The Effects of Online Learning by Sarah Morse Online learning changes the way that students of all types and ages interact with and access information. Its effect depends both on the student and the institution making the change.
The Effect of Videogames on Student Achievement By Jonathan Craton Introduction In the past few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for college students. In more recent years, the Internet has completely changed the landscape of electronic media from something individual and static into something with the potential to be interactive and social.
This article examines the effects of increased student usage of traditional video games as well as online games. The demographics of the typical game player will be examined along with effects on the individual development and sociological perceptions.
This article will also look at the potential education utility of video games and the effect of games on student engagement and social development. The data show that most college students have played video games, many play them regularly, and a small percentage use them as a primary means of entertainment and leisure.
There is an enormous gender disparity in the amount of time spend on videogames. While less than 1 in 50 incoming freshmen women played more than 10 hours of videogames per week, 1 in 10 males admitted to doing this UCLA Higher Education Research Institute, The disparity increases with 10 times more males than females admitting to playing more than 20 hours per week.
Video game usage tends to drop significantly during the first year of college. The trend toward increased video game and other interactive digital media usage does not appear to be going away.
The upcoming college students are even more likely to be tightly tied to their technology than students are today. The current generation is exceedingly comfortable with technology and electronic entertainment.
Psychological Effects There is a large body of evidence which suggests that violent video games lead to increased aggression and even violence. There is some mixed evidence on the psychological effects of video game violence, but Craig Anderson offers overall implications that can be reached by looking at all studies that relate video games to risk factors: Some studies have yielded nonsignificant [sic] video game effects, just as some smoking studies failed to find a significant link to lung cancer.
But when one combines all relevant empirical studies using meta-analytic techniques, five separate effects emerge with considerable consistency. Violent video games are significantly associated with: Anderson,Myths and Facts, para.
Video game violence is linked to aggression in the short term. Cross-sectional studies have been able to show a correlation between long term exposure to video game violence and real world violence.
A few longitudinal studies are also able to suggest that video game exposure has long term effects on aggression. The researchers looked at five major areas of risky behavior. These include obesity, smoking, drinking, violence, and early sexual activity.
The study found that, in general, there is at least a modest link between electronic media consumption and obesity, smoking, drinking, and violence. The study focused largely on TV and movies as the basis for the first three, but specifically mentioned the effect of videogame violence as increasing the risks of violence in teens.
Gender Identity Violent videogames seem to affect men differently than women. One study of 43 undergraduate students yielded particularly interesting results. It then placed participants in different rooms and told them that their reaction time would be measured.
Admittedly, the study was small, and it was difficult to choose games that were not inherently gender biased already, but the study does still serve to show that in at least some cases, men experience more added aggression than women after playing violent videogames.
In his book Die Tryin': Videogames, Masculinity, Culture, Derek Burrill suggests that modern videogames have borrowed much of their material from Hollywood. The player character in many games, referred to as the avatar, is generally created to be at least somewhat superhuman.
Just like in movies, this portrayal of what an individual is supposed to be contributes to identity development.
Many games involve male characters that are incredibly well built and tough, and female characters that are physically attractive. A study examined 33 popular games of the time and found the following:12 Good and Bad Parts of Online Education.
By Mark Thoma. Follow. With video lectures, the pause and rewind buttons can be used such that, in effect, the board is never erased – there is no. Although online courses offer flexibility for the learner, negative effects can hinder the learning process.
To ensure a positive learning experience--essential to success--prospective students must consider the downsides of online learning before making the decision to learn in a virtual classroom. Tangibly, the most negative effect of online classes is a higher rate of class failure and dropouts. A study revealed in July by the Columbia University Community College Research Center indicated that Washington community college students were more likely to drop online classes than traditional ones.
The current negative effect of online course taking relative to in-person course taking should not necessarily lead to the conclusion that online courses should be discouraged.
A full education enhances the mind and body. Hours spent surfing the Internet, playing online games, and engaging on social networks can drastically hinder a child's physical development.
Jul 20, · Online education is a one-size-fits-all endeavor. It tends to be a monologue and not a real dialogue. The Internet teacher, even one who responds to students via e-mail, can never have the.