Professional Documents
Culture Documents
Rosy Omonga
LTEC 5030
The ideal method for handling this subject, in my opinion, is to take into account all
viewpoints, from all sides of the controversy. Having some technology knowledge I was able to
effectively communicate with the parents who may lack that information. I should therefore be
able to comprehend their grievances and what they hope to gain from this program. Empathy is
essential, as is the ability to think about how the results are affecting them and how to modify the
Key Factors
First of all, in my opinion, this game may be a major reason why the results that were
anticipated were not realized. The game is better suited to allowing a player explore an open
world and enjoy the results of their choices and deeds as mentioned. Second, I questioned
whether this particular game had been chosen to improve test scores. The type of game or
activities chosen for this program will specify the areas where the child is anticipated to exhibit
signs of greater development. Last but not least, I wanted to know if this treatment was supposed
to start producing effects in as little as two years. If it wasn't brought up when the program first
Contention Factors
When looking at this software, it would seem that the program is solely to blame. You
can therefore agree that the parents are very entitled to be outraged. This might not be the case,
so we need to look into any potential miscommunications between the various parties.
Personally, I think that the parents were not properly informed about the program in a way that
allowed them to completely appreciate its advantages. Additionally what to anticipate from their
children's participation in the program. If this were the case, I would need to be able to recognize
it and then work to clarify any potential misunderstandings that might be influencing the parents'
Relationships
Finding a solution can be challenging when considering all of these different elements.
When you start to consider the relationships between these factors, you can begin to see patterns
or similarities in the elements that cause disagreement between the parties. The biggest
connection, in my opinion, is that this particular game had no appreciable outcomes. It would
seem that the other party simply cannot understand the issue when considering how the issue is
seen from both perspectives. From a distance, even if this connection can seem unconnected, it is
actually the biggest issue that is raised. Another connection exists between the program's content
and the expected results. Testing results might not significantly improve if kids aren't playing
educational games because they won't be ready to handle the life simulation game if they aren't.
Changes
The main debate, in my opinion, that needs to be resolved is whether the right game was
utilized to produce the outcomes that the parents expected from the program. In a 2015 article,
Novotney stated that there is currently no proof that playing video games improves math or
science skills. Despite the fact that it has a favorable impact on history and language. Instead of
only one life simulation game, it might be sufficient to give a selection of instructional games
that have no bearing on any math or science-related topics. Although there is evidence on the
advantages of playing video games, higher exam results are not always the result. It can aid
students in their cognitive growth, which is considerably more difficult for teachers to evaluate
and monitor through regular schoolwork. Weir (2018) also covered this subject and discovered
that using video games in the classroom has good effects, mostly on cognitive development.
However, because they are challenging to grade and monitor, parents may believe that their child
is not benefiting from the program. Despite their desire for the program to produce noticeable
results, their children gain from it. The limitation of this hypothesis is that it is not connected to
There are advantages to having a variety of instructional games, and these advantages are
increased when the game is specialized, as mentioned by Griffiths (2002). The children can thus
experiment with a wide variety of diverse games by constructing a wider assortment of games.
Test scores could rise as a result of the games' increased emphasis on education. The timing of
the children's introduction to this program may also be an influence. Starting the program with
younger kids may prove more advantageous because it will increase their exposure to its
Concept Map
Logic Model
The use of this application has caused frustration for the parents due to the current
condition of a misunderstanding over the findings that would be delivered. The results of the
current program are not what the parents anticipated they would be after two years. It is crucial
to implement changes that will result in outcomes that both sides can agree on. The curriculum
would therefore need to be expanded to include more instructional games. A fresh perspective on
the program's goals for its members, taking into account any tangential advantages of cognitive
development. While expanding the program to provide access to younger kids. These
adjustments should result in a situation where both sides get what they want. To aid pupils with
their standardized testing, the program will feature a larger library of games. The parents will be
informed of the advantages of cognitive growth, which will lessen their sense that their taxes
were spent. Although kids are exposed to the program at an earlier age and will benefit from
There is no reason why educational games shouldn't be used in the classroom if they can
make good use of these. They would greatly enhance learning in the classroom. Over the past
few decades, a number of research have been published that demonstrate they are advantageous
for memory and cognitive functioning as well as social adaptation. Students would benefit from
the capabilities of action games to boost processing speed without significantly affecting
accuracy on timed standardized tests like the SAT (Ivey, 2019). Students' educational pursuits
would also benefit from the effects on memory and cognitive processes. Students will eventually
benefit from the capacity to support social skills in areas of life beyond the classroom, such as
college and job interviews. For these reasons, there is no question that teachers will eventually
Teachers should make use of the framework created by commercial games to incorporate
games' capacity to enhance memory and cognitive function into the classroom (Ivey, 2019).. In
addition to using the same design principles as commercial games, educational games could also
benefit from the latter's real-time accessibility on a variety of devices, including smartphones,
tablets, PCs, and gaming consoles. There is no reason why educational games shouldn't be used
in the classroom if they can make good use of these. They would greatly enhance learning in the
classroom.
References
47-51.
State University).
https://doi.org/10.1037/e524062015-015
org/monitor/2018/03/ce-corner. aspx.