Books as Video games

 

Videogames are a way of incorporating learning by introducing knowledge that isn’t commonly known. Incorporating a method for a student to learn and adapt to situations is a way that isn’t commonly done. So, if you were to incorporate reading various genres into an art form you would see an increase in class participation and for students to engage and understand a difficult text. According to a study done Thirunarayanan Vilchez said that “The use of video games in education has been increasing in the American educational system” (Cjs Journal). The use of video games has been seen for example action video games have been seen to modify spatial attention. Meaning that it’s allowing students to be able to focus on a specific field of vision on which they selected their attention. The use of videogames has come forth as the best educational tool especially in the high school environment. For videogames, one of the fundamental benefits of using them is that facilitate learning and they improve cognitive skills. The use of videogames in school has helped teachers with their students to promote learning and increase their interest in learning compared to the traditional method of teaching. Video games have evolved in a way that they aren’t just for recreation they can stimulate brain function and it aids in nurturing children’s creativity.

By introducing videogames into a form that students can learn for example the novel Frankenstein, the play Romeo and Juliet even the epic poem The Odyssey. A novel can be defined as a type of fictional narrative that is often as long as a book which includes fictional characters with some sort of action and plot. For example, Mary Shelly’s Frankenstein is a novel that includes fictional characters with a focal point with some sort of climax throughout the story. Then at the end of the novel, there is a lesson to be learned often found in novels like this. While a play is a form of literature that written that has a dialogue between characters which is intended to be performed rather than just read. Romeo and Juliet is a play that is made to be performed in front of an audience rather than just being read to get the full experience of the characters in the play. Then an epic poem can be defined as “a long narrative poem telling of a hero’s deeds” (Vocabulary.com). The epic poem The Odyssey is a long poem focusing on the deeds of the main protagonist in the poem Odysseus on his journey back home. This epic poem is showing the life of a particular hero and the adventure they are experiencing. For students, these three different genres of literature are often used in the classroom to persuade and teach on different topics of literature. These texts are often not that easy to understand because of their difficult use of language throughout them. When teachers are given these particular texts for their students, they are found to have a resistance reading them because students find them to be too long or uninteresting for a student to read. So, incorporating text into a form that would greatly increase the way students learn would have a great impact on the way students learn.

Students usually don’t really have the time and or patience to sit down and read. On average teens spend roughly about six and a half hours each week in the United States (Lime Light). For the age range of students between the ages of eighteen to twenty-five-year-old students for about this range spend about 7 hours playing videogames (Lime light). The average amount of time to play videogames that are considered a long time. During this time students could be learning and taking in new information from their school work. They can stimulate their minds by learning new material and having knowledge that they didn’t know before. For my technology including various genres of novels, epic poems and plays into a videogame it would be a way that stimulates students minds, encourages their way of learning. Including these numerous tales that are often read in high school and at the college level you would see an increase in the manner of class discussions in students in regards to students participating more in class.

These various different genres have distinct forms of syntax and diction that could often be difficult for a student to understand. This item would focus on the age range of young adults in the age range of 18 to 30 years old. Around this age, the types of literature that are being given to read in high school even at the college level can be quite tricky and difficult to understand. So, by incorporating various genres of literature into videogames into a source of technology that is used in high amounts; you would see an increase in the way young adults follow along and read in class. This product would work with any current game console that we use in today’s modern age (i.e. Xbox One, PS4, Nintendo switch, etc.) It would be manufactured like a normal video game it would be sold places where can be purchased at. For example, video games will be sold online for steam users to access.  These games will be also sold in local stores, for example, Walmart and Best Buy and any major retail store that sells videogames. They will be a reasonable price that’s affordable and not too overpriced so students don’t have to break the bank to gain access to this technology.

The video games would be a third person perspective where you control the character and learn as you go throughout the story. For example, with Mary Shelly Frankenstein you would play as Dr. Frankenstein and you would go throughout the whole narrative as the main protagonist and learn about the character an on ways that the character goes throughout the story. This method of learning is more than just you going through the narrative and experiencing the book. You will learn and experience the life of the characters in the book.

