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Christopher Aguilar

English 120
Revision Paper
2017/05/06

Revision of Gaming interaction and learning Alternatives


Gaming, that median that seem to cause anger, shooting and anti-social

behavior according to many cable news networks in the since 90s and onwards.

The same median seems to have face the same societal scrutiny at many other

median of such as photo, films, TV and the internet. But as the median now has

time to mature, I and many other of my generation believed that gaming can

become a tool for narrative, education and critical thinking. That can be utilized

within the classrooms for all ages.

Video games is essentially a piece of software that incorporate interaction

with the user. As the user has complete influence with the median, this engages the

user and can be traitor to how the user utilizes the median. Although this influence

is not without limitation, as the interaction between the user and computer is

limited to the peripheral of the hardware, as virtual reality is one of the most

advance form of emersion but it lacks accessibility, while more traditional

controllers has the opposite problems. An example of this can be a racing game; as

you can have a headset or multiple monitors to emulate the insides of a car,

complete with a petals and steering wheel. This will provide the full simulation of

the real-life counterpart, but the cost all the hardware would be rather high for any

education institute. Alternatively, a single screen with a basic handheld controller

with a limited amount inputs can serve the same purpose. As this is cheaper to

obtain and more appealing to any consumer. The drawback, is that this doesnt

emulate the movement of the body to the extent of a virtual reality.

Speaking of cost, the initial cost would be risk to any institute. As the

additional cost of software can be quite expensive to developed. As high quality


Christopher Aguilar
English 120
Revision Paper
2017/05/06

monitor alone, such as a 35 curved HP monitor cost about $1300, while a copy of

Advance Modern Physic: Theoretical Foundation by John Dirk Walecka cost about

$88. This extreme cost would, initially concluded that this cost is impractical for

anyone. On the contritely, as technology is rapidly evolving and become

commercially viable and will be cheaper over time (Also this monitor is an extreme

example and is overkill for a classroom setting for the most case). But as many

educational institute already has the hardware; as many existing computer can be

used for running the software required. As for the cost of software, many games

that can be used for the field of academia. As games alternative educational version

that are sold at a cheaper price than the original. This null of price to a reasonable

range for most academic instituted, as the development of software can be

outsource to already existing software developer to relied the cost of development.

As the cost can be remedies, now the next question is the practicality of a learning

instrument.

Fortunately, software is available and already is promoting value that is

present in academics. Games like Supreme Commander, Warcraft III and

Warhammer heavily incorporate micromanagement, critical thinking and decision

making. While other games like Gone Homes, Journey, (That Dragon, Cancer) and

Firewatch has player engage in heavy narrative, rivaling movies and books. And

Finally, Simulator such as Project Cars, War Thunder can teach more practical skills.

As the name suggest they are simulators and have a physic engine that mimic the

real world. This can be focus to the class as to prove or explain a concept that is

need for the course. As a Driver Education for example can used this technology to
Christopher Aguilar
English 120
Revision Paper
2017/05/06

teach techniques or concept with a safe environment that does not risk the assets

and personnel. While in more conventional classroom can tailor to the game they

wise to incorporate.

This incorporation isnt a money pit that many fear as resource will be

reallocated to accommodate this unknown median. Gaming has the capability to

incite learning, as many games requires you to learn mechanics of the games to

order to the play it. Added that many games also have objectives to retain attention

while promoting engaging to the median. That engagement is the bases of learning.

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