Traditional Badminton Rules

The rules for badminton are similar but also different to the rules of the Special Olympics In the Special Olympics, wheelchair athletes have the option of serving an overhead serve from either the left or right sewing area, In addition, the serving area is shortened to half the distance for the wheelchair athletes In the traditional rules, the athlete is to serve and receive in the right service court when they or their opponent has scored an even amount of points that game The athlete is to serve and receive in the left service court when they or their opponent has scored an odd number of points that game. In both rules, “doubles” are expected to consist of two partners Each team can determine its own order of service and selection of courts in the Special Olympics, but the service can only be delivered by from the right service court where the opponent diagonally from the server shall receive in a traditional badminton match.

In the Special Olympics, the final winner’s score is made by adding all of the six Individual Skills Competition: hand feeding, racket feeding, the “ups“ contest, forehand stroke, backhand stroke, and serve while traditionally at 20 all, the side which gains a 2 point lead first wins that game At 29 all, the side scoring the 30th point wins that game. Track is one of my favorite sports that I am passionate about For those who are not as fortunate as I am, who would also like to participate in the sport, I have developed some strategies so that people from diverse backgrounds and abilities would be able to participate as well, First off, those that are able to run and are participating in the 100m/200m/400m will have the same rules as of the traditional sports However, the will run alone and their times will be recorded when they have finished They will able to have supporters be there for them and cheer for them all the way to the finish line.

The athletes with the fastest times will be the winner of the events If the athlete is having some difficulties and needs to rest due to their condition, the time will be stopped and resumed when the athlete is able to compete again. Medical staff will be present in case of all emergencies. For wheelchair athletes, the events will also be the same, except there will be others who race with them. There will be three other athletes for each heat which will all compete against each other Their times are all recorded and the ones with the fastest times will the events. Track is a sport that should be enjoyed by all, even those with disabilities. With these strategies, athletes in the Special Olympics will be able to compete. They will be able to enjoy the sport for what it is and have no barriers to being able to participate. The Special Olympics is a wonderful thing for athletes as it provides them a way to participate in sports if they cannot participate with the traditional rules of the sport due to their abilities.

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The Significance of Badminton in My Life in Vietnam

My favorite hobby in Vietnam was badminton I played badminton during my free time because it was special to me. I learnt many strong skills such as smash down, front and backward hands attacks, and fast movements, which helped to win the battles of single and double matches The preparation for competitions ofmy teammates and myself were fun. The coaches prepared us to eat healthy, stay relax and let us watched the YouTube videos about how to revenge with other teams in the competitions, I also made friends with new members in my teammate, and even with other teams schools team members, We grew up together in badminton, I appreciated those moments and people who were around me at the time I played badminton such as friends, teammates and the coaches I learnt many good skills, had many good moments in the preparations and made many friends.

Badminton was special to me when I was in Vietnam, First, I learnt many good skills in badminton as fast movements, smash down strategies; even front and backward attacks skillsi That was why I got into the school team in the election for the new team members I practiced those skills five days a week with my teammates after school in the gym We usually practiced fifteen to twenty-five hours a week We played single and double matches to earn more strategies to revenge the opponents in the battles. We also had a lot of fun times during the practices by the coaches. Sometimes, the coaches showed us how to use different attack drills in different situations as volley, serve, back and front hands attacks in the preparations, tool Secondly, the coaches always reminded people in the team about how to prepare before the competitions.

They always wanted my team to stay relax because this strategy helped each person in my team to have the heart rates and the brain stay in good positions. The coaches also showed the YouTube videos about how to learn different skills and how did people do in the badminton battles with single and doubles matches, too. Those people in the videos were perfect in the ways they moved around and how they responded to the opponents with serving and smashing the birdies with the pressures in the rackets. We practiced twice a day. One time, my knees were popped out one time when I was in the gym to prepare for the up coming competitions. Because I tried to do the backward smash down skills for the fist Lime, so I lost the balance My mother forced me to move out of the team, but I explained to her how important badminton was to me, so she didn’t force me anymore. They coach also helped us to eat healthy with vegetables and fresh meats, two meals per day, The fellows and I always did what they said to complete the healthy list together. Lastly, I made a lot of friends in badminton team and clubs.

The fellows in the team became my friends in two days because they were nice and played badminton good as much as my leaders We usually played double matches before the single matches because the coaches wanted to see who got the improvements each week, so he could move them up from the prepared»players to the main teamst My friends and I often played outside of schools, but if we did, we played badminton the whole day together, We grew up as team together, We also grew up as friends and sisters, or brothers, too because we spent mostly of the times together in gym [0 play badminton. We also appreciated those moments and respect each other as single individuals in the team. Those people and those moments made badminton even more special to my life. Overall, badminton was the number one sport for me, I loved badminton since the first day I played it during the election of the school team in Vietnam.

