Prensky's Argument Analysis

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Prensky states the firm characteristics of serious games that (i) they are a kind of fun, which offer the students enjoyment and pleasure; (ii) they are a kind of play, which offer them intense and passionate involvement; (iii) they have rules, which provide them structure; (iv) they have goals, which offer them motivation; (v) they are interactive, which keep them doing; (vi) they are adaptive, which offer them flow, (vii) they have outcomes and feedback, which offer them learning; (viii) they have win states, which offer them ego gratification; (ix) they have conflict, competition, challenge and opposition, which offer students adrenaline; (x) they have problem solving, which enlighten their creativity; (xi) they have interaction, which …show more content…
It is difficult to determine the time a student might need to accomplish milestones and actually complete a game. It also makes difficult for teachers to outline the lesson plan of the class and decide how long it should take to complete the long chapters. Time constraints affect the students as well. When the teachers try to set time limit of finishing the game, the students who were unable to follow those time limits suffers and feels discouraged from their poor performance. Moreover, if teachers need to permit those students to continue the game until they finish, they find themselves in the problem of students’ misbehavior and self-efficacy; they risk those students’ self-confidence because it may reduce because of feeling of falling behind other students. Also, it requires the teacher to keep track of such students, which leads them to nothing, but a lengthy gaming …show more content…
Especially for children, it is difficult to control their motivation to play games; they may try to use games instead of books to learn knowledge. Need of books is as frequent as need of games, so it’s all about managing time and making right selection of choice between books and games. Also, when teachers and students rely too heavily on using games to learn material, they can reduce their ability to function outside the digital world (Zafar, 2010). They lost control over the ability to apply those skills in real-world scenarios. They try to be in isolation and enjoy their life with playing games. This cause is common among adults and children who are addicted to video games. Their social interaction skills shrink rather than grow. So, over-usage is quite the problem of video gaming around the

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