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Anne Bubnic

Video Games as Learning Tools? - 0 views

  • One study even looked at whether playing "World of Warcraft," the world's biggest multiplayer online game, can improve scientific thinking. The conclusion? Certain types of video games can have benefits beyond the virtual thrills of blowing up demons or shooting aliens.
  • In one study, 122 fifth-, sixth- and seventh-grade students were asked to think out loud for 20 minutes while playing a game they had never seen before. Researchers studied the statements the children made to see if playing the game improved cognitive and perceptual skills. While older children seemed more interested in just playing the game, younger children showed more of an interest in setting up a series of short-term goals needed to help them learn the game.
  • "The younger kids are focusing more on their planning and problem solving while they are actually playing the game, while adolescents are focusing less on their planning and strategizing and more on the here and now," said researcher and Fordham University psychologist Fran Blumberg. "They're thinking less strategically than the younger kids."
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  • Another study compared surgeons who play video games to those who don't. Even after taking into account differences in age, years of medical training and the number of laparoscopic surgeries performed, researchers found an edge for gamer surgeons. "The single best predictor of their skills is how much they had played video games in the past and how much they played now," said Iowa State University psychologist Douglas Gentile. "Those were better predictors of surgical skills than years of training and number of surgeries performed," Gentile said. "So the first question you might ask your surgeon is how many of these [surgeries] have you done and the second question is, 'Are you a gamer?'"
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    Researchers gathering in Boston for the American Psychological Association convention detailed a series of studies suggesting that video games can be powerful learning tools - from increasing the problem solving potential of younger students to improving the suturing skills of laparoscopic surgeons.
Anne Bubnic

'Video-Gaming' Child Predators Offering Points For Nude Photos - 0 views

  • Maurer is warning parents to take precautions when it comes to gaming consoles because most are hooked to the Internet and anyone can be chatting with children during game play. IBSYS.ad.AdManager.registerPosition({ "iframe": false, "addlSz": "", "element": "ad_N6C0061.2D12", "interstitials": false, "beginDate": "", "endDate": "", "getSect": "", "name": "square", "qString": "", "width": "300", "height": "250", "section": "", "useId": "16995600", "interactive": false, "useSameCategory": false, "topic": "", "swSectionRoot": "", "useZone": "", "type": "DOM" }); "My theory on it is that predators are going to go where kids are, and kids are playing video games so it's a perfect place for them to be," Maurer said.
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    Child predators offering game points in exchange for nude images through Internet-connected video games have prompted a warning for parents. "Kids are playing games, and they are being asked to take photos of themselves naked in order to get game points," state attorney Cybercrime Detective Lt. David Maurer said. "There is not only the chatting version of the games but also a webcam involved."
Anne Bubnic

10 tips for dealing with game cyberbullies and griefers - 0 views

  • Griefers are the Internet equivalent of playground bullies, who find fun in embarrassing and pushing around others.
  • Typical griefer behavior includes: taunting others, especially beginners; thwarting fellow teammates in the game; using inappropriate language; cheating; forming roving gangs with other griefers; blocking entryways; luring monsters toward unsuspecting players; or otherwise using the game merely to annoy a convenient target or to harass a particular player who has reacted to their ill will.
  • , griefers have some gaming companies concerned about losing subscribers. As a result, many game sites and providers are becoming less tolerant of griefers and are employing new methods to police for them and otherwise limit their impact.
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    Known as griefers, snerts, cheese players, twinks, or just plain cyberbullies, chances are one of these ne'er-do-wells has bothered a kid near you at least once while playing online multiplayer video games such as Halo 2, EverQuest, The Sims Online, SOCOM, and Star Wars Galaxies.
Anne Bubnic

How Social Gaming Is Improving Education - 2 views

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    Enter social video games as a solution - immersive environments that simulate real-world problems. Today, technologically eager schools are replacing textbook learning with social video games, and improving learning outcomes in the process. Here's how they're doing it.
Anne Bubnic

