Saturday, December 21, 2019

Effects of Multimedia to Students - 5436 Words

HISTORY: The scientific study of media effects has led researchers down the road of video game effects. From both a social and psychological standpoint, video games have the ability to influence their players both on implicit and explicit levels. The popularity of video and computer games has grown exponentially in recent years, yet empirical research is still relatively limited when compared to the study of other media.[1] In 1982, the U.S. Surgeon General lamented the lack of such evidence (Selnow, 1984). But the progress that has been made has been very beneficial to the field thus far and is only the seed of what has already become one of the most controversial media effects topics to date. Current research Lee and Peng (2006)[2]†¦show more content†¦In one example, a 28-year-old South Korean gamer died after 50 hours of StarCraft online gameplay.[11] However, no solid evidence has supported the game-addiction hypothesis. In addition, there are many other suggested negative aspects and effects of video games, the most popular and controversial technology. Rowell Huesmann suggests that video games can be very dangerous, because it may encourage people to commit violence, violence in video games is shown without punishment, it is rather encouraged and rewarded and it rarely shows the pain of the victim.[12] Moreover, the identification with the killer through video games has been suggested to be one of the negative effects on children.[13] Reinforcement of racist or sexist stereotypes has also been associated with video games.[14] Fears towards what players are exposed to through violent video games. For example, politicians and other people and organizations consider video games effects on society, there has been some fears specially from UK news service that hijackers may have used flight simulator software to practice flying jet planes, also, Beam Breakers removed all references to the World Trade Center already used in the game 1.[15] [edit] General Aggression ModelThe General Aggression Model (GAM) is a term that assists in determining the influence and susceptibility that video games and its violenceShow MoreRelatedBilingual Education : A Bilingual Classroom1210 Words   |  5 Pagesto walk into a classroom where all the students are English speakers. Consequently, administrators and educators must enhance the delivery of education to ELL’s. For the purpose of this paper, I would first look at what it means to teach in a bilingual classroom. Secondly, I will take an introspective look at a few multimedia tools used in making bilingual education interesting. 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The features of e-learning are that is can let learners gain knowledge

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