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EFFECT OF SELECTED GAMES ON PUPILS’ ACHIEVEMENT IN READING

Format: MS WORD  |  Chapter: 1-5  |  Pages: 72  |  772 Users found this project useful  |  Price NGN5,000

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EFFECT OF SELECTED GAMES ON PUPILS’ ACHIEVEMENT IN READING

 


CHAPTER ONE
INTRODUCTION
Background of the Study

The development of video games goes back to the 1940s and 1950s. Computer scientists had started working on early stages of video games by designing simulations and artificial intelligence as part of their computer science research. It is almost impossible to point out the very first video game produced during that time period due to the unorganized processes of creating video games and the lack of concern of preservation at that time, in addition to the fact that those early games were created on obsolete and unavailable computer systems.

There are, however, a number of logic puzzles, board games, and military simulations that are considered to be the first video games produced. The popularity of video games grew rapidly in the 1970s and the 1980s when they reached the mainstream population as game consoles, and computers were introduced to the public. During that time, there was little variety of video game; some of the popular ones were Gun Fight, Blockbuster and Space Invaders. Space Invaders was released in 1978 and created a renaissance in the video gaming industry as it was the new hit of the time. In the last couple of decades, the popularity of video games has increased at an ever greater rate. Video games have rivaled all types of media for leisure time use. The technological competition among software manufacturers has led to an unprecedented advancement in video games. Several platforms have been developed, and graphics have been optimized to emulate real life images, making video games more interesting, thus attracting more hobbyists.

Eighty-one percent of American youth report playing at least once per month, and about 9% of 8-18 years old can be considered pathological users. (Video Game Playing and Academic Performance in College Students, 2012) Overall, approximately 81% of 18-29 years old play video games. (Video Game Playing and Academic Performance in College Students, 2012) Ever since the emergence of video games, there have been only a few research studies conducted for the sake of finding various types of effects of video games on human behavior and cognition. There are even fewer studies conducted to examine the relationship between playing video games and academic performance. Most video game studies focus on the behavioral effect of video games, in particular, the effect of violent video games and their possible effect on the level of aggression. Playing video games is often associated in our society with poor academic performance.

This anecdotal idea is supported by some research. A 2000 study found a negative correlation between GPA and time spent playing video games (The Effect of Videogames on Student Achievement, 2011). However, several older studies contend that the results of research have been mixed. A 1997 study suggests that “there is no clear causal relationship between video game playing and academic performance” (The Effect of Videogames on Student Achievement, 2011). In 2005, a research paper suggested that video games are changing education and that games are more than a simple form of entertainment. It explains that student learning can be enhanced by experiences in vast virtual worlds. It suggests that students are able to actually experience and experiment with the things that they are learning rather than simply being told them as facts or equations (The Effect of Videogames on Student Achievement, 2011). On the other side, some research concludes there is little evidence to suggest that interactive media enhances the learning experience. Other sources have noted positive impacts on student performance. One study of a game relating to numerical analysis in an engineering curriculum found that students experienced significantly more intellectual intensity, intrinsic motivation, positive affect and overall student engagement when completing homework (The Effect of Videogames on Student Achievement, 2011).

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