ipl-logo

Video Games Impact On Childhood Education

930 Words4 Pages

I. Introduction Mobile devices are broad especially in from factors. The most common mobile devices are smart phones and tablets. There are numerous play store wherein every users of these popular mobile devices can download countless mobile games which will help them entertain themselves. The exploding popularity of mobile devices has led to a market where new devices are being released, new programs are being developed, and new features are gaining and losing popularity very rapidly (Hanson, 2011). Most of the games do not have a long popularity span which is one of the impediments among mobile game developers coming up with a good idea in creating a mobile. Most of the popular mobile games have a simple yet entertaining story-line or game …show more content…

In addition, in today’s world we know what addicts people to technology; what makes them check smartphones ten times during dinner. In 2011 Angry Birds was the first software application of any kind to reach 1 billion downloads. (Heriksen, 2012) Angry Birds reached a billion devices. By comparison, the total number of televisions in American homes in 1960 numbered just 52 million. (Lefky, 2007) Video games can clearly consume the attention of children and adolescents. However, it is important to assess the extent that video game technology had an impact on childhood education. Since video games have the capacity to engage children in learning experiences, this has led to the rise of “edu-tainment” media. Just by watching children it becomes very clear that they prefer this type of approach to learning. However, it appears that very few games on the commercial market have educational value. Erin Hastings led a survey of 70 school boys, aged 6 to 10 years (Hastings et al 2010). Her team asked parents to describe their sons’ usage of video games, and to report on their sons’ academic performance (e.g., the boys’ grade point …show more content…

What is the profile of respondents in terms of a. Age b. Gender c. Civil Studies d. Highest Educational Attainment e. Monthly Income of the Family f. Length of Time Playing Video Games? 2. How do the respondents perceive the design elements of the game, in terms of a. Game Aesthetics b. Game Objective c. Reward System d. Story Line? 3. Do the respondents have equal rating on the design elements of the game? Scope and limitations of the Study This study focuses on the development of an Android-based 3-Dimensional endless-running scrolling mobile game with a theme that focuses on the proper waste management that practices proper waste segregation and recycling. Significance of the study To the Users The study aim to encourage the possible users to be aware of the good effects of proper waste management that includes segregation and recycling that can encourage them to practice them. To the Researchers The study provides the researchers the important contribution to the field of game-based learning and getting a new insight for game design and development of proper waste management for educational

Open Document