They have evolved tremendously because of emergence of new technologies year after year. This development is part of the many problems computer users face. There is need for computer users to continuously refresh their…
There is also evidence that these problems differ at times with gender and age. These problems need to be solved or mitigated for benefits of computers to be maximized in the learning process.
A computer is an electronic device for processing information and performing calculations. It follows a program to perform sequences of mathematical and logical operations. Computers are vital tools in learning. Because of this, many governmental and non-governmental institutions campaign for increased integration of computing into learning. Majority students also use computers since they make studying more efficient, easy and interactive. Even with verifiable benefits of computing in learning, there are various huddles associated with use of computers by students. These reduce efficiency of integrating technology in education. The following paper focuses on the various problem students encounter while using computers and some of their solution.
Problems that students face in regard to using computers as a learning tool can be classified into two. These are barriers and negative effects of using computers. There are five major categories of barriers. These are:
Emotions and Attitudes are most frequent barrier for female students and the second most frequent for male students. A substantial proportion of students do not have an in-depth history of computer usage. Female students express this as fears. Students expressed a number of fears that they felt limited their use of computers: fears of the machine, of the unknown, and of learning, as well as lack of self-confidence. Some female students feel that use of computers is a whole new thing. There is fear of networking wires and possibility of tampering with the machine. Female students fear that they might lose their work by pressing wrong keys or maybe damage the software system by performing certain unintentional commands.
On the other hand, male students express this barrier ...
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They may also design networks that connect computer systems, and work on integrating software programs with computer hardware. Education, Qualification and Training Requirements The U.S. Bureau of Labor Statistics (BLS) reports that in 2006, nearly 80% of those working in Computer Engineering held a bachelor's degree or higher.
Video Games Do Not Enrich Problem Solving Skills.
Video games are hugely popular the world over, nowadays. According to the Entertainment Software Association, video gaming has overtaken the music industry and is today a $ 10 billion business opportunity.
This development is part of the many problems computer users face. There is need for computer users to continuously refresh their understanding of this digital machine. Among the many users of computer in the modern age are students. They face problems of integrating computer in their educational work.
Back in the 80’s, when human-computer interfaces were born, the factors of ergonomics and user-friendly design were mostly ignored, which led to dissatisfied users and threatened the life of the interface. But as the computer software and hardware industry developed, so did the methods of evaluation of these products.
The conclusion from this study states that junior high school students who value mathematics increase their self-confidence and persistence in the wake of challenges. Educators should provide opportunities for the students to develop intrinsic motivation other than providing extrinsic incentives for good performance in mathematics.
Gaming helps to strengthen the education system and prepare students adequately for the 21st century challenges as they gain new knowledge and sophisticated skills. Mathematics has, over the years, been one of the most unpopular subjects with students developing phobia towards it (Ricks, 2010).This paper carries out an analysis of four articles on computer games, and reviews the literature that supports the hypothesis that computer gaming improves the motivation of learning mathematics in elementary schools.
Among them the emphasis is given towards the ability to understand the characteristics of the data and the techniques required to collect them. The broad objective of the research work is to understand the impact of pre-teaching vocabulary on students with specific learning disabilities in the content class on reading comprehension scores.
In as much as two-thirds of all US households play video games, nearly 25% of all gamers are under the 18 years age bracket. Over the last ten years, children have exhibited a substantial increase in amount of time spent on video gaming
The hypothesis that computer games improve motivation in learning mathematics in elementary schools is rather supported than refuted, which can be definitely proved with the review of literature that will be further provided. Gaming helps to strengthen the education system and prepare students adequately for the 21st-century challenges.
6 Pages(1500 words)Research Paper
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