Wednesday, March 4, 2015

Abstract

Abstract

This essay delves into other studies done over the years and highlights the benefits that video games will bring to society. The essay specifically focuses on how video games could affect certain aspects of school life, such as student interest in learning and how much they learn, some of the benefits that video games provide to someones mind, health, and social life, and also talks briefly about some of the concerns of what people believe is true about video games.

Rationale

Video Game Research Paper Outline
I begin the paper by talking about the bad press that video games have received over the years, mentioning a study that has done just that, to show that I have looked at some of the concerns of what video games cause. I continue from there by stating that video games actually provide a number of very helpful benefits. From that point, I begin talking about benefits that will directly go into helping students. I will be making sure to cite sources and point out the credentials of my sources as I am new to this topic, and my word will mean very little without the proper support. Doing this will show that I have looked through numerous sources on both sides of this argument, and solidify my position. After that, I will state my thesis, bringing my introduction to a close, and marking this as an academic research paper. This will help my credibility, as I am matching genre expectations.
My first section will go into what benefits video games could provide schools if they were used there. As schools, and learning in general, is one of the places that readers will least expect video games to assist, starting off here gives me some additional shock factor and help keep my reader engaged. I will be making sure to use enough sources to show that what I am claiming is the truth. I will begin this section with talking about how video games will help keep students going to school, as high school dropouts are a huge problem in the United States. This will also help to keep my readers attached, as many of them may become parents or are parents and may run into this problem further down the road. As my source show that it increased interest in subjects at younger ages, rather than older, I will also attempt to have the reader understand that getting someone to like a certain activity when they are younger, such as sports or cooking, will have them enjoy it for the rest of their lives. After that, I will go into how video games could assist students learn more than from traditional methods. This would again go with me citing from my sources to support the credibility of my claims. This would also be a good time to mention that when a challenge is overcome, it makes the one who overcame it grow more confident in their ability, and help tie this point to my earlier one as more confidence in a task makes the person in question more willing to do more. I will end the paragraph by saying that while it would be nice that this happened, parents must also contribute, as some of my source contribute the contents of media effects the minds of individuals more than how violent they are. I will also mention how any successful video game for teaching must be a collaboration effort that involves programmers and teacher, showing that there must be steps taken to get to where this would be possible.
In the next section, I would begin to talk about benefits that could be gained from the use of video games in everyday life. I will specifically focus on stress relief, metal benefits, health benefits, and social benefits. These will be displayed in this order to help me transition from the first section to the last section. I will be citing many sources in this section, as my knowledge is limited in this area. In stress relief, I will be focusing on how video games provide therapeutic relief and help release pent up anger and frustration (which helps carry use from the first section). From their, the mental benefits are a small jump over to begin looking at how video games affect how someone thinks and reacts to different problems they are given. As many people worry about their minds, this will be a good place to go. After that section, I will begin going into how the health benefits that are provided by playing video games, such as improved vision and helping patients with certain disorders function better. This part is really in here to help me seem like I care about other and want to help them in order to further society. Finally, I will touch upon what social benefits video games provide, as many people seem to think that video games make those who play them anti social. This will help keep my readers interested as well as attempt to shatter some of their beliefs about video games.
Finally, my last section will be about some of the long held beliefs that video games are bad for you, and why they are wrong. Or how to manage them in such a way that it won’t be problem. I begin this section by talking about some of the studies that have been done showing a link between violent video games and increase in violent behavior. I will then talk about some of the other studies that have actually shown that while violent video games are also helpful, and provide a number of helpful skills, as well as studies showing that it also matter if the game is attempting to promote teamwork or not. I will be citing my sources as I have been throughout the rest of this essay. I will then go into the concern of how parents believe that video games will cause their child to fail at school, and refer back to my first section to refute those claims. I will also include a comment that it is up to the adult to make sure that children spend their time on important tasks, such as homework, rather than on games that don’t assist in learning. I will conclude with a small section on what to do if they feel like they are someone they know is spending too much time using video games, and include sources of where I found these methods.

I will conclude this essay by mentioning how video games are a tool, and like any other tool, it must be used correctly to work. I will then restate my main points, and conclude the essay with a brief retelling of my thesis.