I felt happy every time I played badminton with friends and my teammates; even my mother was against me playing badminton because she felt the sport was unsafe and dangerous .I broke my legs after my knees were popped out I explained to my mother how important and special of badminton was to me I learnt many good skills, as smash down and fast movements were the best things to have in badminton, I also had many good memories and fun times with the coaches and my teammates in every preparation before the competitions and I also made friends from other teams and other schools, too. Those three points made badminton even more special to me because they brought many good moments, people, and memories, which were good, fun, and special. [would remember it for the rest of my life.

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Maya’s Inspiration to Play Softball

One rainy evening in Winnipeg, Manitoba at 5:46 pm on April 14‘” 1998, at Women’s Hospital Maya was born. Maya has one older brother Jonathan she also has two dogs Max and Zoey. Some of Maya’s favorite things to do are playing softball. When Maya was born at first her parents wanted her to play soccer but she knew deep down inside softball was the sport she wanted to play this all started at the age of nine when Maya fell in love with softball. Maya was inspired to play softball by her friend Shawna. Before Maya tryed out for any team her and Mikayla would play softball in the backyard almost every day until the sun came down. In grade four is when Maya truly took the chance to go and actually play for a team with her friend.

For two years Maya played community c ball. Then the day came when Mikayla said that they should try out for A ball Maya was so excited. Maya made the team! When she heard the news she was so ecstatic she couldn’t stop jumping up and down and screaming with joy this is where her dreams all started. Maya now plays for the Smitty Terminators they actually recently won provincials.

Mayas favorite thing about softball is hitting so much that when she hits the ball on the sweet spot of the bat and knows its going to be a good hit she says its a feeling that can’t be compared to anything else. In addition, Maya favorite thing about baseball is also playing shortstop. Maya has got to travel to many beautiful places because of softball for example British Columbia, North Dakota, Minnesota, and Flordia.

Maya actually won her tournament in British Columbia for the Westerns Canadian Championship in 2012. In the upcoming future some of Maya’s goals are to win any of her state tournaments for instance Nationals also hopefully again to bring home the gold for provincials. The biggest goal Maya has set for herself is to get as a scholarship through a softball collage team. Her dream teams to be able to play for one day are Arizona Sun Devils or Alabama State. One day Maya wishes to be like David Ortiz from the red socks, she hopes to some day be able to as many home runs as he does. In conclusion I hope this helped you get to know my friend Maya

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A Comparison of Baseball and Softball in Their Respective Sports

Is it baseball or softball? It is the smell of the grass, the swirling of the dust, and the crack of the bat that all signal the start of America’s favorite pastime, baseball. Even With the popularity of baseball, girls’ fast-pitch softball has competitively nipped at baseball’s heels for the past few years. You have a bat, and a ball, and you are hoping for a home run, but which is it? Until now, you do not know because these two sports are similar, but they are not the same. A few major differences that separate baseball from softball is the field, the strategy and style, and the rules of the game. Even with the mixed opinions about the similarities and differences of the sports, one thing is for sure, people play the sport notiust for the personal satisfaction, but because they love it.

A major difference in baseball and softball is the field. For instance, in the game of baseball, the distance between each base is ninety feet, but in softball, the distance is sixty feet. For a base runner that extra thirty feet could be the difference between becoming safe or being out. Another difference between the two sports is the distance from the pitcher’s mound to home plate. In softball, the distance between home plate and the pitcher‘s mound is a third less than in baseball, which is certainly a disadvantage for softball players. Softball batters usually have one to two seconds to decide whether to swing or not, but baseball batters have around three to four seconds.

This gives the baseball batter an additional two seconds to follow the pitcher’s hand. and it is 2 much easier to find the release point of the ball from the pitcher. The last example of how the field is different between baseball and softball is the distance from the backstop behind home plate to the outfield fence. In baseball, this length can vary according to the team’s preference, but in most cases, the length of the field is approximately 410 feet. In softball, the distance from the backstop to the outfield fence must be between 200 and 210 feet. Therefore, playing on a softball field is to the hitter‘s advantage; because, if a ball was hit out over the fence it would be counted as a homerun in softball. but in baseball the batter would most likely have a double.

The differences in the fields’ of baseball and softball vary greatly. The strategy and styles in baseball and softball differentiate and distinguish the two sports from each other, One difference in the strategies between the two games is the mentality of preparing as well as the degree of relaxation during the game Coach Jodie Hallman. The head softball coach at Natchitoches Central High School states, “If we know it’s going to be a tough game, we really prepare for it, but if we know it’s going to be an easy game then the girls relax more.” (Interview: Coach Jodie Hallman). The faction of practicing harder for a tougher team can be true for both the sports of baseball and softball. Another example of the differences in the styles of baseball and softball is the enthusiasm of the players.

