Академический Документы
Профессиональный Документы
Культура Документы
EDUCATION
TOPIC SENTENCE :
Playing video games actually never harm education, but its help us to improve our
knowledge.
EVIDENCE :
1) Y.Rankin, R. Gold, and B. Gooch said that playing video games gives a
democratic learning environment for the players which is really conducive to
both introvert and extrovert (p.2).
2) Video games also actually act as catalyst for improve students grammatical and
conversational competence (Y.Rankin, R. Gold, and B. Gooch, 2006, p.2)
3) Isabela Granic, Adam Lobel, and Rutger C. M. E. Engels said that space
limitations preclude a review of the myriad games developed to improve
educational outcomes in almost every subject taught in schools(p.73).
4) Ute Ritterfeld and ReneWeber said that video games simplifies the
understanding of educatonal value (p.403).
5) Video games also help evaluate and modify strategies for knowledge
acquisition, problem solving or other learning process (Ute Ritterfeld and Ren
eWeber, 2005, p.404)
2.ENTERTAINMENT
TOPIC SENTENCE :
In students stressful life, video games act as a source of entertainment.
SUPPORTING DETAILS : All of us must accept that students life is one of the stress
full life. Mostly every day, they are fulfilled with assignments, tests, quizzes and other
activities. In such a situation, they need a relieve. So computer games act as a
entertaining agent. While playing computer games, students feel so happy n relieve.
Its actually give pleasure to the students.
EVIDENCE :
1) Video games are ubiquitous and enjoyed by people of all ages. They allow
people across town or in another state or country to have fun and interact in an
immersive and engaging away. There are many reasons why video games act
as entertainment. (Rich Taylor (05/12/2014), The Huffington Post. Retrieved
October 26, 2016 from http://www.huffingtonpost.com/rich-taylor/5-reasons-
video-games-lea_b_5309230.html)
2) Robert J. Vallerand, Ph.D., Eric G. Donahue, and Genevie`ve L. Lavigne said
that gaming is a source of pleasure, entertainment, and harmless distraction
(p.1).
3) Ute Ritterfeld and ReneWeber said that enjoyment in game play may result
from (a) sensory delight; (b) suspense, thrill, and relief; or (c) achievement,
control, and self-efcacy (Vorderer et al., 2004).
3. COGNITIVE BENEFITS
TOPIC SENTENCE :
There are alot of cognitive benefit of playing video games to students.
EVIDENCE :
1) Walter R. Boot *, Arthur F. Kramer, Daniel J. Simons, Monica Fabiani,
Gabriele Gratton said that video game helps in improving cognitive abilities
builds (p.387)
2) Y.Rankin, R. Gold, and B. Gooch said that students cognitive abilities which
would transformed to learning process can be improved by playing computer
games (p.1)
3) Susan Krauss Whitbourne, PhD, Stacy Ellenberg, BA, and Kyoko Akimoto, BA
said that students have cognitive benefits by promoting visual search and
reaction time (p.893)
4) Ute Ritterfeld and ReneWeber said that video games help enhancement in
cognitive skills.
4. ADDICTION
EVIDENCE :
1) Antonius J. van Rooij, Tim M. Schoenmakers, Ad A. Vermulst, Regina J.J.M.
van den Eijnden & Dike van de Mheen said that video game players spends
many hours on online gaming.Thus it is identied as a group of addicted
heavy online video gamers (p.210)
2) Video games are addictive. All you care about is forging ahead to the next level.
You sit and play for many hours and forget about everything else.
(Disadvantages of Playing Video Games (2014). Retrieved October 26, 2016
from http://www.essaywow.com/uncategorized/disadvantages-playing-video-
games.html)
3) Spending many hours in front of a screen and not enough social interaction
(Nick Tews (2013),The Disadvantage of Video Game Addiction. Retrieved
from October 26, 2016, from
http://internetaddictionresource.com/2013/08/22/the-disadvantages-of-video-
game-addiction/)
Conclusion