In your peer responses, determine whether fallacy was used correctly, offer alternatives, or build on the absurd scenario for a well-earned laugh and brief hiatus from a very busy semester.
Please respond to the students.
In “The effect of games and simulations on higher education: a systematic literature review ” Dimitrios Vlachopoulos and Agoritsa Makri write a piece detailing the research conducted regarding how games and simulations are being used within the constructs of higher learning institutions. (Vlachopoulos & Makri 2017). Throughout the article the authors make significant use of topic headings. In an article spanning 28 pages, the topic headings and sub-topic headings help to break the article down into smaller sections for easier digestion. It is an excellent way to organize thoughts and allow the reader to separate each section. The headings used here begin with an introduction to their topic, and follow chronologically from the beginning through to the results of the research conducted and their conclusion.
Within these topics and sub-topics, the authors include a variety of different sources for other articles based on similar research. For example, under the games sub-topic, Blachopoulos and Makri discuss various types of games used in higher education such as ” educational games (Çankaya & Karamete, 2009), digital game-based learning (DGBL) (Yang, 2012), and applied games (van Roessel & van Mastrigt-Ide, 2011). In addition, scholars, sometimes, include interactive exercises (Mueller, 2003), video games (Biddiss & Irwin, 2010), or even expand to next generation video games (Bausch, 2008), in the category of games.” (Vlachopoulos & Makri 2017, pg. 3). The way they use incorporate these various sources really lends to the articles ethos in that it gives evidence for their claims. This also gives the reader a chance to see how various points within the topics and sub-topics relate to each other.
How multiple sources are addressed within a common subtopic (how the writers put various sources “in conversation with one another”
Different sources can give a variety of differing viewpoints to a common subtopic to join in conversation with one another. For example in the study of games and simulation, a teacher in the classroom who integrates games into their teacher will give a different viewpoint than a researcher studying the effects of games on students.
One example of a faculty member taking on the role of interpreter and offer analysis based on personal examination and interpretation comes from ( Auman, 2011), “There is a progression in student emotion from uncertainty and nervousness to satisfaction and excitement within the gaming experience.
A different source used analysis of data to give an evaluation based on evidence, “this review discusses the multitude of surveys on the cognitive, behavioral, and affective outcomes related to the use of playing games and simulations in higher education.”
The value and/or purpose of topic headings
Topic headings are important because they, help define the overall outline of a paper, they help locate specific key concepts and supporting ideas in a paper. Because they are important they are BOLD and show importance from a visual standpoint as well.
The heading, “Rationale of the study” explains why there is significance placed on studying the effectiveness of games and simulations in higher education because there is a lack of clear measurable evidence on the subject. “The scientific field is too extensive and requires further investigation. Furthermore, there is currently no formal policy framework or guidelines recommended by governments or educational institutions on the adoption of games and simulations in education”
The heading “Conceptualizing games and simulations” Talks about the procedures and research methodologies used in the study. “Most studies use either an experimental or a quasi-experimental design employing a pre-test and/or a post-test evaluation, with four using only a pre-test questionnaire”
The Effect of Games And Simualtions on Higher Education. This topic is examing the relation between gaming and education and trying to see how games can enhance higher education. The topic also is digging into how can gaming affect the pyschomotor and do it actual motivate the students to learn and if the interactive virtual enviroment is better for higher learning.
The Audience that was reached was students , instructors, game designers and researches . The instructors was reached in the reading by being the ones who will be in charge of giving the students the assignment to do. The game designers was reached in the reading by showing them that they have to try to come up with a gaming or simulation that will be affected . Researchers are reached through this topic by letting them know that they have to look into the game and see do it affect everyone the same such as girls dont like video games as much so how will this affect their higher learning. The literature review is research of the incorporation of games in simulation in higher education and taking views on behavioral and satisfacation and introduces the roles to the factulty, researchers and game producers.
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