Educational Video Games and Computers in the Classroom Kira Borgwardt, Dana Hurtgen, Megan Alpaugh Survey Information We made a list of ten survey questions.

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Educational Video Games and Computers in the Classroom Kira Borgwardt, Dana Hurtgen, Megan Alpaugh Survey Information We made a list of ten survey questions based off the main question, If video games and computer games could be beneficial to students in the classroom, and if they can be used as an educational resource. Our survey was sent out to twenty people by , including a mix of education majors, other majors, and parents of students. After the surveys were completed, we collected the data and created visual graphs that supported the information we took from the survey. Visual #2 In the graph below, it categorizes the results from the benefits of playing video games or computer games in the classroom. The majority of people (7/20 people) that took this survey felt that it benefited the students the most in the school. Visual #1 The graph represents which subjects would use video or computer games most effectively in the classroom. Most of the people who took the survey answered that they believe reading, math, and science would be the best subjects supported by technology based games in the classroom. Visual #3 In the graph below people taking the survey were asked what they felt were positive benefits of playing computer and video games in the classroom. A majority felt that they were fun and kept the students interested in the subject or topic they were learning about. References: 1. skills-with-computer-and-video-games htmlhttp:// skills-with-computer-and-video-games html mhttp:// m htmhttp:// 0.htm 7. usGamesincorporating/39986http://connect.educause.edu/Library/EDUCAUSE+Quarterly/Serio usGamesincorporating/ dl=ACM&idx=J912&part=periodical&WantType=periodical&title=C omputerinEntertainment(CIE) dl=ACM&idx=J912&part=periodical&WantType=periodical&title=C omputerinEntertainment(CIE Video Games in Education- Main Points During this day and age computers and technology are becoming more and more essential to daily life. Learning computer skills is something that is needed to be taught at a younger age, children who are in elementary school are beginning to learn to type on the keyboard when in the past that was not learned until the adult years, if at all. As this trend becomes more mainstream games are becoming developed to use for every topic in school. Students are learning to play Rock Band or Sing Star in music class, PAWS in keyboarding, Reader Rabbit in reading, or Math Blasters in math class. These games are used to work on the fundamentals or the topic but also used for higher order of thinking in problem solving. These games can help children to develop their skills in many areas. Some say these games however are not beneficial for students. Students might have a problem with misbehaving or abusing the privilege of playing these games. Some games you need to pass levels or have an objective and for some students there emotions or actions may get out of hand and that is not acceptable. Some also say that these games do not benefit the student but are used for just enjoyment and not for academic purposes. Introduction As a group we chose a topic on computers and video games in education and then conducted a survey using Survey Monkey. We chose this topic because we were interested in how others felt about computer and video games being used in the classroom. We use computers in our daily life and wanted to know what other people thought about using computers in academics. Conclusion From conducting our group we found out that computer and video games are meant to be beneficial to students but it can be a distraction to the students as well. In general we found that the majority of the people that took the survey were familiar with computer and video games, but only about half of those people had used video and computer games in their own school experience. When asked which subjects games assist students in, almost every school subject was mentioned. Also the survey conducted that video and computer games should be a privilege in the classroom. All in all the survey concluded that video and computer games can assist students with learning and make learning more enjoyable. However, the games could be a distraction and the students can abuse it. In conclusion, it is up to the teacher whether or not to have their students play video or computer games in their classroom, but if they chose to allow it they must be sure to monitor their students.