Sentence Outline

Video Game Outline

  1. Introduction:
    1. Video games seen as harmful
      1. Many studies on harmful effects of video games, such as “Deciding To Defect. The Effects Of Video-Game Violence On Cooperative Behavior.”
      2. Some websites look at both the positive and negative aspects of video games while trying to give solutions to the problem, such as Raise Smart Kids
    2. Actually many positive effects from video games
      1. Increased problem solving skills (The Positive and Negative Effects of Video Games)
      2. Hand-Eye Coordination and Emotional outlet (Webber)
      3. Helps out with certain disorders, such as Dyslexia, and recovery rates (Guarini)
    3. Schools could get particular help from using video games
      1. Help keep students more interested in their studies (Beserra)
      2. Help Students who have troubles with math (Jing)
      3. Can assist students in learning evidence based reasoning, collaboration, and problem solving (Gershenfeld)
    4. Thesis Statement: While there might be some bad press about video games, they provide significant benefits to those who use them, and are able to help improve the education of this nation.
  2. Benefits for school use: One of the benefits that video games can provide is an increase in learning capacity, and what better place for someone to learn then at a school.
    1. Helps increase interest in subject
      1. Study showed that using video games increased third grade students learning and wanting to learn more (Beserra)
      2. Another study showed this as well, but when it was used on second graders (Rosas)
    2. Helps students learn more
      1. Students learned more from video games than traditional methods (Rosas)
      2. this was shown again in another study (Beserra)
      3. A different study showed the action video games specifically help with understanding spatial reasoning, which is crucial for math and engineering (Feng)
      4. another study showed that video games assisted in learning spatial reasoning, as well as problem solving (Schmidt)
    3. Random notes/comments
      1. A writer for scientific american wrote that while video games can assist with learning evidence based reasoning, collaboration, and problem solving, that first they need to work out some games that have been worked on by a combination of scientist, game developers, and educators to find what works for them (Gershenfeld)
      2. A study shows that the kind of media also affects student learning, and that it is important to show educational media, rather than pop culture. (Schmidt)
  3. General benefits for using video games: There are other ways video games can help you
    1. Stress relief/pleasure
      1. Video game have always been a way for someone to sit down and relax while challenging yourself. A study has found that video games help relieve stress from young adults (Whitbourne)
      2. Another study found similar results, but for a range of age groups, from children to the elderly. All of those who played video games got some form of stress relief (Granic)
      3. There are even more sources that make the same claim. Lisa Weber, a writer for the Global Post, found that video games allow those who don’t participate in sports to “release ... pent-up aggression and frustration”.
      4. Another article even points to video games as providing therapeutic benefits (Griffiths)
    2. Mental Benefits
      1. Younger adults noted having increased memory from playing video games (Whitbourne)
      2. A study found that Action video games increased certain skills, such as faster and more accurate attention allocation, higher spatial resolution in visual processing, and enhanced mental rotation abilities, as well as high school and even university classes designed to do the same thing (Granic).
      3. A different study found that by playing more video games, adolescents gained increased ability to plan strategically and allocate their visuo-spatial attention (Kühn)
      4. Video games also assist in having someone solve a problem quickly and efficiently (Weber)  
      5. Another benefit found in older adults from playing video games is the increased ability to multi task, better memory, and a better ability to focus on tasks. (Spector)
    3. Health Benefits
      1. Playing video games helps to slow the mental decay that occurs with age (Guarini)
      2. Video games may also assist those with dyslexia read (Guarini)
      3. Another article also said that in addition to dyslexia, video games may be able to also help people manage pain, get over phobias and PTSD, and help raise the mental outlook of cancer patients (Spector)
      4. With the same article, it was also found that video games can improve a person's eyesight by increasing their sensitivity to slightly different shades of color, which is known as contrast sensitivity(Spector)
      5. A different article also mentions improved eyesight, mention how video games improve the ability to see subtle changes in the brightness of an image (Guarini)
    4. Social Benefits
      1. A study into video games found that contrary to popular belief, video games actually help people become more social. The study found that 70% of gamers were playing games with others in either a cooperative or competitive setting (Granic)
      2. Another study found that playing a prosocial game made children more willing to give help to others then those who don’t (Granic)
      3. It was also found that even if the video game was violent in nature, if it promoted teamwork, than the gamer who played it would be more helpful to those around him than otherwise (Granic)
      4. Video games also allow children to be well adjusted. An oxford study found that video games helped children be “less hyperactive, [have] fewer emotional issues, and were more likely to help others” (Spector)
  4. Addressing concerns that may still be had about video games:
    1. Video games will make your child more aggressive
      1. Studies have been done linking violent behavior to violent video games, such as with “Deciding to defect: the effects of video-game violence on cooperative behavior.” (Sheese)

