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Computer and Video Games in the Classroom Alex Edlund and Zack Ford. Conclusion:
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Computer and Video Games in the Classroom Alex Edlund and Zack Ford Conclusion: After conducting our research, we found that most of the teachers surveyed did not use computer or video games in their classrooms. Some reasons for their hesitations in using video or computer games were inflexibility of making the game fit into the curriculum, lack of classroom control, lack of supportive material to go along with the game, the limited amount of time to play in the classroom, and limited budgets. Of the teachers who said they did use computer and video games in the classroom, they said that the games provide an alternative interactive method of learning and are a hands on learning experience. They also said that these games can enhance problem solving skills and build vocabulary as well as increase computer skills. The results from this survey are inconclusive, and therefore need to be further researched to yield a more accurate understanding of the benefits of using computer or video games in the classroom. Many studies suggest that computer and video games in the classroom are quite beneficial, which lead us to believe that there are more unanswered questions about this subject. One question we could ask is “Does this type of learning help students on standardized tests such as the ACT or SAT?” For a better understanding on this subject, we could survey teachers in elementary, middle and high schools as well as college professors to get their take on computer and video game usage in the classroom. References: Annetta, Leonard A. (2008). Video games in education: why they should be used and how they are being used. Theory into Practice, 47(3), Retrieved January 28, 2010 from http://web.ebscohost.com.ezproxy.mnsu.edu/ehost/pdf?vid=6&hid=112&sid=4f093e88-618c-4ed9-9fc6-a5eb5f944d9e%40sessionmgr112 doi: 10.1080/00405840802153940 Baek, Young Kyun. (2008). What Hinders teachers in using computer and video games in the classroom. CyperPsychology and Behavior, 11(6), Retrieved January 27, 2010 from http://web.ebscohost.com.ezproxy.mnsu.edu/ehost/pdf?vid=2&hid=112&sid=8414449d-2fd0-49ce-8ce3-ddf6aedcde1b%40sessionmgr104 doi: DOI: 10.1089/cpb.2008.0127 Glazer, S. (2006, November 10). Video games: Do they have educational value. CQ Researcher, 16, 937- 960. Retrieved January 28, 2010, from CQ Researcher Online, http://library.cqpress.com.ezproxy.mnsu.edu/cqresearcher/cqresrre2006111000. Introduction: Using computer and video games in the classroom is said as being beneficial in the classroom by most educators. These games have the potential to enhance problem-solving skills and build new vocabulary. Along with improving skills, they are also a way to combine learning and in one, which has been proven to heighten learning comprehension. In the 21st century, companies are no longer built on geography trade laws research labs or patents like they used to be, but instead, are built on the skills of its workforce. By teaching children using educational games, valuable computer skills are being taught. When students grow up and move out into the real world, computer skills are going to be more crucial than ever to find a job. • Method: • We created a ten-question survey to answer our research question: Are computer and video games beneficial in education? Our survey was created on surveymonkey.com, and online survey website. It contained one True/False question, three Yes/No questions, two multiple choice questions, and four short answer questions. When we completed the survey, we emailed it to professors at Winona State University. • Sample Size: 23 • Survey Questions: • How often do you use computer and/or video games in a month? • Never, Once or twice, Three to five, More than five • Do you believe that the use of computer and video games are beneficial to students? • Yes or No • Why or why don’t you believe they are beneficial? • Explain • Computer and video games distract students from learning. • True or False • In what ways have you had to change the curriculum so students can use computer or video games in the classroom? • Explain • What computer or video games have you used in the classroom? • Explain • What subjects have you used computer or video games for? • Science, Math, Foreign Languages, Reading, Social Studies, None • Have you noticed increased computer skills as a result of computer or video game usage? • Yes, No, N/A • Have you ever been hesitant to use computer or video games in the classroom? • Yes, No, N/A • If your answer to #9 is yes, what are your reasons for being hesitant? • Explain Findings: This information was gathered from question #1. This graph shows that 52% of educators surveyed have never used computer or video games in their classrooms, while 35% used them once or twice, 4% used them three to five times, and 9% used them more then five times per month. This information was gathered from question #2. This graph shows that 70% of educators surveyed believe computer or video games are beneficial to students, while 30% believe they are not. This information was gathered from question #7. This graph shows that 52% of educators surveyed haven’t used computer or video games for any subject, while 9% use them for Social Studies, 4% for Reading, 13% use them for Math, 13% use them for Foreign Languages and 9% use them for Science.