You are on page 1of 1

Problem Statement

Sara Prot, Craig A. Anderson, Douglas A. Gentile,Stephanie C. Brown, and Edward L. Swing(2014) as cited
by Rideout, Foehr, and Roberts (2010) mentioned that video games have become an incredibly popular
and pervasive form of entertainment. Video game use has increased steadily over time. Dr Mark Griffiths
(2002) mentioned that video games have great positive potential in addition to their entertainment
value and there has been considerable success when games are designed to address a specific problem
or to teach a certain skill. In another study by Kurt Squire (2003) as cited by Heinich, Molenda, Russell
and
Smaldino (1996), educators and educators have used simulations and games to foster learning for
decades, and many are already leveraging advancements in gaming and technology. The same authors
as cited by Thiagarajan (1998) mentioned that simulations and drill and practice games already are used
in the military, schools, and industry for learning.

Muhannad Quwaider, Abdullah Alabed and Rehab Duwairi (2019) as cited by J. J. Arnett (2002), it is
shown that most players are children or teenagers which leads to change the assumption about video
games to be just for entertaining or for time-consuming. Video games can impact on developing certain
human behaviors, whether these behaviors are good or bad. In another study by Sara Prot, Craig A.
Anderson, Douglas A. Gentile,Stephanie C. Brown, and Edward L. Swing(2014) as cited by Anderson and
Dill (2000), laboratory experiments have shown that even a brief episode of violent video game play
leads to more aggressive thoughts. Kurt Squire (2003) as cited by (Provenzo 1991) mentioned that video
games can lead to can lead to violent, aggressive behavior, employ destructive gender stereotyping,
promote unhealthy “rugged individualist” attitudes, and stifle creative play.

In our current study, we intend to examine the student’s perception of improving learning abilities by
playing video games. If we do not do this study, there will be many bad perceptions about video games,
especially from the parents. They think that playing video games can disturb their children's learning
process. Marius Drugaş and Daniel Ciordaș as cited by Gong and Piller (2018) observe that there is a
huge gap between the actual results of researchers on video game playing and parents' perceptions on
the phenomenon. They are often ignorant or left behind when it is about the gadgets and their usage
and tend to be massively influenced by media coverage on video games violence. The same authors as
cited by Przybylski & Weinstein (2016) conducted three separate studies to investigate people's
perception of video games and found some interesting results. Contrary to the above-mentioned
results, less exposure to video games by parents was related with negative attitudes towards them,
whereas those with a great deal of experience in the field regarded with skepticism the legislative efforts
to restrict access to gaming. We want to prove video games can help learning process and remove their
bad perception of playing video games. We will employ quantitative approaches to gather the data and
information related to our current project with the objective which is to investigate the student’s
perception about playing video games to help them improve their learning ability. Dr Mark Griffiths as
cited by Masendorf, F. (1993) mentioned other researchers have used videogames to help learning
disabled children in their development of spatial abilities.

You might also like