If you have ever seen a girls’ softball game you would most likely think that they are exceptionally relaxed because they are more enthusiastic and get more into to it than guys do. They have an innumerable amount of cheers and a lot of spirit. “Softball is more fun to watch because they’re entertaining. They cheer and get into it. Guys just sit and glare at the opposing team,” said Hallman. (Interview: Coach Jodie Hallman). On the opposite end of the strategy, there is a difference in the weight of the bats used in baseball and softball. In baseball the weights of the bats typically range from about thirty-two to thirty-six ounces, but in softball, the bat 3 usually weighs between twenty and twenty-six ounces. Obviously, the lighter the bat the quicker it is, which in turn equals more hit balls. The sports of baseball and softball vary greatly In their strategy and styles of the game.

The rules of the game in baseball and softball are strikingly dissimilar. For example, in baseball the pitching motion is overhand, whereas, in softball the pitching motion is underhand. Another largely obsen/ant difference is the size of the baseball compared to the softball. The circumference of a baseball is nine inches, but the circumference of a softball is twelve inches, The difference in the size of the baseball and softball may be compared to the difference between an egg and a grape lruit. An example that shows the differences between the rules of baseball and softball is that of the rules of a runner. For instance, in a game of baseball, the runner does not have to go back to the base that he is at, he may take what is called a “lead-off”, but in softball, the runner can never leave the base until the ball is released from the pitcher’s hand.

Those are lost a few of the many examples of how the rules in baseball and softball differ. Although baseball may be America’s favorite pastime, girls‘ fast-pitch softball is growing largely well-known. Both sports, which most people view as the same, have a bat, a ball, and a batter. but they are definitely not the same. It may be hard to tell, but there are afew major differences between baseball and softball such as the field. The strategy and style. and the rules of the game that show strikingly dissimilar these two sports actually are. Even though baseball and softball may commonly confuse a person, as to which is which, one thing is for sure, they are both fun to watch and play.

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Team-Based First-Person Shooter With Harsh Consequences

Global Offensive is a game that surpassed its former predecessor Counter-Strike: Source. Counter-Strike: Global Offensive is a team-based first-person shooter with punishing consequences, such as permanent death. The concept of the game revolves around two opposing teams, known as the Terrorists and the Counter-Terrorists, competing in game modes to complete objectives. These objectives vary from securing a location to planting or defusing a bomb and rescuing or guarding hostages. This is an extremely hardcore, skill-based first-person shooter, and it forces the player to think differently than other modern shooters, or else the player will not come back after death. In this evaluation, the criteria review the artistic aspect of the game, the gameplay, and extra factors such as the price of the game.

The artistic aspect of any game is important. Even in the face of genre evolution in games such as Call of Duty or Battlefield, Counter-Strike: Global Offensive doesn’t care to adapt. Counter-Strike: Global Offensive is so dedicated to Counter-Strike’s aging ideals, despite market and trend changes that it brute-forces its way to success. Counter-Strike: Global Offensive has been steadily at the top of the Steam charts for most concurrent players. The graphics of Counter-Strike: Global Offensive isn’t the top of the line in the gaming community; however, that isn’t required when this game solely focuses on the competitive and physical aspect of killing players. On the other hand, modifying this game through the Steam Workshop is effortless. The Steam Workshop is a community-based hub that allows players to create mods and maps for the game in various amounts of ways. This is a great way for players to improve the artistic aspect of the game through their own creations.

The actual gameplay of the game is really exciting and hardcore. Consequently, killing in Counter-Strike: Global Offensive feels extremely satisfying. There’s a sickening sensation to killing someone and knowing that they won’t come back. In this competitive aspect, the gameplay requires players to communicate with teammates and be careful of their surroundings. If players aren’t watching corners, providing covering fire, or using communication, they’re more likely to take a headshot from a more experienced and patient player. As a player who has experienced this, it gives an adrenaline high that constantly makes the player want to become better. The difficulty of game is one of the hardest in the market. Growth is an important factor in Counter-Strike: Global Offensive, especially if you’re coming into Counter-Strike: Global Offensive fresh or from a different first-person shooter.