      2. This study showed that violent video games made those who played it less likely to help others and more likely to exploit others for personal gain (Sheese)
      3. As mentioned earlier in this essay, violent video games alone are not what do this. Studies have shown that it depends on what the content of the game is that determines if the game increases antisocial behavior.
    2. Video games will make my child fail at school
      1. There was a whole section of this essay that has shown that the opposite is true. Video games assist in education
      2. Up to adult to monitor time using games to make sure that video games are actually used correctly (The Positive and Negative Effects of Video Games.)
    3. General fixing of concerns
      1. With any activity, you have to make sure that you don’t overdo it. Too much of any one thing will turn a good activity into a bad thing
        1. make sure to monitor time using
        2. if negative effects occur, stop playing or stop the person playing video games
        3. it is up to adults to make sure that they their specific usage (or their children’s usage) doesn’t become a bad thing
  5. Conclusion: In the end, video games are like any other tool that mankind has made
    1. Any tool made must be used properly to be used effectively, and video games are no different
    2. While video games may seem harmful, there are ways around what those side effects are
    3. Schools could see a great increase in their ability to increase the number of students who learn what is meant to be taught, and students who want to learn
    4. Schools are not the only group that could benefit from these games. The general populace to reap a number of benefits, such as mental, social, and even improved health
    5. This country would benefit from the expansion of video games into everyday life and into classrooms.

Literature Review

Literature Review

Video games have had plenty of bad press in recent years. Many have said that the only way to get rid of the video game “problem” is to ban all video games out right. However, there are many benefits to playing video games. This project will be looking at those pros and attempt to prove to you that videogames are a beneficial source for teachers to use to improve with their students learning. I will be doing this by asking a number of questions: What do video games help with learning? What are the pros and cons of using video games over traditional methods? Are there benefits you can get from playing video games that aren’t part of a school program? It could be that video games could help the U.S. get back on top for education. The majority of the articles that were found and used for information on this subject falls into one of three categories: general benefits to playing video games, benefits for school (increased learning, increased attentiveness), and articles that don’t fit into either of the other two categories.

One of the main lines of thought when it comes to whether or not video games are a benefit to society is whether or not they help the school system. An article by Vagner Beserra and associates from the Journal Of Educational Technology & Society, “Practising Arithmetic Using Educational Video Games With An Interpersonal Computer,” talks about how arithmetic was taught better when video games were used to teach students versus the standard methods of teaching (such as a classroom lecture). The students also retained the knowledge for a longer time than when they were taught by traditional methods. Another article, “Playing An Action Video Game Reduces Gender Differences In Spatial Cognition,” from Psychological Science and written by Feng Jing, Ian Spence, and Jay Pratt, talks about how playing action video games helps female minds with understanding spatial thinking to such a degree that there was no difference in how male and females think about different spatial problems. This shows that with video games, females can have just as easy a time understanding many math related problems that they may have found difficult before. Meanwhile, an article from Scientific American titled “Mind Games,” which was written by Alan Gershenfeld, talks about how using video games as an educational tool helps with student learning by increasing their interest in continuing school  as well as how the community on how violent video games affects individuals is split on whether or not playing violent video games effects you long term. An article from The Future of Children, “Media And Attention, Cognition, And School Achievement,” by Marie Schmidt and Elizabeth Vandewater, talks about how the kind of material that digital media produce affect how children do in school. the article goes into more detail by explaining that when children were exposed to educational media, they tended to do better in school, and when children were exposed to pop media, they tended to do worse in their studies and interest in school. Finally, an article from Science Direct, "Beyond Nintendo: Design and Assessment of Educational Video Games for First and Second Grade Students.", by Ricardo Rosas and associates, talks about the benefits of having first and second grade students use video games for educational purposes, specifically focusing on how much was learned, how much motivation the students had to learn more, and how the classroom dynamic changed. Since this entire study was just on how the classroom was affected, that means this source will be very helpful for determining the effectiveness of video games on the classroom.

