Part 6.- You are going to read four extracts from articles about research into the educational value of computer games. For questions 37-40, choose from the extracts A-D. The extracts may be chosen more than once.
Do computer games have
education value?
Four journalists consider
some recent research findings.
A)
Yvonne Cheney
Nobody is claiming that
computer games are going to solve the world’s problems, but even the most
mindles of them taps into real human abilities and emtions. Gamers may not
reflect on how the characters and scenarios they engage with could help to
interact with others in the real world but recent research at the State
University suggests that the gamers do perform such a function. In other words,
far from retreating into another meaningful interaction and developing
worthwhile skills. Leaving aside for a moment the issue of whether the games
are addictive or not, or how much time gets devoted to them, this meticulous
study adds more weight to the growing consensus that gaming may be good for us.
B)
Declan Morton
We have heard a great deal recently about the cognitive
benefits of gaming. Playing computer games, even the most banal of them, would
seem to keep the brain active and to replicate the kind of thought processes
that are valuable in the real world. Researchers at the State University take
this idea a step further, however, claiming that the games develop
interpersonal skills as well as cognitive ones. Although I have no argument
with the way the study was conducted, this conclusion, seems to be a step too far,
and I can’t see many people taking it very seriously. The evidence that gaming
can become compulsive behaviour, and not just in teenagers, is quite convincing
and it seems perverse to suggest that such an individualistic pastime, that
takes the players off into a world of complete fantasy, could ever promote
interpersonal skills in the real world.
C)
Lydia Porter
New Research at the State University suggests that playing
computer games may not be so bad for us after all. This is not the first study
to suggest that gaming can have both social and cognitive benefits for the
individual, and the claim that mental agility is promoted by gaming is well
documented in the literature. Even the popular notion that gaming takes over
people’s lives in a negative way, stiffing social development, is being
questioned – and not before time. As one commentator nearly puts it. ‘For today’s
teenager, the computer game is just as compelling and absorbing, but no more
harmful, than the novels of Jane Austen, were for her grandmother at the same
age.’ The current study would benefit from further work, however, as the
researchers seem to be making quite sweeping claims on the basis of relatively
thin evidence. Having said that, the idea put forward here that social skills
may develop as a result of gaming is an intriguing one, that’s sure to spark
some lively debate.
D)
Stig Strellson
For those of us who are both enthusiastic gamers and
perfectly well-adjusted human beings, the accusation frequently heard that
gaming is both addictive and harmful has always smacked of prejudice and
ignorance in equal measure. Fortunately, recent studies into the cognitive and
social benefits of gaming are now setting the record straight. The latest
study, carried out at the State University, takes the argument further,
claiming that gaming actively promotes real-world interpersonal skills.
Although it is sure to attract quite a bit of attention, this study is clearly
just scratching the surface of a big issue. The fact that only a small
geographical area was studied detracts a little from the findings. It is
nonetheless, a further step in the right direction inn terms of dispassionate
debate on this emotive subject.
Which writer…
37.- has a different view from Cheney regarding the social
benefits of gaming? ______
38.- doesn’t share Morton’s opinion about the addictive
nature of gaming? ______
39.- agrees with Porter’s point regarding the researcher’s
methodology? ______
40.- presents a different argument to the others regarding
the likely impact of the research? ______
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