Libraries booking young video gamers - 0 views

  • The American Library Association has announced a new project funded with a $1 million grant from the Verizon Foundation, the charitable branch of Verizon Communications.
  • Libraries that already have mature gaming systems in place will be studied to gauge how electronic games improve players' literacy skills. Then, a dozen leading national gaming experts, including a Tucson librarian, will build a tool kit that libraries across the country can use to develop gaming programs.
  • There's growing evidence that games in general, from the traditional board versions to electronic and online ones, support literacy and 21st-century learning skills, she said, though libraries have been slow to capitalize on them.
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  • for the first time ever this year, the American Library Association's annual conference had a gaming pavilion, showcasing efforts to reach a demographic — tweens, teens and 20-somethings — that's tough to pull into the library.
  • Then there's just the overall focus on puzzle-solving, Danforth noted. Unlike books, games often have multiple story lines, depending on decisions that gamers make along the way. In the overall scheme of things, deploying a warrior for one job and a wizard for another isn't that much different from a boss sending an engineer out for one task and a public relations professional for another.
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    If you made a list of sounds you might hear at your local library, the rumbling of explosions and the loud hum of race-car engines probably wouldn't rank high on it. But in a darkened room at the Quincie Douglas Branch Library, about 20 preteens and teens gather around two screens. It's a mostly soundproof room, to make sure their efforts to rack up points on Nintendo's Wii and PlayStation 2 don't bother the consumers of decidedly more static media. It's a sight that could become more frequent at a library near you.
Anne Bubnic

Sexting, Cyberbullying - It's Your Call [Game] - 0 views

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    This Web Wise Kids cell phone safety program for middle school children is titled It's Your Call. Based on true stories, it is an interactive game that allows users to play out difficult situations in the safety of cyberspace before they live them out in real life. The game offers teens guidance about responsible cell phone behaviors and how to use these devices to enhance their personal safety. Players become a live action character in an interactive movie and are presented with a series of difficult decisions in a slice-of-life context. The teens must make tough decisions and view the consequences of their actions in the video.
Anne Bubnic

Video Games: New Frontier For Sexual Predators - 0 views

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    Video game systems are more high tech than ever. They are also more popular than ever before, not only with kids but with the sexual predators searching for young victims.
Anne Bubnic

Cell Phone Safety - 0 views

  • The fact that cell phones pose a great risk when combined with driving cannot be of any surprise to anyone. Let’s face it. First, drivers must take their eyes off the road while dialing. Second, people can become so absorbed in their conversations or other cell phone use that their ability to concentrate on the act of driving is severely impaired, jeopardizing the safety of vehicle occupants and pedestrians alike.
  • Time Away from Homework. Technology affords teens (and adults) a host of ways to do something other than what they are supposed to, in this case homework.
  • Mounting Minutes ($$$) Since consumers must be 18 in order to purchase a cell phone contract in the United States, most parents are buying the phones their children carry. This is good news because parents can choose a plan that fits how the cell phone will be used and can review monthly cell phone bills which typically includes a log itemizing phone activity. However, problems still exist. For one, children can quickly go over their allotted minutes for the month which can leave their parents with bills that can easily approach hundreds of dollars for the month.
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  • Cell Phones and Gaming According to Sullivan (2004)3, when cellular phone games were simple, such as the knockoffs of the Atari-era "Breakout," there wasn't much to worry about. But newer phones with color displays and higher processing power create a landscape that might make some parents worried about what their kids are playing on the bus home from school.
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    Today's cellular phones (cell phones) are more than just phones, they are hightech appliances that also serve as a mini-computers. Cell phones are electronic gadgets that allow users to surf the web, conduct text chats with others, take photos, record video, download and listen to music, play games, update blogs, send instant text messages to others, keep a calendar and to-do list, and more, much more. But cell phones also carry risks and cause distractions.
Anne Bubnic

A Pocket Guide to Social Media and Kids | [Nov09] - 2 views

  • Mobile devices represent a major impetus behind the social media movement, driving part of the 250% audience increase for the year ending February 2009. Teens represented 19% of the 12.3 million active social networkers.
  • To adults, cell phones are a communications device. To children, they are a lifeline. Consider that the average 13-17 year old sends more than 2,000 text messages per month. Compared with the total mobile Internet population, teens are much bigger consumers of social media, music, games, videos/movies and technology/science.
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    When is a phone not a phone? In the hands of children and tweens, today's cell phones are primarily used as text messaging devices, cameras, gaming consoles, video viewers, MP3 players, and incidentally, as mobile phones via the speaker capability so their friends can chime in on the call. Parents are getting dialed in to the social media phenomenon and beginning to understand-and limit-how children use new media
Anne Bubnic

WEB|WISE|KIDS: Katie Canton Story [Video] - 0 views

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    This video from WebWise Kids tells Katie Canton's story and is excellent to use in class with students. When she was 15, Katie met a 22 year old guy in a chatroom and fell in love. Only after playing the game MISSING with her family, did she come to realize that "John" was an online predator. He is now serving 20 years in prison, after Katie worked with the police and turned in evidence against him. Katie has become an articulate spokesperson for Web Wise Kids and she speaks at school assemblies to advise other kids. She lives in the San Francisco Bay Area.
Anne Bubnic