Another important part of researching this topic is what benefits do video games grant after using them. An article from Everyday Life, "Positive Effects of Video Games on Children.", by Lisa Webber, talks about some of the general benefits that playing video games give to children. The article only gives overall benefits, and doesn’t go too far into specifics, so I will have to use this more as a confirmation that there are benefits, rather than proof itself. However, an article from Cyberpsychology, Behavior & Social Networking, “Reasons For Playing Casual Video Games And Perceived Benefits Among Adults 18 To 80 Years Old,” by Susan Whitbourne, Stacy Ellenberg, and Kyoko Akimoto, talks about how people of different ages get different perceived benefits from playing the same game, such as improved memory for the older people in the study, and increased mental reaction speed for those younger people in the study. This article will give a more indepth view on what benefits are gained from playing video games.  Meanwhile, an article from American Psychologist, “The Benefits Of Playing Video Games”, by Isabela Granic, Adam Lobel, and Rutger Engels, talks on the benefits to playing video games as a whole, looking at all of the areas of the brain that video games affect and how they are affecting them, such as increased memory and mental acuity. As this is a fairly focused study, it will be very helpful as to what benefits playing video games provide. An article from Washington Post, "Playing Video Games Is Good for Your Brain.", by Mark Griffiths, talks about how video games helps those who play them learn tasks and gives those you plays video games therapeutic benefits. This article will help show that video games don’t just benefit in learning school related skills, but any situation that can be simulated with games. Another article about the benefits of playing video games, "9 Ways Video Games Can Actually Be Good For You.", from The Huffington Post, and written by Drew Guarini, talks about nine different benefits that happens from playing video games. While three of those benefits are specific to certain games, the article can still be used to show the positive effects of games, though unfortunately it doesn’t go into much detail. An article from Plos ONE, “Positive Association Of Video Game Playing With Left Frontal Cortical Thickness In Adolescents,” by Simone Kühn and associates, talks about how playing video games as a young child increases the child's ability to think and reason, especially when it come to strategically planning. As this article is a specific study, I will be able to use the data more in this article. Another article, “Three Questions About the Internet of Things and Children,” written by Andrew Manches, Pauline Duncan, Lydia Plowman,and Shari Shabeti, and from Techtrends: Linking Research & Practice To Improve Learning, talks about how the increase in different forms of digital media is affecting how children are growing and learning. The benefits that are talked about are not focused on school learning, but more general learning. The article itself was focused, so it will provide some fairly relevant data. An article from Palo Alto Medical Foundation, "The Impact of Video Games.", by Andrea Noricia, talk about how video games are impacting children, and how to monitor what and how much your children are seeing with the media they are using. By doing this, the article said you could help your children mature into well rounded adults. Another article, "4 Reasons Video Games Are Good For Your Health (According To American Psychological Association).",from Forbes, and written by Jordan Shapiro, talks about four different benefits that video games have that were found by the APA, such as cognitive benefits. These benefits are a little unspecific, but restate some of my other points, so that helps. On top  of this, the benefits come from a reliable source. Finally, an article from Business Insider, "15 Ways Video Games Make You Smarter And Healthier.", by Dina Spector and Kevin Loria, talks about fifteen different benefits to playing video games for people of all ages. The benefits talked about are once again, either nonspecific or don’t go into great detail, so this article will mainly be used to help confirm other points.

