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Proand Cons of Video Games in School

In2007, a Game Informer Magazine published David Hutchison “VideoGames in School?” he concludes that video games should be part ofthe school curriculum. He explained different ways in which teacherswho teach language arts, science, business studies, arts, socialstudies, computers, physical education, math, or arts in theirsubjects can implement video games. There is heated debate all overwhether it is good or not for children to use video games in school.This is because most people link video games with eye and backproblems. Others say as a form of entertainment video games consumesa lot of time that would have been used for education or schoolwork.The opposite of this is that if people play video games in moderationthey have more advantages such help in different cognitive functionsand entertainment.

Videogames help children make use of different cognitive functions of thebrain. The first thing a person playing video games does is to beable to follow instruction. To win the game following guidelines andrestrictions is vital. In addition, when the person faces a challengewhile they are playing, they have to use the problem solvingcapability to solve it (Funk86 – 90). . This makes the child to find new ways to solve theproblem since old tactics will not work. This is very true oneducational games. However, research show if the child plays a lotit can lead to underdevelopment of the brain. This is because mostgames use only the vision and movement part of the brain leaving therest under stimulated.

Theycan help children learn how to concentrate and coordinate aboutvisual details. Research has shown that children who play videogamesperform better in visual tests compared to children who do not. Theyare able to navigate better on daily things such as driving andreading things that have small writings on them. In addition,research confirms that it helps children improve theirdecision-making and analytic skills(Funk 86 – 90). . This is because as they play, they are to decide whatnext to do or avoid. However, too much use of video game can causethe child to have poor eye problem because of focusing on the screenfor too long. It can cause back problems due to poor sittingposition. Nevertheless, it should be noted that if the child istrained on the sitting positions and shown the eye exercise thiswould not be a problem.

Playingvideo games is a good form of entertainment. Research shows thatwhen children mix learning with playing it will help them relax,better their communication skills as they have learn to communicatewith their friends (Funk 86 – 90). In addition, it makes children learn to developteamwork while playing. However, video games as a form ofentertainment uses a lot of time that would have been used on abetter education activity. In addition, children spending a lot oftime on the computer are not involved in other physical activitiesthus they may develop health problems as such obesity. It isimportant to know that this can be solved if the child has atimetable that would help them balance their time.

Childrenwho play games have good ability of multitasking. This is because asthe children play they learn how to cope with different objectives asthey keep track of all the elements that are changing as they play.In addition, they are forced to think very quickly. Research hasproved that people who play games accustomed to their surroundingsand able to notice friends quickly from a crowd.

Inconclusion, just as introducing a new product or idea to people takestime but eventually they adjust. The same is true to video gamessince it is a new concept but eventually people will accept it. Iagree that video games should be introduced in schools. This isbecause of the advantages it brings to the children such as makingthem use the different cognitive functions of their brain. Inaddition, it is a good form of entertainment and can help them relax.


Funk,Jeanne B. &quotReevaluating the impact of video games.&quot&nbspClinicalPediatrics&nbsp32.2(1993): 86-90.

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Implementationand Projection Process

Inthe implementation of any project plan, there must be a properfeasibility study conducted to ensure that the execution process issmooth and attains the best result and performance (Kazmi, 28). Inthis case, the result of the business plan is greatly dependent onthe implementation process. Where by the first of the considerationsis the mobilization of enough resources. For the start, andcompletion of the process, Finances and human resource are among thekey factor to consider.

Humanresource is the utmost asset that any company engaging in a businessplan has for its implementation process of the plan. This is becausethese are directly involved in the actual act of laying it down foraction, and the outcome is tagged to their ability and willingness todo the job. Therefore, their act upon the plan is what will give theresults, and that makes it the first resource that is required to bemobilized at this stage of the business plan implementation, togetherwith financials that must be part of the implementation game plan.

Afterthe review and placement of the resources, and the SWOT analysis, actto the bottom line or the purpose through the mission (Kotler, Kevin&amp Kelle, 156). Where by the implementation process as part of themission at this stage is the customer analysis. And here we put aclose the product that must be well set out and seen, the targetpopulation put in place which means the demographic will beconsidered taking to it, that the group to consume the product is themost important of the market division, then roll out the promotionprocess for the good of the positioning the product in the market.

Finally,the last stage of the implementation of the plan is the review of howbest the plan as worked out and how well as it been, whethereffectively or its efficiency implemented taking the pre-preparations activities and the activities taken during theimplementation time.


Kazmi,S. (2014) Project Implementation.Retrieved 06 December, 2015from

Kotler,P. and Kevin L. Keller. MarketingManagement.Harlow: Pearson Education, 2012. Print.

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