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Grade: 11

Revision Worksheet/ Answer key

A.
1. Video games enhance and develop countless skills. According to the article playing video games
can improve reaction times and hand-eye coordination where players show improved performance
in perception, attention, and cognition. Add to that, games help us enhance non-cognitive skills,
like patience, discipline, collaboration, problem solving,

2. Video games have an important role in changing a person’s behavior. They can be used to
help set goals in life and rehearse working toward them, provide feedback, reinforcement, self-
esteem, and maintain a record of behavioral change that is totally away from violence. Thus, it is
true that they don’t give birth to a violent character but can work on building a resilient steady
character.

3. Digital or smart classrooms give the chance for interactivity which can stimulate learning,
allowing learners to experience novelty, curiosity and challenge that stimulate learning. For
instance, many young people have developed incredible hand, eye, and brain coordination in
playing these games in a digital classroom, whereas a learner can’t get that from a traditional
classroom and textbook setting. The traditional classroom, in many ways, stifles some of
those skills that are crucial for human learning. Add to that, test scores are often the final decision
in a traditional classroom while on the other hand, most massively multi-player online (MMO)
games feature a system of points, badges, rewards and leader boards to account for people’s
different motivations and needs for interaction or self-expression.

5. Answers may vary.

Studies and researchers have proved that videogames have many positive effects but they are an
issue that needs parents’ cooperation. Parents can help by controlling their kids’ playing hours
and sleep time/ getting them involved in outdoor activities. They have to be sensitive and
nonjudgmental. They can agree on a reasonable amount of space for video games to occupy in
family life and thus they will reach a compromise. It is important that parents take up this
problem seriously and enable certain rules and regulations that allow children to divide their time
responsibly between playing videogames and completing their studies and other responsibilities.

B.

1. The type of introduction used by the writer is using surprising facts. The writer states some facts
about video games based on a wealth of research which shows that video games can be used in
education and learning. The writer attracts the readers’ interest by real facts based on studies that
show how playing video games can improve reaction times and hand-eye coordination and uses
this type of introduction to introduce the topic.

2. To achieve credibility, authenticity, and accuracy, the writer relies heavily on different types of
evidence such as when he referred to the findings of researchers: “playing of action video games –
the sort of fast-paced or 3D shoot-em-up, improved performance in perception, attention, and
cognition.” “Researchers reported that gamers with previous experience of playing such action
video games were better at perceptual tasks such seeing relations in chess pieces than gamers with
less experience.” In addition, he used real names of researchers like: Vikranth Bejjanki and real
names of centers: National Academy of Sciences… etc (Two types of evidence are enough.)

C.

1. they  Vikranth Bejjanki and colleagues/ Researchers.


2. them  goals.
3. I  writer/ Mark Griffiths.

D.

1. crucial
2. findings
3. adverse
4. revealed

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