There are also articles that don’t fall into the other two categories, but are still important for understanding the topic. The article "Playing Video Games Can Help Or Hurt, Depending On Whom You Ask.", written by Nicholas Fleur, from NPR, shows that while there are studies that talk about how violent video games are causing todays youth to be more violent and dangerous as a whole, there are also studies that show that violent video games are helping today's youth become good members of society. These conflicting viewpoints shows how the research community is split on whether video games are or are not harmful. Another article, "The Positive and Negative Effects of Video Games." from Raise Smart Kids lists many of the positive and negative aspects of video games and gives some ways to manage any children you may have who play video games. As this articles shows both sides of the argument, that means  that I will be able to look at some of the concerns and use some of the the ways to manage the cons to help counter some of the arguments against me. Another article, this one from Roots of Action, "Effects of Video Games: More Good than Bad for Youth Development? - Roots of Action.", by Marilyn Price-Mitchell, talks about how video games can be good for you, from the perspective of someone who was against video games to begin with. The argument made in the article is specifically for those who are believe that video games are harmful, and tries to put those fears to rest. Another article from Psychological Science, “Deciding to Defect,” by Brad Sheese and William Graziano, talks about how playing violent video games reduces the ability, of those who participated in the study, to be able to work well with others, specifically, the ability to trust others. This article shows that while video games are beneficial, they may also work against you, so it depends on what kind of content is in the game. Finally, an article from Reference & User Services Quarterly, “Gamification in Libraries,” by Eric Phetteplace and Kyle Felker, talks about how libraries may be improved by using gamification, which is thinking about the problem like a video game or like a problem in a video game, to have more patrons use the library and get more of what they need from said library.

Wednesday, February 25, 2015

Chapter 13 of The Bedford Reseacher

The thirteenth chapter of The Bedford Researcher, which is simply titled Organizing, is split into three sections. The first section lists many different ways to organize different sources and documents, such as organizing them by description or chronology or by which support or don’t support your purpose, as well as what each term on the list means. The second section of the chapter goes into how to arrange your argument. The section has the reader do this labeling the evidence that has been gathered, and then grouping the evidence in such  a way that makes sense to the reader. This section finishes with two ways to group the evidence, saying that both clustering and mapping are good ways to arrange the evidence in such a way as to easily understand what is said in the evidence.
The third and final section of the chapter goes over how to make an outline. They begin the section with talking about how to make an informal outline to get the basis of what your document may be. They then go into formal outlines, specifically topical and sentence outlines, which help to organize the document into a more cohesive unit then before.

Chapter 12 of The Bedford Reseacher

The twelfth chapter of The Bedford Researcher, which is titled Developing Your Argument, is split into two sections. The first section has you looking at how to support your thesis statement. they do this by splitting up this section into three steps. The first step is choosing which reasons will be supporting your thesis statement, and making sure that those reasons are supported by evidence from the your sources. The second step is to choose which evidence you will use to support each of your reasons. Finally, they give the reader a list of different appeals (appeals to authority, appeals to emotion, etc.) and the third step is having the reader decide what appeals to use based on what kind of document you are writing.
The second section of the chapter talks about assessing the integrity of your argument. This section begins by splitting up the different fallacies that can be used up into a number of different categories, and having the reader look through each of the categories to make sure that none of the fallacies are being used in their own work.  

Chapter 11 of The Bedford Researcher

The eleventh chapter of The Bedford Researcher, which is titled Developing Your Thesis Statement, is split into two sections. The first section talks about how to use your sources and position statement. They have the reader go over their position statement and any notes they have. They then have the reader consider those while also looking at what the purpose of the document is supposed to be, and what role you are using as a writer, such as informing of or solving a problem. Finally, they have the reader reflect on their readers and what they would want from this document.
The second section of this chapter talks about drafting your thesis statement. This section begins with having the reader identify what the important information, ideas, and arguments associated with your position are. They then have the reader draft some ideas for what the thesis will be, and have them consider what kind of document they are writing. Finally, they have the reader focus in on just one statement, and refine it to be a thesis statement for their paper.

Chapter 19 of The Bedford Researcher

The nineteenth chapter of The Bedford Researcher, which is titled Designing Documents and Presentations, is split into seven sections. The first four sections of this chapter all use the same steps to figure out how to design four different documents. The documents in question are an academic essay, a multimodal essay, an article, and a website. They then have the reader figure out how to design these documents by considering what your purpose for writing the document is, considering what the readers will expect in the design of the article, and viewing other documents like the document you are attempting to write in order to get clues as to how they are designed.
The fifth section of this chapter goes into how to make an oral presentation. They have the reader consider what the purpose of the presentation is and what the audience of the presentation will be. They then have the reader begin constructing an outline of what the presentation will contain and go over a few helpful tips for what to do when speaking, such as maintaining eye contact, varying the pitch of your voice, and articulating every word clearly. The last two sections of this chapter follow nearly the same layout for how to design the documents in question (a multimedia presentation and a poster presentation) as the oral presentation, and have you consider what the audience will expect the presentation will looks like.

