In the world, every country wants a development to accelerate quality of life of their people. The first thing which many countries accept measurement of the development is an education. Students are important to become an adult in the future that they will be the essential power of their country for developing their stayed places to be better. Therefore, students must learn in appropriate ways. Generally, learning uses information from textbooks and theories, but also uses benefits from playing games for getting knowledge and comment insinuate into the games. The both ways have advantages and disadvantages differently to follow how they coincide and differ. There are similarities of learning by textbooks or theories and playing games. The …show more content…
A textbook is a printed and bound artefact for each year or course of study that contain facts and ideas around a certain subject [2]. They have not a same purpose and focusing. For their usability, the games are various styles of using that they are created for playing in many styles, in examples, video games, board games, and play together in a special rule to enjoy with the games. Textbooks are books or electronic books what are used for reading only same as theories are written or shown into any document. At the farthest, information is read and explained by intermediaries who might be a teacher, speaker, or presenter sound to audiences. In popularity, the games are used for students who child popularly more than textbooks that are often used for students in higher levels. For preparing, textbooks can be read easier more than games that must prepare rules and necessary resources before playing. And the last, as results of their learning, textbooks give important knowledge deeper than playing games that emphasize for entertainments, not focus on teaching for a knowledge as well as textbooks and theories. In additional, the books are existent that there are playing game, so there are more good books that good games [3]. Therefore, some games might be terrible that could interrupt learning of students, if they play in a wrong way, wrong time and wrong
These teachers make learning game-like through the incorporation of play and music into the lessons. The alphabet, for example, has been taught for the past many years by song, and in the past counting was taught with a song about little Indian boys. By making teaching game-like teachers also have had an effect on the information retained by the students participating in the games.
If teachers want to play a better role of game teaching, they must focus more on the following points. First, game contents and methods require national design. Based on game teaching, teachers will reasonably and flexibly arrange teaching activities, avoiding excessive interference on students. Through a series of activities, students’ attentions are kept so that the whole learning goes toward the direction of teaching principles.
Nowadays, kids are fast learners, which makes it challenging for teachers to maintain students focused in school. For instance, video games are a kids best buy in these days, which irritates teachers because many kids play video games meanwhile, they are at school. The reason why video games are very popular in a kid’s world is because they deliver entertainment. Therefore; video game developers had found a way to keep kids well educated involving history and at the same time fun.
People tend to think that play and game is considered as similar types of leisure. Gaming is sometimes expensive and resources are required; there are rules, structures and even involvement relies on the selected strategy. However playing is free to practice, safe, without any rules of commitment and no equipment needed. According to some Educational theorist, gaming is behaviorist, whereas playing is constructivist. But what is the relationship between play and game? This essay’s aim is to clarify the understanding of this relationship, by basing some example on the angry birds game. At first a definition of play will be discussed, secondly a definition of game will be analyzed, thirdly the concept of immersion and interactivity will be pointed out and finally the relationship between play and game will be identify.
Have you ever pondered about learning? Not all of it happens in a classroom. Though most of it does, obtaining new knowledge comes from the world around you and it aids in various ways other than being ranked among your peers.
Many students view education as an obligation rather than a privilege and fail to engage fully in their studies. Moreover in schools, teachers manage much of students’ learning, once they leave school, students have to manage most of their own learning so learning process should be enhanced in such away to help students to gain enthusiasm for their scholastic journey and acquire a passion for knowledge, for that purpose they need to establish goals, to persevere, to monitor their learning progress and adjust their learning strategies as necessary to overcome difficulties in learning1
It is very important that the students achieve the same desired objectives otherwise, the activity will be fruitless. Therefore, if we want the desired objectives to achieve then we should consider and pay attention to the uniqueness of the child in all aspects. Being the focus of education, the child should be treated in its own natural way. When a child interacts with the learning challenges in school, engage in information processing; it is related to his or her own cognitive style. It is the internal mental activity to process the information. But when they interact with the environment and gets information from the environment in its own way; it is related to their learning style which This is its specific learning style. It is also related to external and base on senses used. Each student adopts different strategies to get and process the information that result in specific learning strategies. Some strategies may be very effective some may be not at all. “(Abu Bakar &
In the past decade there has been an increased interest in video games and their potential uses to increase motivation and academic achievement. A variety of games have been designed to engage students and provide academic learning in various subjects.
The purpose of this essay is to show an understanding of the main learning theories. This assessment will allow the chance to begin applying these theories in a classroom setting by using an essay that analyses teaching practice within classroom. By looking further into the statement ‘Effective teachers need a range of strategies to ensure that students learn’. Critically using personal beliefs about learning as well as teaching to reflect on these beliefs as well as considering their influence of developmental factors within the classroom, to show that it is vital for a fully working classroom. For a teacher to have a variety of strategies so their student s learns as effective as possible.
There are many apps, games, and websites which help students with their learning by providing the great resources. Nowadays, there are many games which help the students with their studies such as dictionaries, math solving, spelling, and puzzles solving apps. Back then, people rely more on books to improve their intelligence and cognitive abilities, but technology offers more than books. In the book Everything Bad Is Good For You, Johnson states, “By almost all the standards we use to measure reading’s cognitive benefits- attention, memory, following threads, and so on - the nonliterary popular culture has been steadily growing more challenging over the past thirty years” (23). Johnson made the point that as the popular culture is growing, it offers challenging, and it allows people to use problem-solving skills. Moreover, the new technology offers great apps and games which are improving the hand-eye-coordination, and it allows the user great learning experience. Johnson writes, “I have no doubt that playing today’s games does in fact improve your visual intelligence and your manual dexterity, but the virtues of gaming run far deeper than hand-eye coordination” (24). The video games allow the user to deep focus on the problems which improves the eye-hand coordination and improves the intelligence. Furthermore, Johnson writes, “The
Pamela Paul, author of “Reading, Writing and Video Games”, demonstrates that video games should not be part of the education. Paul asserts there is no learning from playing video games and the education should be the same old fashion. Paul observes the technology in classroom could be useful for the students. However, she thinks the children should stick on reading and writing for learning. Finally, Paul prefers to let the children play video games in free time rather than let them play video games for education. Although, Paul idea of using technology in classroom and marketing education fun games are true, the idea of letting the children play games that are not educational in their free time are inaccurate.
Learning is one of important processes in human being life. It is self-evident that human development cannot stand without a proper learning. Since Learning provides unlimited Benefits, people should learn and experience it.
Since the Early 70’s video games have been giving a bad name. Parents state that video games rot the minds of children and are influencing them do be violent. These accusations are far from the truth. In my research I found that there are many positive effects of gaming. Some of these effects are increased skills, creativity, general knowledge, and also help those in need. Parents can also take proper precautions and look into a game before buying it to see if it meets the criteria discussed in this paper.
Video games can be used as instructional tools as well. They have positive elements and add value; they create a micro world of their own. The players act based on natural tendencies towards learning. Therefore, learning occurs while playing (Rosas et al., 2003).
Furthermore, when I am going to conduct some activities in the classroom, I had to spend less time to prepare the material that used in the activities. For example, when I am applying the learning through playing teaching method in the activities, I can easily get the playing activities or games from the internet. One of the website that I had used before to conduct the learning through playing activities in the classroom is from the http://gamestolearnenglish.com/ website. In this website, it had provided some games that is for the students to learning English language through the games in the