Internet safety, identity theft, cyberbullying [Video Contest] - 3 views

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    You're on the Web all the time: updating profiles, blogging, texting, downloading, gaming and shopping. You've heard, read or seen things about cyberbullying, sexting, scams, spam and posting stuff you shouldn't. And maybe you've learned a thing or two about how to be online and be safe and responsible while you're there. Share your story with Trend Micro. Your video could be worth $10,000!
Jocelyn Chappell

Department for Children, Schools and Families : Byron Review - 0 views

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    Published 27th March 2008. On 6th September 2007, the Prime Minister asked Dr. Tanya Byron to conduct an independent review looking at the risks to children from exposure to potentially harmful or inappropriate material on the internet and in video games."
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    You can catch the excellent analysis of Dr. Tanya Byron's work at Anne Collier's web site [NetFamilyNews]. See: http://www.netfamilynews.org/
Anne Bubnic

Rock Our World [Global Communication] - 0 views

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    Phenomenal global collaboration project involving students from 15 countries. Teaching assignment is replicated across continents. Last year's project, Rock n Sol, was featured in the California K-12 Technology Showcase. This year's project, "Are You Game" focuses on digital storytelling. Students collaborate to compose music, make movies, podcasts, and experiments and met in face to face video-conferences. Using Garage Band, kids annually create a collaborative song that has been touched in every continent in the world. Each week, each group contributes 30 seconds with a specific musical instrument. Even blind students are involved in the project.
Anne Bubnic

Web Warriors [Game] - 2 views

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    Kids create their own avatars and complete missions that educate them about cyberbullying, social media and mobile safety. Part of an Australian non-profit social initiative (Smart Online/SafeOnline) that uses kids to deliver campaigns aimed at educating their peers about cyberbullying/cybersafety issues. Registration is required and even though this is designed for use in Australia, anyone can play. A nice feature is that, as kids complete missions, they get an email summarizing what they have learned. This is the same agency that created the video, Pants Down
Anne Bubnic

Think before you upload - 0 views

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    The Asia Pacific Privacy Authorities (APPA) short animated video - Think before you upload! - aims to highlight the possible risks for young people of using on-line technologies such as social networking and gaming sites.
Anne Bubnic

Web Wise Kids: Katie's Story [Video] - 4 views

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    10-minute video from Web Wise Kids telling Katie's story. Note: there are other versions of this video available, but this one is the most complete because her parents are helping to tell the story. Katie is now the WWK's Spokesperson & Ambassador to Youth. She shares her powerful first hand testimony with other young teens and parents so they know that what happened to her and her family can happen to them.
Anne Bubnic

Parents learn how to safeguard children against portable pornography - 0 views

  • Along with marketed content for the PlayStation Portable, Nicolakis said Playboy started a service called iBod. The service started in 2005 and allows users to download soft porn to their device. Wallpaper of nude photos and explicit ring tones are some of the other materials available through built-in Web browsers in portable devices like the iPhone, Nicolakis said, and parental safeguards are nonexistent or just now becoming available. He said another avenue for pornographic material is user-generated photos or videos sent from cell phone to cell phone. Teens are reportedly taking sexually explicit photos of themselves and sending them to friends, but the images can easily be sent without consent to others, Nicolakis said. "That's child pornography, and that's a felony," he said. "If you think you're immune to it here in Modesto, you're wrong. It's probably already happened, you just don't know yet.
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    Diane Hillas considers herself illiterate when it comes to technology, so she was surprised to hear her 12-year-old son's PlayStation Portable game console can be used to download Internet pornography. The 51-year-old Modesto mother of three was at a cyber safety seminar at Modesto's Greek Orthodox Church of the Annunciation on Saturday afternoon, and said she would check every portable communication device her family owns once she got home.
Anne Bubnic

A Vision for 21st Century Learning [Video] - 2 views

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    TED@Palm Springs presentation on game-based learning. Teachers become mentors, students become engaged.
Anne Bubnic

Ten Ways to Prevent Cyberbullying [HotChalk] - 0 views

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    Cyberbullying is the practice of posting or sending harmful images or text via the Internet or other digital communication tools, such as cell phones, email, instant messaging, chat rooms, video game spaces or social networking environments such as My Space and Facebook. Following are some tips for parents and educators to help keep kids safe.
Anne Bubnic

The Future of Children: Children and Electronic Media - 0 views

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    Media technology is an integral part of children's lives in the twenty-first century. The world of electronic media, however, is changing dramatically. Television, until recently the dominant media source, has been joined by cell phones, iPods, video games, instant messaging, social networks on the Internet, and e-mail.This volume examines the best available evidence on whether and how exposure to different media forms is linked to child well-being. Contributors to the volume consider evidence for both children and adolescents and consider the quality of the available studies.
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