The player has to factor in the recoil, positioning, and movement to hit the enemy. It’s incredible because the sound and background noises are so important, especially when hearing footsteps. These are all the factors players have to consider when playing this game correctly. For around $15, this game offers you the full edition to play around in competitive or on community-made servers. Certain map redesigns can catch players off guard, but the changes are for the best. This game has an active administration that does constant patches to improve the game, moderate gameplay, and ban hackers. This game’s main issue is the constant flow of hackers in public servers, due to this game only being $15. This creates a problematic issue for genuine players who want to improve. To combat this situation, Valve introduced a system known as “Overwatch”, which allows experienced players to watch gameplay and dictate whether a player is exploiting the system or not. This is one of the few great features that improve the game.

In conclusion, by viewing the criteria and going down the list. This game satisfies a player such as myself; however, major changes could be made to make this game better. Such as punishing toxicity and trolling. Those factors heavily bring down the gameplay and overall atmosphere of the game. The physical aspect of the game could be improved as well. Players can only play on a 64-tick server when it comes to competition. Tick rate is the rate, at which the server can ‘see’ things which change. It has been proven that servers with 128 tick generate better gameplay, which is something players don’t have. Overall, this game matches the criteria of teenagers who enjoy a good classic first-person shooter game that requires a decent amount of skill.

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Video Game Console and Nintendo

Introduction Nintendo company,One of the most recognized names in the history of games. Even that was 120 years before and recent decades years, Nintendo begin company to making the playing card game,but creating video game. In the 60’s,Nintendo was going to produce video games, but after 1985 when Nintendo started to sell Nintendo Entertainment System (NES) and the famous game Super Mario Brothers. Nintendo began to as being the only dominatition in video games,and remained through many years,before Sony had take over the dominatition position by launched the Sony PlayStation . nd then Nintendo was being regarded as a recession proposition in the videogame business. As far as we can see,the turning point in 2005, Nintendo introduced the Nintendo DS with a big success. In 2006 Nintendo introduced the Wii and then launched it being the best-selling latest generation console system in the world. Nowdays, Nintendo in the position as being the “worldwide leader in the creation of interactive entertainment” with Microsoft and Sony in world’s top3 videogame business.

To date, Nintendo has sold more than one billion video games and created so many game console including Game Boy – The best selling video game systemgame systems worldwide. 1. What is Nintendo’s strategy? Which of the five generic strategies discussed in Chapter 5 is Nintendo using? What are some of the recent offensive and/or defensive strategies that Nintendo has employed? Have these tactics been successful? Nintendo’s strategy is based on the customer premise, when other business-to-video game market has yet to be waited and see attitude, and Nintendo in the market demand for in-depth study, the firm entered the field.

Nintendo was on the market only a profound understanding of the needs of customers’ game manufacturers. Because it can from the “customer needs is the fun of the game” This perspective of looking at problems, Nintendo game software was first recognized that the decisive position. This policy eventually develop into a Nintendo game software developers and strategic alliances to achieve this status, Nintendo has played a key role.

After have a “Nintendo Power” books and “counselors systems” scheme, which are a combination of the two major consumers and Nintendo’s sticky and agents, but also Nintendo’s main method to grasp the pulse of customers. In fact, the Nintendo Company’s product development plans and marketing strategies is almost entirely dependent from the customer information. We come up the idea that :The broad differentiation strategy is the newly products of Nintendo’s had generic used ,particularly for Wii ,the broad differentiation strategy that allowed Nintendo to compete with two giant Sony and Microsoft.

Nintendo had focus on innovative control system,that leads to rising the fun level of games,instead of to attempting to catch up with the functional advantage concentrated by most competition in game industry . Nintendo focused on developing games and take their Key advantage – gaming fun to winning the battle of game industry. Recently, Nintendo has carried out some offensive strategies to resist with rivals and gain more market share. The company aimed to innovating products and introducing some of the industry’s most astoundingly inventive and financially lucrative gaming products.

For instance, Nintendo introduced the Nintendo Dual Screen in 2004. The DS Lite was introduced in 2006 and Wii was introduced in 2008. Nintendo does a number of advertisements with creative advertisement, what make deeply impression on customers. Through the magazines, the company releases the products and attracts game players. Nintendo also has some defensive strategies. Rivals like Sony and Microsoft were calling attention to an assortment of technological capabilities and graphic features in their consoles.

Nintendo’s two system including video game consoles and handheld system with light weight electronic devices and designed largely. Rivals required a part of target market. According to this situation, Nintendo attract older people and women as a new market to make sure the sales and reputation for the company. 2. Is it fair to characterize Nintendo’s introduction of the Wii as a blue ocean strategy? Why or why not? Yes,there’s a pure blue ocean strategy initiated in the Nintendo’s Wii,but the Wii’s introduction strategy can not necessarily be characterize as a blue ocean strategy that we considered.

