Wednesday, February 26, 2020

The Social, Economic, Technological and Cultural Impact of Video Games Essay

The Social, Economic, Technological and Cultural Impact of Video Games on True Art - Essay Example Entertainment is one of the core recreational activities in the world today. Previously, many people could be seen filling movie theatres to the brim in their endeavor to unwind and gain infotainment through cinemas. Cinemas illustrated real people images devoid of simulation and interactive participation of the audience. This is turning out to be a past practice as the world is embracing a new digital age brought about by the emergence of various computer applications such as the video games (Nichols, et al 133). This venture is finding its way in the lives of many young generation peers who are finding solace in it away from the hard economic, social and cultural society practices which many consider to be boring and outdated. Notably, the youth are the most affected by the video games industry with most of them spending to the last penny to attain the modern and latest video games. This is in their push to achieve an orchestrated physiological and emotional satisfaction as though were the true characters in the dramatic competition illustrated by the video game (Jenkins 4). ... Thesis Globally, story telling and interactivity forms the core concern of a true art. Every audience will be attracted to an art that illustrates a well organized and vividly analyzed and sequential story. It is every ones concern to follow a narrative that will develop to a given plot with ultimate objectives to be attained. Every masterpiece must achieve a great sense of humor and at the same time provoke our inquisitiveness, pleasure and critically trigger off the desire to explore further (Jenkins 2). An interactive tale which prompts the curious participation of the audience gives a more gratification as they simulate the characters to attain a conceived objective. Video games are designed to ignite the imagination of the perceived audience captivating them on heroic quests to new extraordinary and fantasy worlds (Jenkins 3). True art balances the economic, social and cultural status of the society as it attains its infotainment objective. It creates various opportunities that will enhance the economic gain of the audience and the characters presenters, with an equal maintenance of the societal social and cultural values. The purpose of this study is to investigate the social, economic and cultural factors of video games that influence true art. The report will provide its findings on the impact of the video games being developed in the world today to the true art. Literature Review Corneliussen, & Walker (114) says that there is a continuing interest in the study of the forces that influence the impact of video games on the true art particularly that which can be harnessed to provide a clear conformity to the objectives of a true art. The ideas that came in the early 1970s explicitly depicted video games as a killer of the true art illustratively

Sunday, February 9, 2020

Understanding positive environment for student learning and Research Paper

Understanding positive environment for student learning and professional collaboration - Research Paper Example ls’ management towards creation of a positive environment but also helped in understanding the relationship between good instruction, assessment, and collaboration. The interviews with administrators, teachers, and parents helped in understanding the vision and concerns of these stakeholders regarding positive environments. At the end of the project, a walkthrough was also conducted the purpose of which was to get an insight into the importance of positive environment and collaboration for students and teachers respectively. In educational sector, the most important thing that matters for all stakeholders is a positive learning environment. The reason is that positive environment promotes enhanced learning and collaboration for students and teachers respectively. A positive learning environment is not restricted to any particular stakeholder, rather includes all stakeholders who have a specific role to play in improving instruction, collaboration, and assessment areas. Students need a positive environment to show improved performances not only in classrooms but also in the play grounds. Similarly, teachers need a positive environment where they can provide education to learners in interactive way using latest educational technologies and equipment. Along with students and teachers, the role of parents cannot be ignored by any means because parents are highly concerned about the environment in which they send their children to learn. Parents are one of the main stakeholders of any educational institute b ecause they are directly concerned with the schools performances of their children. Therefore, the role of teachers, students, and parents is equally important in moving towards the cause of creating a positive learning and collaboration environment at schools. A positive learning environment has some key characteristics that make it an essential element in the success of an educational institute. For example, a positive learning environment is one that reflects