Janette Morgan argues that game-based learning is effective for improving skills like decision-making, while Solomon Robles believes face-to-face learning is better. Morgan supports her view with statistics showing people of all ages play games and that games improve higher-order thinking. She also argues games provide rewards and feedback that allow repeat practice. In contrast, Robles only claims game-based learning is a trend that will fade without proving its ineffectiveness.
Janette Morgan argues that game-based learning is effective for improving skills like decision-making, while Solomon Robles believes face-to-face learning is better. Morgan supports her view with statistics showing people of all ages play games and that games improve higher-order thinking. She also argues games provide rewards and feedback that allow repeat practice. In contrast, Robles only claims game-based learning is a trend that will fade without proving its ineffectiveness.
Janette Morgan argues that game-based learning is effective for improving skills like decision-making, while Solomon Robles believes face-to-face learning is better. Morgan supports her view with statistics showing people of all ages play games and that games improve higher-order thinking. She also argues games provide rewards and feedback that allow repeat practice. In contrast, Robles only claims game-based learning is a trend that will fade without proving its ineffectiveness.
Janette Morgan argues that game-based learning is effective for improving skills like decision-making, while Solomon Robles believes face-to-face learning is better. Morgan supports her view with statistics showing people of all ages play games and that games improve higher-order thinking. She also argues games provide rewards and feedback that allow repeat practice. In contrast, Robles only claims game-based learning is a trend that will fade without proving its ineffectiveness.
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As 21st century is an IT era,
technological advances such as game-based learning are
implemented as learning strategies for both students and employees. However, people are still debating whether game-based learning or gamification is really successful in learning or not. Solomon Robles, Ed.D who is an Professor of Education at Winborne College, suggests that game- based learning is not as effective as person-to-person method since it can reduce people’s improving soft skills. On the other hand, Janette Morgan, Ph.D., Professor of Business, Saratoga State University, proposes that gamification provides positive impacts on learning because it can both enhance people’s decision-making skill and become repeatable leaning for people. From my point of view, I agree with the argument of Janette Morgan which is better-supported with certain facts, practicable thinking and reasonable supposition. Firstly, Morgan describes assured statistics in her argument to prove that not only youngsters but also adults are familiar with playing games. In accordance with the Entertainment Software Association, we can see that the average age of a gamer is 37 years old and 29 percent of people over age 50 get used to the video- game habit. Only 15 percent of the over 190 million video- game users in U.S are young people. These statistics can support that all people with different ages can use game- based learning effectively on their learning. Conversely, Solomon states that only younger employees will applaud gamification since older employee does not have technological skills to learn by playing games. Secondly, Morgan expresses her logical thoughts about the advantages people can get from gamification, in her argument. She points out that video games possess many pros such as compelling storylines, attainable challenges, rewards, recognition and control which can stimulate leaners. Moreover, she adds the fact in 2002 report, that game-based learning offers many positive impacts on higher order skills such as improving decision- making skill or problem-solving skill and reducing training time. From these points, we can understand the benefits of gamification obviously. In contrast, Solomon only conveys that game-based learning is just a trend and it will fade away soon due to lack of effectiveness on people. Finally, Morgan reasonably demonstrates her assumptions on the game-based learning’s success in his argument. In the conclusion, she mentions that game-based learning favors people repeatable leaning that cannot be allowed in person-to- person method. People can start the games again and fix their needs in this progress by getting feedback from the game. According to this assumption, we can assume that we can create supportive learning environment if people can seek all of the benefits of gamification and practice them in learning usefully. Unlike Morgan’s assumption, Solomon thinks that in-person learning is more convenient for people and he portrays his reasons in the forms of his one sided- opinions in his argument. In sum,