Wii’s introduction demonstrated is successful executed the Blue Ocean Strategy,that driven point is the unique interactive “motion-sensitive” controls,it based on an innovative gaming control system can sense movements and physical activity, gamers should to physically move around to guide the game character,this is an differentiate experience with instinct usability that may rising the fun of gaming,and creating an accessibility for every player of all ages and genders .

This new values are created and focused by Wii which instead of the performance value defined by the industry. it allowed Wii to not only compete in the game console industry’s “red ocean” where has been dominated by Sony’s PlayStation and Microsoft’s Xbox, but also to went after an untapped market,For consumers who are not consider as the typical gamers,as older females, seniors,who never think about gaming,even who consider gaming as a waste of time. it purpose at the entire family. so it as the allegory of name “wii”’s intended, we- everyone can enjoy it.

Wii are also competitive to appealing the traditionally customer targeted by the games industry,we come up the opinion that the blue ocean strategy can reinforcing the competitive strategy acts as a supporting board differention competitive. Wii’s make games for a different purpose,In assessing the standard relative to Microsoft’s Xbox 360, and Sony’s PlayStation 3, and other developers , Wii‘s functional elements as graphics & physics, processing power ,and supporting function (as Movie playing) are relatively rare . owever it good-enough for moderate gamer,but their virtual controling raising gaming fun to a higher level ,that helps maintained its core gaming audience while aslo their purpose to changing the “couch-potato”gamer to into exerciser. As a matter of fact, Sony nor Microsoft try to imitated the Wii’s contoling function. to lure away Wii’s new customer. All above evidence that it is almost self-explanatory the sucess for Wii’s blue ocean strategy’s. 3. What recommendations would you make to Nintendo to improve its competitiveness in the video game console industry and to maintain its favorable positioning vis-a-vis Microsoft and Sony?

Our first recommendation is developing in the competition area that different from Microsoft and Sony. As we know, the main product of Microsoft and Sony is Xbox 360 and Playstation 3. Xbox 360 can mainly fight and talk by the network. PS 3 mainly in high-definition video and audio quality as the characteristics. Therefore, we think Nintendo should be developed in other areas, such as game’s own characterized. They can develop some games that more suitable for players, life and era such as the classic Super Mario, Tetris and other games.

Our second recommendations is developing more perfect handheld video game console. Because as Microsoft and Sony’s main game product are Home video game consoles. Many people know Nintendo is because of their product Game Boy. And more young people today do not like to play games at home, they are more like in the car, in the bedroom, or in other free time to relax. So, handheld game consoles is still a huge market, but also because Nintendo has the foundation of Game Boy. So in this regard the development and the customer base is inevitable better than the other competitors.

Our third recommendation is to improve the skill of visual quality. What is the value of a game? Obviously, the main the player seeks for is the gameplay, is the creative point of a game that itself has. For this part the Nintendo make a good sense. Nintendo’s success lies in change and subversion of tradition. But, with the booming technology, the players who are familiar with Maya, 3DMAX are also pay high attention to the quality of the visual. Compare with Sony and Microsoft, Nintendo do not spend so much technology dealing with visual.

However, the decoration of a game system such like visual and sound also will be a big attraction. People always enjoy a sense of realism. So if it wants to get a long-term development, it also needs to improve its visual skill even though Nintendo do not rely on visual to win the profit. Our final recommendation is expansion of market in China. As we see, China who has large number of population can be a Potential Unit for almost all industry, of cause for game. It can be a good market for Nintendo we believe.

To extend the Chinese market, Nintendo can consider about increasing the Chinese language interface to get closer to Chinese people. They also need to offer a good after sale service in china. We recognize that the after sale service of Nintendo in Asia except Japan is limited. In order to fit the China’s specific conditions, Nintendo can introduce more educational and recreational games and let the parents willing to buy. In a word, making more efforts in these recommendations, Nintendo may have a long term development in the future we believe.

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Exploring the use of digital gaming in teaching

Table of contents

It is the general intent of the research that is presently being undertaken to research the usage of digital gambling in instruction and acquisition of mathematics in order to run into up educational ends. The survey is specifically being conducted in the scene of the Kingdom of Saudi Arabia with the purpose of looking at the consequence of digital gambling to learning mathematics, that is, either heightening learning or larning or looking at the possibility of digital gambling non holding any positive consequence at all in accomplishing educational ends.

There is voluminous information in the literature about digital gambling being used in the educational scene, more often in scientific discipline and mathematics-related topics. Eck ( 2006 ) asserts that digital game-based acquisition has been unpopular for old ages until 2006 but get downing 2003 the involvement in the use of digital games to back up larning in assorted Fieldss have already started ( Wolz et al, 2005 ) . Habgood et Al ( 2005 ) , on the other manus reference that since the 1980s, there has been significant literature demoing how digital games are really related to instruction and acquisition. Since 2006, there has been a turning involvement in the usage of digital games for acquisition and harmonizing to the writer, advocates of this type of learning have been rather taken aback by the alterations that have been go oning. Harmonizing to Eck ( 2006 ) , this can be mostly attributed to three of import factors.

