The question of how schools must provide academic instruction to learners remains contentious, and some suggest that they should utilize digital format of learning such as via computers, games or films. Despite a few valid justifications for using computers, films or games rather than books, I strongly disagree with the provided statement and believe that this way of teaching can undeniably has negative impact on health and academic performance, as well.
On the positive side, opportunities that this method provides is immense, particularly in terms of flexibility and engaging learning experience. Firstly, acquiring knowledge through films, games and computers allow students significant flexibility. To buttress, learners can access educational content at any time and from any location. For instance, student can watch documentaries about history late at night or during travel, making learning more convenient.
In addition, many computer programs and games designed as highly entertaining which boost the enjoyment and motivation. They include a wide range of entertaining content with attractive images, allowing students to enhance their memory. Moreover, unlike traditional books, which follow a fixed schedule, computers, games and films do increase motivation, as students can choose various topics they are interested in.
However, I am of the opinion that schools must avoid using films, games or computers to teach students. To begin with, one major matter that this way offers linked to addiction which has adverse effects on learners’ health. To be more specific, students might be exposed to advertising while learning and it can significantly caught their attention. For example, they can play various games during learning if they encounter them across advertisements. Especially, games designed to capture attention and keep users engaged for long periods, making it difficult to stop once they start. As a result, it harm students’ physical health, leading to eye strain, headaches and sleep deprivation. Hence, they neglect their studies, focusing on entertaining digital content which reduces academic performance and increase the risk of depression.
In conclusion, in spite of justifications for using computers, films or games to aquire knowledge, I strongly disagree with this concept due to the fact that it cause several serious health-related issues and might affect negatively students’ academic performance.
