Kent 2009).
Through games, it has been very possible for most individuals to be very interactive online in which they have been learner centered to a great extent. As it has been revealed, online computed games have involved learners actively in various learning processes as opposed to the previously passive online activities. In this respect therefore, well designed games have really enabled the transformation of learning strategies from a passive form into an active one. Precisely, this has further increased the acquirement of higher cognitive skills through online active processes; in which basic reasoning and interactive skills are gained (Donovan, 2010).
More so, games have converged with first person shooters leading to personalization of various life processes. It is quite important to note that, the development of personal avatars has enhanced the achievement of various certain personal goals. Through use of personalized computer games, individuals would be allowed to earn rewards which shape their experience with time on the basis of the kind of games involved. In this regard, individuals would feel more encouraged to compete with computerized applications leading to development of various processes to a great extent (Poole 2006).
Through the tendency of games development, contextualization of the world’s processes would be enhanced. More specifically, games tend to create a context of learning which has been very helpful through encoding and recalling (Kress 2003). Through contextual cues, individuals are enabled to remember and recall various phenomena, improving encoding skills development among the learners. Generally, games have been revealed to give the contexts of all situations like hospital operations, automobile racing and airport operations among others (Baer, 2008)
Perhaps, with the increase in the world’s technology games and e-learning programs have been intensively addressed by both the private and the public sectors. Basically, the numerous reasons as to why games should be emphasized in learning centers in order to ensure the instilling of the benefits accrued from games (Donovan, 2010). In the private sector, many individuals have been encouraged to specialize in the technology of computed games in order to earn their living, following the currently experienced world’s economic crisis. By so doing, the private sector would be promoting the various benefits accrued from computed games and e-learning; leading into a high literacy among individuals (Stoll et al. 2008).
On the other hand, the various innovations in computed games have impacted a lot in the public sector. The government has been able to understand the inevitable significance of games in learning and has introduced various animated programs through the computer in order to enhance better learning among individuals. Basically, the use of games in schools has found its eminent significance in motivation of learners in various learning processes. In this regard, learning through games and learning simulations has been quite remarkable through its massive contribution in the development of various useful skills among individuals (Prensky 2007).
As it has been misconceived, various games are not morally degrading and educationally unproductive. Conversely, if games are critically presented in learning situations and be strengthened through being allocated more time, then the resultant generation would turn out to be highly creative. Particularly, games have been associated with the development of intelligence and enhancement of cognitive skills development among other useful personal skills. By so doing, the learning would be attuned to technological orientation where learners would be encouraged to develop learner-centric attitudes in overall their learning (Gee 2005).
Further, games have been associated with a number of pedagogic skills which are embedded in games (Kress 2003). More specifically, learners have been able to engage in various brain building skills. In this regard, games have been associated with more the development of the mind in terms of reasoning capacity and psychomotor skills. Basically, this has been enhanced by the use of active and interactive learning processes which have been best enhanced through computed games first personal shooters. It is quite important to utilize the current technology in ensuring a well equipped future generation in terms of knowledge and skills through introducing games in learning institutions (Huizinga 2006).
Conclusion
As it has been revealed, the use of computed games in learning institutions has been quite important in the way various skills and talents are nurtured through their interactive practice through games. In this regard, the convergence of games with firsthand shooters has really contributed a lot in the facilitation of learning in public and private sectors. Generally, following the current technological advancement, the introduction of games in the learning systems should be considered as it would enhance the development of various techniques and skills; both in the short-run and the long-run.
References
Baer, R. (2008) The Ultimate Mystery of Computer Games. Washington: New Technology
Publishers.
Dave, M (2007) The art of Game Worlds. New York: McGraw-Hill Publishers.
Donovan, T. (2010) Replay: The History of Video Games. New York: Prentice Hall Publishers.
Fraulo, F. (2009) Gaming Wonderland. San Francisco: Harcourt Publishers.
Gee, James, (2005) What Video Games Have to Teach Us About Learning and Literacy.
Palgrave: Macmillan Publishers.
Huizinga, Johann, (2006) The Role of Games in Culture Transformation. London:
Routledge Publishers.
Kress, Gunther, (2007) Literacy in the New Media Age (Literacies). New York: Routledge
Publishers.
Kent, Steven L. (2009) The Ultimate History of Video Games: The Story Behind the Craze That
Touched Our Lives and Changed the World. San Francisco:
Prima Publishing
Poole, Steven, (2006) Psychological Role of Videogames and Computed Games. San
Francisco: Arcade Publishing
Prensky, Marc (2007) Digital Game-Based Learning. New York: McGraw-Hill Publishers
Stoll, David et al. (2008) High Technology Heretic: Why Computers Don’t Belong in the
Classroom and Other Reflections. Sydney: Computer Contrarian, Doubleday &
Company
Wolf, M. et al. (2004) The Medium of the Video Game. Texas: University of Texas Press
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