For excessive cruelty they still blamed paintball in the middle of the twentieth century. And parents and psychologists launched a whole campaign against video and mobile games, fearing that games would teach children to violence, cause mental degradation and make teenagers sociopathic. Few things cause modern parents to have such a wave of negativity as video games. “I would understand if he went in for sports like crazy, even if he participated in rap battles, but a gamer is already too much!” - parents tell each other.
Research disproves the harm of video games
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Discussions about the dangers of video games have been going on since their creation. Meanwhile, despite periodic suggestions to ban video games, studies prove that playing teens can boast developed cognitive skills, creative thinking, attentiveness, decision making and teamwork.
Scientists even argue that computer games not only do not spoil vision, but also improve the ability to distinguish between shades of gray and small objects. The visual cortex of the brain benefits from computer games - it learns to more clearly recognize signals and compensate for blurry images. Gamers also show excellent results when solving problems of spatial thinking: in gamers, brain regions associated with concentration are activated.
So, if you want the child to become more collected, smart, attentive, you can calmly give him time for computer games. Moreover, gamers not only develop soft skills, earn on their passion, but also make scientific discoveries: they learned how to find exoplanets, predicted the spatial structure of the protein - and these are just some examples. Elon Musk wrote his first game at age 14 and successfully sold it.
Video Games - A New Learning Format
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The importance of the game for the progress of mankind was spoken by the Dutch cultural philosopher Johan Hoizinga, the author of the game concept of culture. In his work "The Man Playing," written in 1938, he argues that any human activity is basically a game, a game older than culture, and culture itself begins and develops in the game. The game, according to Huizing, is the free activity necessary for man and society. It was the game, and not labor, the philosopher argued, that shaped the human culture. “The game cannot be denied. Almost any abstraction can be denied: law, beauty, truth, goodness, spirit, God. You can deny the seriousness. A game is not allowed. ”
The problem with games is often not in real danger: we don’t understand what exactly children do in video games, we don’t know what they can learn there. In fact, games help to gain knowledge in a variety of subjects. Nemesis Lockdown invents games that teach subjects from mathematics to quantum physics, the Khan Academy for students provides teamwork experience, Code Spark Academy develops games that teach algebra and geometry.
Modern games help children master the piano without the help of a teacher, learn how to play chess, and understand the basics of algebra, geometry, physics and chemistry. For example, in China, many children from an early age learn to play the piano only through mobile games. It is likely that soon we will see professional pianists who have mastered a musical instrument without a teacher. I myself recently spent six months to find a teacher who will remotely teach children how to play the piano using mobile applications, and I haven’t found it.
There is a game where a child learns chess without even realizing it: each character in the game has a specific task that corresponds to the strategy of chess pieces. My five-year-old son Senya played such a game, and then decided to go to school chess club. A teacher called me asking: “Where did your boy study? He came, beat everyone and left. ” It turned out that the chess teacher did not know about the existence of such a game.
Games teach to win
According to the results of the study that we conducted before the launch of the Food Council project, modern adolescents and children begin their lives with technology, use it constantly and do not represent the world in a different way. In addition, our children with great difficulty predict their future - they do not know who they will work with, where they will live. Therefore, they are especially interested in products that develop project thinking and learn to think in the realities of the market, to combine theoretical skills with practice. In the Food Council, we analyze these skills on the example of creating food products.
One of the advantages of the game compared to the usual school system is that no one seeks to get an average result in it.
The main problem of our educational environment is the word “average”: they try to bring all students to a common standard, instead of pulling the weak for the strong. In the game, everyone wants to win, which means that he is trying to get the maximum knowledge and skills in order to achieve victory.
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