The first of these factors is that advocates of digital game-based acquisition have unfailingly continued research on this new larning aspect and printing them through books, essays and articles with writers such as Marc Prensky, James Paul Gee and Clark Aldrich, to call a few. In the web, one would happen a volume of information that discusses about digital games as tools for acquisition, some showing the theoretical concepts underlying the tool while other readings provide empirical researches that aimed to accomplish specific ends in digital game-based acquisition.

Second, the current coevals which is fundamentally the Internet coevals and instead, Eck ( 2006 ) calls the “ digital indigens ” play a big function in the broad credence of digital games as acquisition tools. Persons who were fundamentally borne and have practically lived the Net coevals adapt good to a fast-paced life welcoming and synthesising assorted sorts of information at any one clip. The “ digital indigens ” as Eck ( 2006 ) relates, someway became disentangled with the conventional ways of acquisition and normally enjoys speedy interactions. Besides, first-class ocular accomplishments used for larning are what embody the current coevals and this accomplishment is something that would tremendously prefer digital game-based acquisition. Hoyles and Noss ( 2006 ) even reference that kids, with the emerging involvement in games as tools for acquisition, even heighten their abilities to plan their ain games and drama with them after, utilizing certain tools, one of which is the Playground, where in general, kids are able to pull strings alive characters.

The increased celebrity that games have fundamentally acquired through the old ages is the 3rd factor that says why digital game-based acquisition is widely accepted as of recent. Digital games are merely everyplace and come in assorted media, therefore doing it more accessible to the general populace and therefore more apprehended.

As if to farther set up how games have been used to heighten larning today, Prensky ( 2001 ) describes the many chances connected with digital games-based acquisition. The writer asserts nevertheless that digital games are merely options used by educational establishments to farther pupil acquisition. Harmonizing to him, a new paradigm of acquisition has emerged and this is larning through playing. He cites some of the activities which are chiefly digital games incorporated in assorted degrees of instruction. Some of these are typing games, pre-school acquisition of the alphabet through computing machines and computing machine cheat being used by K-12 pupils. For grownup scholars, like in the instance of those preparation in the armed forces, the existent conflict in the battleground has been re-created through digital games and military trainees have to play these games that resemble a realistic conflict as simulations of the true conflict that has to go on when they serve the state. Indeed, the computing machines and the package for digital games that have been created and made more realistic by package experts have provided manners of larning for immature and big scholars.

Digital Games in Education

Sandford and Williamson ( 2005 ) describe computing machine games and picture games as digital applications which individual or groups of participants control utilizing a personal computing machine or some other media such as a PlayStation.

The writers suggest that by playing digital games, participants are able to hone accomplishments in confronting challenges that are more complex than what they encounter in school. The environment that digital games provide to participants is a learning environment. While playing, gamers are confronted with ambitious state of affairss that they need to decide to win in the game. This provides participants the accomplishment to confront realistic jobs of the same sort in the hereafter.

While playing, gamers are besides provided options which mean they have to prosecute themselves in some decision-making exercising and be able to see the effects of their determinations or actions. Identifying with the characters of the game is besides another facet that participants deal with when playing computing machine or picture games. Particularly in role-playing games, participants are besides able to heighten their vocabulary, familiarising themselves with the footings used in the game that normally come because of the devices that the character in the game has to utilize. In this manner, participants will larn to understand the whole character being portrayed in the game. Socialization is besides enhanced by digital games as participants would usually be affiliated with certain groups which have common ends while playing.

Squire ( 2003 ) relates some of the features of digital games which make it utile for the educational scene. A digital game provides participants with drill and pattern. Presently, this map of computing machine games makes it of import for pedagogues because of its incorporation into the traditional course of study as exercisings that will enrich the acquisition of the pupils as they immerse through it during single survey times. The other property of digital games that makes it utile for the educational scene is the being of simulation and scheme games. Simulation games provide the participants a image of the world, within the walls of the house, the schoolroom or a computing machine store. Squire ( 2003 ) portions two types of simulations used and these are low-fidelity and hi-fidelity simulations. Hi-fidelity simulations try every bit near as possible to mime the interactions and state of affairss that may be experienced if it were to go on in existent life. Low-fidelity simulations, on the other manus, are meant to supply system simplification so that some of import constituents of the system may be highlighted. Video games that are both educational and entertaining let the pupil participants to pull strings some variables which in existent life, an ordinary pupil can non change merely yet. Players can besides larn about different topics of involvement when they engage in educational games that will do them presume a certain function or personality. In this manner, the pupil is besides given the opportunity to see state of affairss in assorted positions. Digital games besides make it possible for the participants to visualise a peculiar in three-dimensional infinite hence increasing apprehension of the affair.

