Presentation: Educational Merits of Video Games for Teachers, Parents
VerifiedAdded on 2019/09/23
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Presentation
AI Summary
This presentation outlines the educational benefits of video games, targeting teachers, parents, and education councils. It defines video games and explores their positive impacts on students' confidence, multitasking abilities, and cognitive skills. The presentation is structured into sections that delve into the benefits of gaming, the skills acquired through gameplay, and the future of video games, including crowd-funding and the evolution of eSports. Action plans address problem gaming, knowledge improvement, and quick treatment options. Furthermore, the presentation discusses success measurements for persuasive efforts such as reciprocation, commitment, social proof, and liking. The conclusion emphasizes how video games foster individual learning, teamwork, and skill development. The reflection section describes the preparation phase and strategies for managing presentation anxiety and engaging the audience.

Presentation outline
Part1: Audience and purpose
The topic of speech is educational merits of video games.
The audience for speech is teachers, parents, guardians and education council.
The purpose of speech to aware the audience regarding the benefits of video games.
The educational benefits of video games help to increase the confident of student. I also helps
to perform multitask within the particular time period. The video games are defined as the
electronic system which can be performing on personal computers. The electronic systems used
to play video games are known as platforms; examples of these are personal computers
and video game consoles. These platforms range from large mainframe computers to
small handheld computing devices. Specialized video games such as arcade games, in which the
video game components are housed in a large, coin-operated chassis, while common in the
1980s in video arcades, have gradually declined in use due to the widespread availability of
affordable home video game consoles (e.g., PlayStation 4 and Xbox One) and video games on
desktop and laptop computers and smart phones.
Part 2: Outline
1. Introduction
• It is defined as the set of restrictive tools which are designed to develop the artificial challenge
that requires specific application of skills to surmount.
• It is an electronic game which requires interaction with the user interface to generate the visual
feedback on the computer screen.
Part1: Audience and purpose
The topic of speech is educational merits of video games.
The audience for speech is teachers, parents, guardians and education council.
The purpose of speech to aware the audience regarding the benefits of video games.
The educational benefits of video games help to increase the confident of student. I also helps
to perform multitask within the particular time period. The video games are defined as the
electronic system which can be performing on personal computers. The electronic systems used
to play video games are known as platforms; examples of these are personal computers
and video game consoles. These platforms range from large mainframe computers to
small handheld computing devices. Specialized video games such as arcade games, in which the
video game components are housed in a large, coin-operated chassis, while common in the
1980s in video arcades, have gradually declined in use due to the widespread availability of
affordable home video game consoles (e.g., PlayStation 4 and Xbox One) and video games on
desktop and laptop computers and smart phones.
Part 2: Outline
1. Introduction
• It is defined as the set of restrictive tools which are designed to develop the artificial challenge
that requires specific application of skills to surmount.
• It is an electronic game which requires interaction with the user interface to generate the visual
feedback on the computer screen.
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• The input devices such as game controller which varies across the platforms of games.
2. Body section 1-Benifits of gaming
• It helps to distract the mind from discomfort and pain.
• It helps to cure the children's suffering from attention deficit disorder.
• It helps to discover from physical injuries and build coordination.
• It helps to gain motor skills.
• It is used as the tools by the physiotherapist for hands exercise.
• The modern games help to sharpen the vision.
• It also helps to improve the attention and working memory of an individual.
• It helps to train the brain for multitasking.
3. Body section 2-skills achieved by gaming
• It helps to improve the fundamental abilities to resolve the problems.
• It enhances the split second decision making of an individual.
• It helps to boost the auditory perception and potential.
• It helps to improve the critical thinking and comprehensive skills.
4. Body section 3-future of video games
The speculator experience: Dave Ranyard of Sony Worldwide Studios also envisions an era in
which “how to” or “let’s play” videos and video production tools are incorporated into the
games themselves. In this way, players won’t have to venture outside of the experience to see
hints, tips and play through videos.
The era of transparent game design: initiatives like Steam Early Access and the
new Xbox Preview programmed allow fans to buy games before they’re finished and have a say
in how the development process pans out. This is likely to become ever more common as small
2. Body section 1-Benifits of gaming
• It helps to distract the mind from discomfort and pain.
• It helps to cure the children's suffering from attention deficit disorder.
• It helps to discover from physical injuries and build coordination.
• It helps to gain motor skills.
• It is used as the tools by the physiotherapist for hands exercise.
• The modern games help to sharpen the vision.
• It also helps to improve the attention and working memory of an individual.
• It helps to train the brain for multitasking.
3. Body section 2-skills achieved by gaming
• It helps to improve the fundamental abilities to resolve the problems.
• It enhances the split second decision making of an individual.
• It helps to boost the auditory perception and potential.
• It helps to improve the critical thinking and comprehensive skills.
4. Body section 3-future of video games
The speculator experience: Dave Ranyard of Sony Worldwide Studios also envisions an era in
which “how to” or “let’s play” videos and video production tools are incorporated into the
games themselves. In this way, players won’t have to venture outside of the experience to see
hints, tips and play through videos.
The era of transparent game design: initiatives like Steam Early Access and the
new Xbox Preview programmed allow fans to buy games before they’re finished and have a say
in how the development process pans out. This is likely to become ever more common as small

studios break out of the traditional publishing model and seek financial assurances before
committing to major new projects.
Cowards activities: These sites, along with university incubation projects, could facilitate a new
generation of developers who aren’t reliant on publisher support or investor funding, perhaps
leading to a wider variety of experimental projects.
