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Impact Of Video Games On Youth Violence

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Impact of video games on youth violence

Introduction.

Throughout the last years there are many changes and evolution suffered by new technologies. Its impact has changed the perception we have of the world that surrounds us and many of the aspects of our life. Its impact has produced a revolution in the economy, politics, society and culture. This revolution has transformed the ways of producing wealth and socially interacting. A large part of these new technologies are oriented to leisure. The entertainment tools provided by new technologies are based on the use of new mobile applications, videoconsors and computers.

And we can affirm, with rotundity, that the scope of video games is one of the most prolific, more if we take into account that these cannot be identified only with the current entertainment and leisure universe, but that video games are present in the most various industrial activities. The different software that currently overflows the market has great potential, since they can be used as much as leisure tools or as a learning tools. In the case that concerns us we will focus our attention on the introduction of new technologies within teaching, more specifically within the music classrooms.

Developing.

At present, all information and communication technologies in teaching-learning processes began to be introduced more than twenty years ago. In most cases the inclusion of these new technologies within the classrooms is determined by the different purchasing levels of which the different societies have.

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That is why the inclusion of new technologies has not been carried out as expected, since in most cases, these new technologies require many unattainable aspects for different states.

The rapid development of all these new technologies is producing a new generation of people surrounded from the moment of their birth of them. This situation makes possible the appearance of new forms of teaching through the use of these technologies which do not involve any type of barriers, such as video games, which are used by new generations since their early years. We therefore believe that the study of video games must be treated with some attention, since they currently invoice more than cinema and music together. There are several theorists who are in favor of the use of video games in classrooms placing learning as an end.

In the case of children and adolescents, video games are taken only as leisure tools, leaving aside the strong educational content that many of them contain. On the other hand, not all theorists encourage and favor the use of video games, there are several currents that not only disagree with the previously exposed advantages, but also reject everything that surrounds this new horizon of possibilities offered by this technology. 

There are numerous authors who argue that video games contain a high violent content, including violence, drugs and robberies. These contents foster the violence and numbness of individuals. This catastrophic vision of the world of video games decants a lack of information of a person who is not familiar with the current market. Indeed there are numerous video games with the aforementioned characteristics, but on the other hand there are many others that do not have them. As is natural the video game market as well as that of cinema and literature goes through all possible themes and are oriented to all types of audiences depending on users.

What makes video games different is the active participation of the user, unlike a movie or book The subject is part of the adventure, since he has control over the characters. This feature places us at a good starting point given the hybrid character of video games which can be used as leisure elements and at the same time learning.  Give. Currently, different music specialized software has already been used, these could be used to improve motivation, performance and generate knowledge in students with favorable results.

At present there is a growing demand for musical training for younger individuals, recent studies have promoted the increase of students in the subject Music and Movement. Music makes it possible.

This subject is taught above all in small centers (music schools) within which many of the students obtain their first musical notions, in most cases the teachers who teach the subject do not have a specific official degree, since the different centers prefer to use the teachers with which they already have. 

This can generate the doubt of whether the signature is taught correctly. Normally matter is taught from a traditionalist perspective, in the case of an inherited pedagogical route. There are research that shows that the traditionalist interest on the teaching staff focuses on obtaining results making expressiveness something explicit and not implicit in the learning process.

Conclusions.

Throughout the research work it is intended to document the different forms of musical expression that can provide different types of people, through the use of new technological devices that simulate musical instruments. We will respond therefore to questions such as: Can an early individual manage emotions and feelings through musical software? And in contrast, will these parameters better manage the individuals have received musical studies than those who do not? Will a digital native of managing the proposed software be able to manage well?

The work is divided into two sections; A first section with a theoretical framework developed in which the different types of knowledge and mental processes available to the human being, the current situation within the artistic teachings of music and the different pedagogical conceptions that exist today. The second section includes the empirical framework which we will show the activities proposed at work, its objectives, the implementation, the results obtained and the analysis of the same. Ultimately the conclusions of the study that has been carried out are shown.

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