The way that this item will be advertised is by using advertisements that focus on college students and high school students who are looking for a way to make learning a little bit easier. They should make it in a way where it has a catchy slogan to encourage students to read and make it in a way that it would appeal to using this technology. The advertisements could be like pop-up ads that found on numerous ads that could draw the attention of students to look at them see what makes this product so revolutionary. High school and college teachers could recommend the item to their students in a way to get them to try the product for the class and get them to be engaged in the class in a way they find will facilitate their learning. The product would have a test run with a college class and get experience on how the students prefer the product and make sure the product works and will the product be successful then work on any recommendations that could be used to improve the product. With the use of this technology, it will eventually expand to more novels and text that are often difficult to understand.

For example, for the Frankenstein by Mary Shelly. The story of the book isn’t difficult to understand it’s the language and the vocabulary throughout the story. This novel has various references that often not really known for the reader that reference like the bible. For example, “I ought to be thy Adam, but I am rather the fallen angel…” (Shelly #). The bible isn’t exactly portrayed in the novel it’s more of a symbol this referenced. The monster in the book can be portrayed as Adam, while he can also be compared to Satan as well. Something like this would be a slight challenge for someone to interpret if you don’t really know much about the Bible and Christianity itself. In a way, a student can learn about the different aspects of the bible that often known by people who either not religious and or not keen on the idea that the bible is referenced in the novel. By exploring throughout the game and finding letters what are taken directly from the book and have subtitles underneath the quote so students have a better understanding of what the quotes mean or in a way of having the quote translated in a way that is used in modern English. By doing this method it gets the reader engaged and they aren’t just going through the game and listening to the narrative. They have a way of interacting with the story an being more engaged in the story seeing how the interpretation of the monster that Frankenstein created comes to life on the screen in right in front of you. By also expanding it and taking on the monster’s perspective and learning and imaging how the monster is experiencing certain stimulus that affects him. This is more than just a videogame it’s a game that influences learning, teaching a student on ways that aren’t commonly conventional and make reading a more enjoyable and easier method of doing. Since in this day and age videogames are such a strong selling point that people use them in way of doing anything else.

Overall videogames have been seen to have numerous effects on the way people learn to communicate and take in new information. By incorporating the method videogames into a form that students can learn and expand their knowledge they can greatly influence class participation in a class setting. Students often find it hard to communicate their knowledge of certain topics of difficult novels, epic poems, and plays. Incorporating them into videogames students will be more engaged, and willing to share their knowledge of topics and interest throughout a book. For the example Frankenstein by Mary Shelly, it is not a difficult story to understand it’s the vocabulary in it that makes it hard for students to understand.  Using videogames as a method for students to learn they will be able to possess the knowledge that is often lost because students don’t find these types of novels interesting if they don’t understand what’s happening in the story they are not going to read it. Incorporating something like this will translate the method of reading, so people in high school and college level will be able to understand a novel like this. For a novel, they reference the bible and without an explanation of quotes, people would often miss the references that are relating to the bible. This method of communicating novels, plays and epic poems would be a great way of expanding the knowledge of students minds and ability to understand the text they are reading.

 

Citations

Citations

Shmoop Editorial Team. “The Bible in Frankenstein.” Shmoop. Shmoop University, Inc., 11 Nov. 2008. Web. 10 May 2019.

Saghir, Ali. “Influence of Video Games in Learning.” Journal of Emerging Trends in Computing and Information Sciences, Aug. 2016, cisjournal.org/journalofcomputing/archive/vol7no8/vol7no8_1.pdf.

“THE STATE OF ONLINE GAMING – 2018.” Content Delivery Network (CDN) Service Provider, www.limelight.com/resources/white-paper/state-of-online-gaming-2018/#spend.

 

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