Gros ( 2007 ) asserts that digital games can be used by scholars to get cognition and larn certain schemes. The writer cites the survey conducted by Nussbaum and co-workers in 1999 with 300 4th twelvemonth pupils as topics. A series of games in linguistic communication and mathematics was developed utilizing Gameboy and that the games have characters that the pupils can place with. In mathematics specifically, the end of holding the pupils play the game is to familiarise themselves with the cardinal construction of accomplishments and mathematical thought every bit good as larning arithmetic and geometry. The instructors were able to besides larn utilizing the instrument used in the experiment in 2 to 3 months and feedbacks from the pedagogues themselves reveal that videogame is an instrument that is easy learned and used and can function as extra learning stuff that they can utilize as back-up for the conventional instruction stuffs that they are already utilizing.

Games have besides found its utility in Science and Engineering topics, in general. In the instruction system of the United States Science and Engineering, Mayo ( 2007 ) asserts that picture games have played of import functions in turn toing lacks in the system because of five primary grounds. One of these grounds is monolithic range. The Internet has provided a manner for persons, pupils and even those who are already in the on the job category, to acquire entree to digital games. Some of these games can be downloaded for free, while others have to be purchased. Besides, the games need non be violent as there are games that educate users about assorted subjects. As the writer relates, these games are non really portion of the educational system as pupils did non entree these games through the four walls of the schoolroom but merely the same, pupils learn.

The 2nd ground is effectual larning paradigms. The act of playing video games is associated with enhanced larning results because the undermentioned accomplishments are being honed while playing: experiential and inquiry-based acquisition, self-efficacy, end scene, cooperation or squad playing and uninterrupted feedback ( Mayo, 2007 ) .

Enhanced encephalon chemical science is the 3rd ground behind the potency of video games in turn toing jobs in instruction. Mayo ( 2007 ) asserts that a survey in 1998 established the relationship between the sum of dopamine nowadays in the encephalon of the participant and his/her public presentation in the game. Dopamine serves to excite acquisition of the participant. It must be taken into consideration, nevertheless, that the game tested in the 1998 survey is non educational in nature and hence subsequent surveies are still necessary.

Time on bet oning undertaking is the 4th ground as participants normally take more than a twosome of hours to play digital games. If lessons in school have to be incorporated in these games, efficaciously, so it is uniting amusement with acquisition and pupils now take more clip larning than they did before with conventional acquisition.

The last of these five grounds is larning results informations which suggest that have already been surveies conducted which compared the larning results of pupils subjected to games while larning and those under the traditional acquisition. It must be considered nevertheless that the games used in the ratings are non the popular commercial games that can be seen played today, but so the “ not-so-big-time ” games are still digital games and hence portion of the concern of looking how these games can better acquisition ( Mayo, 2007 ) .

Squire et Al ( 2004 ) elaborate on an empirical survey conducted among 96 pupils, of which 61 were assigned to the experimental group and 35 to the control group. The experimental group played Supercharged! In their Physicss category apart from the synergistic talks on electrostatics and other addendum stuffs provided to them by the instructor. The same instructor provided electrostatics lessons to the control group through synergistic lessons, observations and experiments. Supercharged! Is an electromagnetism simulation game developed through the aid of John Belcher, an MIT physicist? The game itself is chiefly be aftering and playing as participants have to travel through electromagnetic labyrinths and playing with charges to command a ship. Consequences of the survey showed that pupils belonging to the experimental group had better public presentation than those in the control group in footings of construct comprehension.

Merely to add to the treatment on the inventions done for acquisition, in universities, where higher instruction can be acquired, engineering has besides been embraced. Together with this are the developments effected in order to supply larning to college pupils. Brown ( 2001 ) asserts that in this digital age, the universities have besides done their portion in bettering instruction. One of the inventions that have been taken is the integrating of studio classs as replacing for lecture-based introductory classs. In the studio classs, the pupils have the opportunity to see talk, recitation and research lab, all in one incorporate class. The module is besides being given a better environment to learn synergistic lessons. The studio courses accommodate big categories but can manage an array of activities, digital and non-digital within the category.

The MIT Media Lab is another invention that has been brought to the universities. In this lab, theory and application are brought together in one category. The lab provides the category a collaborative environment where pupils can work out solutions to existent life jobs despite being confined in the lab.

