Задание
Read the essay about gamification and put its parts in the correct order.
Write one number (1–4) in each gap.
There is no question that video games specially created for education have significant benefits and possess their educational potential. In the first place, psychologists claim that individuals learn things better through solving some intriguing quests. For example, students may not even realise how they have learnt something if they need it to complete a level in their preferred game. Secondly, many children and teenagers are really enthusiastic about online games. Engaging in interactive games they play daily might entertain them as well as engage them more in school topics.
Presently, with a significant advancement in online educational tools, the incorporation of online learning into games has been increasingly developed. Even internet games are now being used for instructional purposes. However, there are debates for and against the effectiveness of learning through playing video games.
All in all, learning through online games has both arguments for and against. In my view, we need to utilize technological changes and get the most from them. Nonetheless, we shouldn't overlook the main objective of education (which is acquiring knowledge) and ensure that new tools serve it, not substitute it.
However, this approach to teaching has significant disadvantages. One disadvantage is that students may be fixed on the games themselves and not motivated to go deeper into the subject. Therefore, if you take part in an interactive maths game, you may attempt to guess all responses instead of completing the exercises. Another drawback is that online games make students spend more and more time online, which is quite dangerous for their health. For instance, spending more than two hours per day staring at the screen of your device or computer may result in blurred vision, headaches, and other issues.