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Essay / Critical Analysis of the Article Gamifying the Classroom is a Bad Idea by Michael Thomsen
On March 29, 2014, Michael Thomsen published an article titled "Gamifying the Classroom is a Bad Idea" which explains why educational video games are more harmful than useful. The article addressed the issue of video games simplifying students' cognitive performance because students' responses are limited to true or false values in a computer. Additionally, Thomsen explains how educational video games are ideal tools for standardized testing and how video games attract children's attention during lessons. The author, while inaccurate about how educational video games can accompany standardized tests, is correct in pointing out children's obsession with them, which affects their academic performance. According to Thomsen, standardized testing will be the future of educational video games because of the different performance measures based on the choices the player makes in the game. Today's games are progressing. With more choices for players, such as free access in open world games, players have more possibilities to explore throughout the game. This paves the way for more qualitative analysis of results at the end of games video instead of a quantitative comparison based on a player base. Of course, it is almost impossible for a computer to qualitatively analyze the results, such as the degree of significance of the relationships or alliances the player has formed with NPCs (non-player characters), but teachers can modify custom settings which correspond more to a particular student. Say no. to plagiarism. Get a tailor-made essay on “Why Violent Video Games Should Not Be Banned”? Get an Original Essay Specialized video games for certain students can apply to students of different levels of thinking. For example, abstract thinkers and analytical thinkers are easily categorized through testing and this information can be used to modify video games based on a student's level of thinking to improve their thinking skills. The qualitative outcome includes resource effectiveness in particular situations, abstract problem solving, and puzzles that test students' deduction and connection-making skills. According to Glennon (2018), in his article titled "Detroit: Become Human' is a wonderful, Thought-Provoking Sci-Fi Treat With Ooodles of Possibilities", the adventure game Detroit: Become Human is included with a "decision tree » which In each decision made by the player, the tree takes root, because the player did not make the other decisions. In this situation, the decision tree discussed dictated the game possibilities and the appropriate order of the data. In this game there are different possibilities that extend in the form of a tree and apply to the action, dialogue and playing style of the players, creating a space for teachers or developers to create a platform - form of game adapted to a student or a category of students. . This means that performance is unlikely to be compared to a benchmark score, as the points system takes into account too many factors decided by the player. Despite the lack of specificity of the first main idea, Thomsen explained how the anticipation of playing educational video games attracts children's attention in class. Although children are not known to be the most focused workers, games distract them from their studies during classes due to their enthusiasm for playing. In a CBC News article (2010), titled "Video games threaten children's attention spans.