Brown ( 2001 ) besides adds that computing machine games, specifically, role-playing games ( RPG ) with multiple participants online have besides transformed the ways of larning. In RPGs, participants do non merely vie but they are besides able to make and set up groups. The higher instruction sees this as a theoretical account for constructing a networked acquisition environment. Players, by prosecuting in RPGs experience interaction with other participants as they swap their cogwheels and techniques among members of their group. The pupils ‘ originative and strategic accomplishments are besides being honed as they try to spread out their functions within the game.

The literature discoursing the usage of digital games in mathematics instruction in the Kingdom of Saudi Arabia ( KSA ) seems to be scarce. Al-Wakeel ( 2001 ) asserted that in the yesteryear, universities in KSA deficiency adequate computing machine instruction plans which are besides of high-quality. There have been attempts to beef up computing machine instruction in KSA but have failed non because the purposes were non good but because design of the plans was non planned good. Furthermore, there is a noteworthy scarceness in professionals who are subjects who could learn computing machine instruction. This is apparent in the past plans preparation of computing machine professionals who came from outside KSA. There is besides concern in research of computing machine applications that can be used to better instruction. To turn to this, KSA revamped its educational system with the constitution of Comprehensive Education Programs in the College of Computer and Information Sciences ( CCIS ) .

With such move, although there are besides obstructions hurdled, research in computing machine instruction may be done including the geographic expedition of the usage of digital games in learning mathematics to KSA pupils.

Because of sensed scarceness of researches done in this country in KSA, this research will be chiefly done to research the usage of digital games in acquisition and learning mathematics to profit and ease educational ends, with peculiar scene in the Kingdom of Saudi Arabia. This research will be conducted in order to look into the consequence of digital game-based acquisition to pupils ‘ motive and academic public presentation, peculiarly among pupils in the secondary degree of instruction.

The Future of Digital Games-Based Learning

Digital games provide agencies of accomplishing a figure of ends. Prensky ( 2001 ) relates that through digital games-based acquisition, motive for larning topics that are hard to learn can now be achieved. This motive works in both ways. If the pupil finds topics to be deadening, so integrating digital games into the topic will do it interesting. On the other manus, if the pupil finds the lesson excessively complex, so digital games can be used to supply an alternate manner of showing the topics to the category in a manner that will direct the feeling of being hard to something that they will larn and bask at the same clip.

The usage of digital games in larning besides provides an chance for a conjunct attempt among people in different Fieldss such as instructors, content experts and digital game developers. In footings of the being of the Internet, the usage of digital games in instruction and acquisition will ensue to holding the Internet non merely as a medium of instruction but will be a lively locale of forum for users and manufacturers of games to get at new constructs everyday for larning that will do its manner through the scholars via digital games. There will besides be a uninterrupted thought of how digital games can be improved and innovated to outdo function the intent of conveying instruction to the pupils at its fullest potency, thereby bring forthing alumnuss will all-around personalities who can do determinations non merely in conjectural state of affairss but in realistic conditions as good.

Squire ( 2003 ) believes that since the 1980s, there has been a important betterment in the gambling engineering but so integrating these betterments into larning environments is one missing measure in order for digital game-based acquisition to boom. The writer comes up with his ideas on the hereafter of picture gambling in instruction.

First away, the writer suggests that pedagogues have been keen on buying educational and entertaining digital games that are commercially available presents. Harmonizing to the writer, there is increased frequence in the usage of ‘edutainment ‘ but so there is non much evidence-based research which has been conducted to demo how these games really work. Design experiments must be incorporated into the work of games research so as to do educational games be more utile for instructional engineers and therefore set up research from at that place.

Second, instructional engineers who design the synergistic acquisition environments of larning games can besides acquire lessons from the present inventions in gambling. The writer cites two facets of gambling that harmonizing to him hold non been to the full studied and these are synergistic fiction and online gambling. Synergistic fiction will supply instructional engineers information on how characters can germinate and develop in an synergistic environment. Online gambling, on the other manus, can supply instructional engineers valuable information on the design of on-line environments.

Finally, by simply taking a close expression at all the digital games that have abound presents in whatever medium such as those streaming in the cyberspace or games installed in personal computing machines, one would really happen himself amazed at how the design, sounds and artworks have evolved through the old ages. The many games found online every bit good as those played in picture houses and in the comfort of the places have all passed through betterments. The artworks about resemble that of real-life persons every bit good as the motions of the objects in the digital game. Aesthetics has continuously improved to the pleasance of consumers. Possibly, for educational games, this can besides be done. The creativeness in coming up with new designs and new games is one of the aspects of digital game-based acquisition that can be improved in the hereafter.

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