The evidence suggests that students learn more when they do something and then reflect on what they have done, so I am asking you to read all your postings and responses and then spend about half an hour reflecting on what you wrote and what you learned.here are the summaries I wrote, read them thoughtfully and then write a reflection based on the reflections and the summaries you read.Summary 1:Erin C. Hastings and Tamara L. Karas in their study titled Children’s Video/Computer Game Use: Relations with School Performance and Behavior sought to find the correlation between the content and amount of childrens video game playing in terms of amount, content, and social context and their academic and behavioral outcomes. The researchers conducted a survey in which where parents reported on game playing, behavior and school grades of their oldest child (aged 6-10 years) and by using SPSS 17.0, the relationships between gameplay and behavioral/academic characteristics were analyzed.The findings of Hastings and Karas were, to a large extent, in agreement with the findings of most of the previous similar studies. They found that playing violent games had negative effects such as poor school performance, externalized behavior, increased aggression, and attention disorders. However, they found that educational games had a mild association with a higher GPA score. Parental monitoring was also found to reduce the negative outcomes.Nevertheless, the study of Hastings and Karas had a major limitation that can be said to have partly influenced their findings. The limitation was relying heavily on the information given by parents. It is possible that some parents might have given inaccurate or untruthful information on some questions such as the amount of monitoring they did on their children.In conclusion, Hastings and Karas found that the amounts of time spent playing violent games by children had a positive correlation with child aggressive behavior and a negative correlation with school competence.Work CitedHastings, Erin C. and Karas, Tamara L. “Young Children’s Video/Computer Game Use: Relations with School Performance and Behavior.” Issues in Mental Health Nursing 30.10 (2009): 638-649.Summary 2:ProCon.org, in an article titled Do Violent Games Contribute to Youth Violence, lists a number of pros and cons for violent video games. They start by noting that violent video games have been criticized as a form of teaching violence to children and are to blame for some of the society problems such as bullying, and school shootings. Advocates of the games, on the other hand, have argued that research on the topic has been flawed and hat violent video games could, in fact, be an avenue for channeling aggressive feelings. Some of the pros and cons as elucidated in the website are as follows.To begin with the pros, the article by ProCon.org argues that paediatricians and medical associations agree that playing violent video games increases aggression which fuels fighting and bullying. The authors also note that based on statistics, most of the people who committed mass shootings played violent video games. Apart from that, violent video games desensitize players, decrease their empathy, increase aggressive behavior, and glorify violence. ProCon.org also puts forward some arguments against the notion that violent video games negative effects on children. Firstly, they argued that the studies claiming that there is a causal relationship between violent video games and real-life violence are flawed. Statistics have actually shown that despite an increase in violent video games over the years, juvenile crime rates have decreased significantly. They also argue the playing these games actually helps one to release aggressive stress and as a matter of fact, the U.S. Supreme Court ruled that violent video games do not lead to aggressive behavior in youths. Work Cited”Violent Video Games – Procon.Org.” Videogames.procon.org. N.p., 2018. Web. 8 Feb. 2018.Summary 3:According to Harvard Medical School, in an article titledViolent Video Games and Young People, experts are divided about the potential harm of playing video games, but agree on some steps parents can take to protect their children. A 2008 report by The Pew Research Center indicated that 97% of youths aged 12 to 17 play some type of video game of which two-thirds contain violent content. At the same time, a study by ESRB found that the most popular video games among theteenagers contain content that has intense violence, use of drugs and even strong sexual matters. Meanwhile, both AAP and AACAP argue that children could learn violence through observation(“Violent Video Games and Young People). However, some researchers do not support this view and argue that youths are not affected by playing violent video games. Some of the evidence provided for this argument is that based on the Federal crime statistics, extreme cases among youths have significantly reduced since 1996 despite the sales of video games being on an increase. These individuals have indicated that school shootings are associated with factors such as anger and personal traits before the action was carried out. According to the researchers, it is essential to consider the three broad domains which include personality, motivation, and situation before concluding the impacts of video games on young people (“Violent Video Games and Young People).In conclusion, the article proposes what parents should do to ensure minimal impacts of video games on their children. Some of the precautions include first checking the content of the games before giving them to children, play with the kids to understand the material as well as their reactions better and lastly encourage participation in school activities as a substitute for online playoffs (“Violent Video Games and Young People).Work Cited”Violent Video Games and Young People. Harvard Mental Health Letter. Harvard Medical School. N.p., 2010. Web.Summary 4:According to The American Academy of Child and Adolescent Psychiatry, in their article titled Children and Video Games: Playing with Violence, people of all ages are nowadays spending lots of time playing video games. Besides the industry of video-gaming raking in billions of dollars, it has increased in sophistication is and is even more realistic. Apart from that, people can now play online with unknown people. Some games carry educational content while others promote negative themes such as killing, drug abuse, criminal behavior, sexual abuse, negative stereotyping, foul language, and other obscenities.Research shows that video games have positive effects on children by promoting learning and problem-solving skills as well as helping them develop fine motor skills. However, excessive playing of video games by children have been found to promote aggressive behavior and violence. Childrens and adolescents obsession with these games has been linked to poor social skills, low grades, lack of physical exercise, aggressive behavior, and lack of interest in family-time.To conclude, parents can help their children enjoy these games without causing negative effects by: verifying the games ratings, selecting appropriate games for their children, playing the games with their children in order to experience the content, setting rules on game-playing time, advising their children on the dangers of interacting with strangers online, and being a role model with regard to the games they play even as adults in presence of their children.Summary 5:According to Harvard Health Publishing in an article titled Violent Video Games and Young People, 97% of youths aged 12 to 17 play some type of video games and about two-thirds of them play games that tend to contain violent content. Many research organizations like the American Academy of Pediatrics (AAP) hold the notion that exposure to the violent content in these games leads to violent behavior in real life. Another group of researchers has, however, disputes this thought by arguing that violent crimes amongst the youth have, in fact, decreased since 1996 in spite of game sales increasing. The impact of video games may be considered in three broad domains. The first domain is the ‘personality’ of the individual. Individuals may be influenced by video games depending on their level of neuroticism (proneness to anger), disagreeableness, and level of conscientiousness. The second domain is ‘situation’. In this case, it was found certain situations increased exposure of children to violent games. For example, children playing with older siblings. The third domain is ‘motivation’. Most youths view video games as something exciting to do with friends or to counter boredom. To protect their children from the potentially harmful impacts of video games, parents should check their ESRB ratings, play the games with their children to understand the content, place gaming consoles in common places of the house, set limits to game-playing periods, and encourage engagement in other physical sports.Work CitedHarvard Health Publishing. “Violent Video Games and Young People.” Harvard Mental Health Letter. N.p., 2010. Web.
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