Evolution of crowd funding: As the use of crowd funding evolves, we can expect to see a wider
variety of experiments with the process. Major eSports games like Dota 2 and Smite have both
used crowd funding to boost the value of prizes offered at pro-gaming tournaments.
5. Body section-4 Action plan
• Minimize the incidence of problem gaming
One of the primary goals of the action plan is for people around the world to develop gaming
problems. The steadily increasing availability of new types of games, via electronic and other
channels, means that the authorities must constantly assess the need to implement preventive
measures of both a regulatory and an informational nature.
• Knowledge needs to be improve for gaming and gambling
Another important strategy for reaching this primary goal will be continued development of
systems which regularly procure fundamental data about the gaming market and gaming
behavior in the population, in order to maintain on-going monitoring of the market and its
development and to acquire data as a basis for further analysis and research.
• Quick treatment for problem gaming
The trend now is that requests are increasing with respect to other types of games and
gambling, first and foremost on the Internet that quickly needs to be resolves.
6. Body section-5 Action plan
committing to major new projects.
Cowards activities: These sites, along with university incubation projects, could facilitate a new
generation of developers who aren’t reliant on publisher support or investor funding, perhaps
leading to a wider variety of experimental projects.
Evolution of crowd funding: As the use of crowd funding evolves, we can expect to see a wider
variety of experiments with the process. Major eSports games like Dota 2 and Smite have both
used crowd funding to boost the value of prizes offered at pro-gaming tournaments.
5. Body section-4 Action plan
• Minimize the incidence of problem gaming
One of the primary goals of the action plan is for people around the world to develop gaming
problems. The steadily increasing availability of new types of games, via electronic and other
channels, means that the authorities must constantly assess the need to implement preventive
measures of both a regulatory and an informational nature.
• Knowledge needs to be improve for gaming and gambling
Another important strategy for reaching this primary goal will be continued development of
systems which regularly procure fundamental data about the gaming market and gaming
behavior in the population, in order to maintain on-going monitoring of the market and its
development and to acquire data as a basis for further analysis and research.
• Quick treatment for problem gaming
The trend now is that requests are increasing with respect to other types of games and
gambling, first and foremost on the Internet that quickly needs to be resolves.
6. Body section-5 Action plan
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• It helps to develop trust with the audience.
• Ethical speaking helps to craft original data which is free from plagiarized issue.
• It helps to show respect to the audience.
• It helps to motivate the people through providing true facts.
7. Body measurement-6 Success measurement of persuasive efforts
Reciprocation: Most people feel a strong sense of obligation to give back to people who have
given to them. So the performance measurement leader should focus firstly on helping your
colleagues solve their performance problems, not on getting them to measure.
Commitment and Consistency: people tend to post-rationalize their decisions, so once they’ve
made a choice, they will usually do what they can to validate that choice. We see this a lot when
people choose their own performance measures—they are instantly committed to bringing
those measures to life and using them.
Social Proof: When we see others embrace specific ideas or behaviors, we are more likely to.
The more your colleagues see others successfully measuring and improving performance, the
more likely they will too.
Liking: If we like someone, we’ll listen to them, take their advice and do what they do. Being
likable isn’t hard. Respect people, take a genuine interest in who they are, and enquire and
invite rather than tell and expect. Be fun, engaging, authentic and helpful.
8. Conclusion
• Video games help to improve the capabilities of an individual.
• It encourages cooperation and team work.
• It helps to build confidence among the individual.
• It promotes exercise.
• Ethical speaking helps to craft original data which is free from plagiarized issue.
• It helps to show respect to the audience.
• It helps to motivate the people through providing true facts.
7. Body measurement-6 Success measurement of persuasive efforts
Reciprocation: Most people feel a strong sense of obligation to give back to people who have
given to them. So the performance measurement leader should focus firstly on helping your
colleagues solve their performance problems, not on getting them to measure.
Commitment and Consistency: people tend to post-rationalize their decisions, so once they’ve
made a choice, they will usually do what they can to validate that choice. We see this a lot when
people choose their own performance measures—they are instantly committed to bringing
those measures to life and using them.
Social Proof: When we see others embrace specific ideas or behaviors, we are more likely to.
The more your colleagues see others successfully measuring and improving performance, the
more likely they will too.
Liking: If we like someone, we’ll listen to them, take their advice and do what they do. Being
likable isn’t hard. Respect people, take a genuine interest in who they are, and enquire and
invite rather than tell and expect. Be fun, engaging, authentic and helpful.
8. Conclusion
• Video games help to improve the capabilities of an individual.
• It encourages cooperation and team work.
• It helps to build confidence among the individual.
• It promotes exercise.
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• It is well situates from individual learning's.
• It helps to learn new technology and skills.
Part 3: Reflection
In the preparation phase firstly audience is determined after that the topic is decided by considering the
audience then objective of the presentation is determined. Then in the fourth step body of presentation
is prepared and then introduction and conclusion is made.
Three signs of anxiety include shaking of body, nervousness and sweating. It can be controlled by
selecting the topic related to the area of interest then carefully prepare by challenging the negative
thinking.
The attention of audios can be gains through continues interaction with the audience and knowing their
views related to the topic.
• It helps to learn new technology and skills.
Part 3: Reflection
In the preparation phase firstly audience is determined after that the topic is decided by considering the
audience then objective of the presentation is determined. Then in the fourth step body of presentation
is prepared and then introduction and conclusion is made.
Three signs of anxiety include shaking of body, nervousness and sweating. It can be controlled by
selecting the topic related to the area of interest then carefully prepare by challenging the negative
thinking.
The attention of audios can be gains through continues interaction with the audience and knowing their
views related to the topic.
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