Chapter 18 of The Bedford Researcher

The eighteenth chapter of The Bedford Researcher, which is titled Understanding Design Principles, is split into two sections. The first section talks about how to design your document effectively. It begins with talking about different design principles, such as balance, emphasis, and placement, and how to use them for best effect. This section then closes with talking about how to design your document for different genres and how your readers will expect different designs depending on the genre, as that affects how easily the reader will be able to find the information in your document.
The second section talks about different elements that can be used in designing a document. This section goes into a number of specific details about what elements that can be changed on your document and how to change the elements mentioned to make the document fit a specific genre, such as how to use photographs and charts for maximum effect. This section also briefly goes over how to align your document, what fonts to use, and how much line spacing you want for your document.  

Wednesday, February 11, 2015

Chapter 16 of The Bedford Researcher

The sixteenth chapter of The Bedford Researcher, titled Writing With Style, is split into two sections. The first section begins with how to write concisely, specifically by getting rid of unneeded modifiers and introductory phrases that will just make your writing style more clunky as a whole. This section then goes into when to use active and passive voices, as well as how to use an active voice while still remaining passive. Finally, this section finishes up with reminding the reader to choose their words carefully, specifically by making sure that your word choice is formal enough for the audience, the language in your writing is such that the audience would understand, and that there is a variety of words used to say the same thing in your writing.
The second and final section of this chapter talks about how to polish your writing style, and gives a number of things to improve upon. It begins with telling the reader that one of the easier areas to being polishing their style is by varying their sentence structure. The section then goes into creating effective transitions between topics and how to introduce other authors effectively. The section takes a turn here, and begins to talk about how to avoid sexist language (such as referring to a profession as male only) before finishing up the section by basically saying to read everything for examples of what you would and wouldn’t want to write like.

Chapter 15 of The Bedford Researcher

The fifteenth chapter of The Bedford Researcher, titled Using Sources Effectively, is split into three sections. The first section begins talking about how to use sources to complete your purpose as a writer. This section begins by talking about how to introduce an idea into your work, and then lists different ways to analyze those ideas, such as contrasting the idea or providing evidence to prove the ideas merit. After that, this section goes into how to amplify your points and defining different concepts in such a way that is easily understood.
The second section of chapter fifteen talks about how to integrate sources into your draft. This section begins with telling you to clearly define when information in your draft is not your own by providing in-text citations and letting the reader know that what is to come is not your work. This section then goes into how to quote strategically, telling you what different quotes are and how to use them correctly. This section finishes with how to put in non-text quotes (such as pictures) and numerical information.
The final section of this chapter talks about how to document different sources. IT covers the four main documentation system and what they are used for. This section also reminds you to make sure to double check your work to make sure that all the work in your draft is yours, or is labeled when it is not.

Monday, February 9, 2015

Chapter 9 of the Bedford Researcher

The ninth chapter of The Bedford Researcher, titled Searching for Information with Print Resources, is split into three sections. The first section goes briefly into how to look through library shelves to find sources for your topic. This section also suggests using interlibrary loans to get materials you will need for your topic delivered to your library from other libraries. The second section then goes into using the libraries periodicals room to find more sources, specifically by going through the sources used by the periodical’s writer.
The third and final section of this chapter goes into extreme detail for using a library’s reference room to gather sources. It begins this section with having you look through library bibliographies and knowing what the difference is between different bibliographies, such as what a trade bibliography contains versus a general bibliography. This section then goes into how to locate different bibliographies, and looking through indexes to find what sources are used in many different periodicals at once. After that, this section finishes off the chapter by mentioning a number of other areas to check in a library to find more sources, such as handbooks, encyclopedias, and almanacs.