Source 1: Gee Paul, James. “Learning and Games” The Ecology of Games: Connecting Youth, Games, and Learning. Cambridge: The MIT Press, 2008.
Overview: This article argues that well designed video games can lead to effective and productive learning for players due to the connection that exists between game design and cognitive improvement. The article further claims that people learn most from moment that they hold in the chemical/long-term memory, and this the virtual reality of video games acts as a pleasurable as a synthetic way to learn in and environment that enhances deep learning.
How I can Use this Source in my Paper: I can use the arguments made in this article for the portion of my paper that discusses the benefits …show more content…
For instance, the author claims that improvements in attention, sight, and multitasking are only some of the many positive effects that videogames can have on …show more content…
Source 3: Griffiths, Mark. "The Educational Benefits of Videogames." Education and Health 20.3 (2002): 47-51. SHEU. Schools and Students Health Education Unit, 2002. Web. 20 Oct. 2015.
Overview: This article puts forth the idea that it is of utmost importance to recognize the positive aspects of video games in an academic environment while at the same time being wary and observant of the negative effects of games that are not designed to nurture learning. The author also stakes the claim that video games, when designed correctly, are a way for young individuals to experiment with skills such as problem solving in an engaging and non-impactful way.
How I can Use this Source in my Paper: This journal article can be used in my paper to illustrate the idea that there must be a distinction drawn between the various types of video games, and the effect that these video games can have based on their genre.
Source 4: Vitelli, Romeo. "Are There Benefits in Playing Video Games?" Psychology Today. Sussex Publishers, 10 Feb. 2014. Web. 20 Oct.