The Problem and Its Setting
Technology nowadays has brought man to an era of digital and advanced world of computers. Not only are computers used in studies, research and work, it is now being used as part of leisure and entertainment. Most of the youth today know how computers work and even a 3 year old child who is still yet to learn how to read and write knows how to operate a simple computer. This is because the interactive element of a lot of software that computers use excites and attract children and this makes them learn to use and play with the computers. (Jones, 2002)
Advancement in technology has drastically changed man’s way of living which has been made easier for most. It has come from diskette to very portable and stylish mini USB, from the ancient “three point eleven” personal computers with big and bulky monitors and CPUs to very user friendly touch screen-tablet PCs, and from limited Nintendo games like Mario brothers to a bunch of online and offline games like Dota, Counter Strike, Angry Birds, and Fruit Ninja etc. Such kind of improvements has led today’s generation to learning more of what life has to offer through the use of modern technologies like computers. Schools now facilitate teaching and learning through the use of computers. By the use of this kind of technology, learning is now more fun and a lot easier. Application of modern technology like computer-assisted teaching-learning on student’s aims to provide faster learning and ease of teaching and also provide the students of the advanced technology that they need to experience inside the classroom, and which they can apply when they are out of school. Since computer has a lot to offer to its users, it is also being used as entertainment and leisure and computer gaming being the most popular. There are lots of computer games that enhance the thinking abilities of students because of its gaming nature and environment like strategic gaming, word puzzles, etc. With this fact, learning through computer gaming helps students be more willing to study and learn more because, they are not just playing, they are also learning.
The use of multimedia in education has significantly changed people’s learning processes. Results from a number of research studies indicate that appropriately designed multimedia instruction enhances students’ learning performance in science, mathematics, and literacy (Gee, 2003). Previous studies indicate that computer-assisted instruction programs have important factors that can motivate, challenge, increase curiosity and control, and promote fantasy in children (Tzeng, 1999). Despite the fact that computer and video games have the same multimedia capability as computer assisted instruction programs, their potential learning impact is often discounted by parents and educators. While computer gaming is regarded somewhat negative in educational settings, particularly for young students, re-scrutinizing of its influence in a teaching and learning context is vital since computer gaming can also be an education-assisted-program with proper implementation and application. While others confirm the negative effects of computer gaming to students’ performance in school and student’s health and mental ability, some authors argue that there are positive outcomes that a player can gain while playing computer video games. A research published in the Australasian Journal of Educational technology found that students who play computer and video games more frequently get lower grades than those who do not. However, it is also included in the research the positive effect of this activity to students as far as some specific video games are concerned which promote some elements that increases learning.
On an online article entitled by Charles Pearson (2009) “Positive Effects of Computer Games on Student Achievement”, the author enumerated five positive significant effects of computer gaming to students. These...
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