As talked about earlier, there is a fundamental difference in how this current generation grew up than the generation before it. It is hard to make the connection that video games can actually help a child, rather than hinder them and this has become a social norm. There’s a huge argument concerning Grade Point Averages. There is a lot of, “Research [that] supports previous research conducted and points to the fact that higher video game usage does indeed have a negative correlation with students’ GPA (Weaver, 126).” The key here is that there is a difference between playing video games in the classroom and playing video games outside the classroom. When used affectively inside the classroom, there is much less of a chance of students GPA suffering because of video games. The problem with being effective tools is that video games are addicting and can do more harm than good. This is an argument that is used everywhere in society. Not just against video games in the classroom, but video games everywhere. Video games are purposefully made to be addictive. Again, it has to be understood that video games are tools. With proper care and attention, the use of video games in a classroom has proven to be extremely beneficial, when supervised video games become much safer and easier to use. The problem starts on the outside when video games become unsupervised. There needs to be an understanding that video games are a
As talked about earlier, there is a fundamental difference in how this current generation grew up than the generation before it. It is hard to make the connection that video games can actually help a child, rather than hinder them and this has become a social norm. There’s a huge argument concerning Grade Point Averages. There is a lot of, “Research [that] supports previous research conducted and points to the fact that higher video game usage does indeed have a negative correlation with students’ GPA (Weaver, 126).” The key here is that there is a difference between playing video games in the classroom and playing video games outside the classroom. When used affectively inside the classroom, there is much less of a chance of students GPA suffering because of video games. The problem with being effective tools is that video games are addicting and can do more harm than good. This is an argument that is used everywhere in society. Not just against video games in the classroom, but video games everywhere. Video games are purposefully made to be addictive. Again, it has to be understood that video games are tools. With proper care and attention, the use of video games in a classroom has proven to be extremely beneficial, when supervised video games become much safer and easier to use. The problem starts on the outside when video games become unsupervised. There needs to be an understanding that video games are a