2. Question: The Future – How Will Video Games & Media In Education Affect My Children?
3. Adult’s View: Most adult’s have a negative view on the influence that video games have on their children. Reasons for this could be ignorance, pre-conceived view from others and inexperience. The internet itself has been perceived as negative due to safety and privacy issues.
4. An example of this: Alan Titchmarsh TV Show debate www.guardian.co.uk/technology/gamesblog/2010/mar/23/alan-titchmarsh-show-games
5. Generational Divide The Generational divide is the biggest reason for such different attitudes towards media as a whole especially video games in my opinion.
6. Internet Generation The internet generation is a term which describes the current generation. The current generation are called this because they have grown up with the internet and have no fear of it as they have used it from a very young age. The figures show the popularity of these video games amongst the young people of today – This year video games overtook music and video combined in the UK. Industries respective share of this is forecast to be £4.64 billion and £4.46 billion. www.lrb.co.uk/v31/n01/john-lanchester/is-/it-art
10. AddictionThe above worries to me show a lack of understanding of video games or an overprotective feeling towards their children.
11. Media In Education Media can be a very useful tool in today’s education. Websites like Google and Ask give students an advantage as they can now search and access more information and resources than was ever before possible.
12. Media As An Educational Advantage With media such as the internet and traditional books students can explore and learn more than ever. Not only search engines such as Google but interactive tools can give the student a different way to learn their subjects rather than just the traditional student teacher relationship. Even primary schools use educational websites as a visual stimulus for the pupils to learn vital early lessons such as the alphabet and the timetables.
13. Virtual Worlds Virtual Worlds can also be used in education. Second Life for example has been used in University, giving an alternative to seminars by having online lectures where the students simply have to log on rather than sit in an auditorium.
20. References Adams, E (2009) Fundamentals of Game Design. 2nd Edn. Berkeley: Peachpit Press. Herring, S (2008) 'Questioning the Generational Divide: Technological Exoticism and Adult Constructions of Online Youth Identity', in Atkins, B & Krzywinska, T (eds.) Videogame, Player, Text. Manchester: MUP. Bruns, A (2008) Blogs, Wikipedia, Second Life and Beyond. London: Peter Lang. www.guardian.co.uk/technology/gamesblog/2010/mar/23/alan-titchmarsh-show-games www.guardian.co.uk/digitalstudent/second-life www.lrb.co.uk/v31/n01/john-lanchester/is-/it-art www.news.bbc.co.uk/1/hi/technology/8453043.stm www.findarticles.com/p/articles/mi_m0816/is_6_21/ai_n9772319/
21. Thank You Thank You for listening to my presentation and I hope you enjoyed it.