Good Example Of Research Essay Proposal Research Proposal
Type of paper: Research Proposal
Topic: Computers, Education, Classroom, Technology, Game, Learning, Print, Video
Pages: 2
Words: 550
Published: 2020/11/22
English
Proposal: This paper will discuss the use of the computer games in the classroom. That is, should computer games be incorporated in the process of learning and teaching? In the world today, the boosters and experts of educational technology believe that the computer games or the classrooms euphemisms for the video games should be part of the lessons taught in the classrooms at the increasingly early ages. The underlying optimist theory is that the students wearied by the ancient routine of pencil and paper are likely to become enchanted with the phonemic awareness when, for instance, letters dressed as animals appear dancing on a screen.
Research Questions
The research questions will aim at both the students and the teachers and the stakeholders involved in the process of learning and teaching these students.
Should the computer games be incorporated in the classroom instruction?
Of what significance will use the video game models in the classroom, are to the learning and teaching process?
Are there any disadvantages or costs of using the video game models in the classroom instruction?
Thesis Statement: The computer games should be used in classroom instruction. Using this model of the video games in the classroom is essential in a world of technological innovations and advancement. Moreover, research materials point to the significance of having this model in the learning process.
Research Material Consulted
Amory, Alan. "Pre-service Teacher Development: A Model to Develop Critical Media Literacy Through Computer Game-play." Education As Change (2011): n. pag. Print.
Can, Gulfidan, and Kursat Cagiltay. "Turkish Prospective Teachers' Perceptions Regarding the Use of Computer Games with Educational Features." Educational Technology & Society (2006): n. pag. Print.
Chatterjee, Shiffon, Atasi Mohanty, and Bani Bhattacharya. "Computer Game-Based Learning and Pedagogical Contexts: Initial Findings from a Field Study." (2011): Print.
Clare, Jayne. "Should Computer Games Be Used for Classroom Instruction?" Teachers With Apps - Because Not All Apps Are Created Equal. N.p., 28 Mar. 2013. Web. 22 Feb. 2015.
Hertz, Mary B. "Using the Video Game Model in the Classroom." Edutopia 19 Apr. 2011: n. pag. Web. <http://www.edutopia.org/blog/education-game-gaming-technology-tools-design-project-mary-beth-hertz>.
Ke, Fengfeng. "Alternative Goal Structures for Computer Game-based Learning." International Journal of Computer-supported Collaborative Learning (2008): n. pag. Print.
Ke, Fengfeng. "Computer Games Application Within Alternative Classroom Goal Structures: Cognitive, Metacognitive, and Affective Evaluation." Educational Technology Research and Development (2008): n. pag. Print.
Margalit, Malka, Amatzia Weisel, and Shmuel Shulman. "The Facilitation of Information Processing in Learning Disabled Children Using Computer Games." Educational Psychology (1987): n. pag. Print.
Essay Outline
Introduction
The world today is experiencing rapid transformations in the field of technology. These transformations are in the form of technological advancements and innovations. As such, other fields employ these technological advancements in their operations to promote efficiency. Some of these fields include medicine, education, law, and business among others. The use of these technological tools facilitates the processes in these fields (Chatterjee, Mohanty, and Bhattacharya 23). In addition, the significance of these technologies varies, and their effectiveness is wide across operations and fields. The costs that accompany the use of these technologies is also of great value to the general overview of the efficiency and effectiveness of these tools.
In this context, the technologies at hand are the video games. That is the use of video games in the classroom instructions. The use of video games in the classrooms has been attributed to benefits to both the students and the teachers through the learning and teaching process. The video game model involves the use of computers through various graphics to facilitate the process of learning and teaching.
Mistakes are part of mastery. When the students engage in these games, they do not worry about failing or making mistakes because they have an option of retrying or starting over. As such, they know that they have another chance of correcting a mistake or improving. Teachers should strive to build such kinds of experiences in their classrooms (Can and Cagiltay 14). With the computer games, there is immediate feedback. The feedback is often the one that enables the students improve or fix their previous performances. As such, the use of the computer games in classroom instruction is an avenue for proving opportunities for students for timely and useful feedback.
Computer games have a purpose, which is the underlying goal. Sometimes, mini-goals enable the player get to their final goals. Additionally, the players maintain their focus on their mini-goals rather than becoming overwhelmed by the ultimate goals of beating the game (Ke 22). As such, teachers have to be setting manageable goals for their students that will enable them move towards mastery while giving them timely feedback concerning their progress (Hertz 21).
The use of computer games in classroom instruction, though minimal, has some disadvantages. For instance, playing the computer games can lead to behavior that is off task, which can lead to students getting off track and not doing diligent work (Amory 35). Additionally, the use of the computer games requires training for the teachers to have the capacity of incorporating them effectively in the classroom instructions, which can be expensive. The cost of installation can also be challenging for the educational institutions (Margalit, Weisel, and Shulman 16).
Works Cited
Amory, Alan. "Pre-service Teacher Development: A Model to Develop Critical Media Literacy Through Computer Game-play." Education As Change (2011): n. pag. Print.
Can, Gulfidan, and Kursat Cagiltay. "Turkish Prospective Teachers' Perceptions Regarding the Use of Computer Games with Educational Features." Educational Technology & Society (2006): n. pag. Print.
Chatterjee, Shiffon, Atasi Mohanty, and Bani Bhattacharya. "Computer Game-Based Learning and Pedagogical Contexts: Initial Findings from a Field Study." (2011): Print.
Clare, Jayne. "Should Computer Games Be Used for Classroom Instruction?" Teachers With Apps - Because Not All Apps Are Created Equal. N.p., 28 Mar. 2013. Web. 22 Feb. 2015.
Hertz, Mary B. "Using the Video Game Model in the Classroom." Edutopia 19 Apr. 2011: n. pag. Web. <http://www.edutopia.org/blog/education-game-gaming-technology-tools-design-project-mary-beth-hertz>.
Ke, Fengfeng. "Alternative Goal Structures for Computer Game-based Learning." International Journal of Computer-supported Collaborative Learning (2008): n. pag. Print.
Ke, Fengfeng. "Computer Games Application Within Alternative Classroom Goal Structures: Cognitive, Metacognitive, and Affective Evaluation." Educational Technology Research and Development (2008): n. pag. Print.
Margalit, Malka, Amatzia Weisel, and Shmuel Shulman. "The Facilitation of Information Processing in Learning Disabled Children Using Computer Games." Educational Psychology (1987): n. pag. Print.
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