Dr Paul Howard-Jones, a leading expert on the role of neuroscience in educational practice and policy with a particular interest in how gaming engages the brain and the application of this knowledge in education. Paul discusses the findings of his recent research that reviews the potential effects of video games and social media on the brain. (from YT description)
This publication aims to highlight what the field of neuroscience can tell us about the implications of using interactive technologies on young people's brains, behaviours and attitudes. It brings together the latest research from this emerging area, not only to understand its implications, but to recognize the limitations of the existing evidence. By doing so, we hope to highlight what is known about 'safe uses' of interactive technologies, but also what is not known, i.e. what cannot be claimed or needs to be researched in more detail. If we are to develop effective and safe practices that use digital technologies, we need to be clear about the evidence that we build upon and ask more nuanced questions to determine where future research should be focused. (from Foreword)
Key Questions From Paul's Email on Feb 12 about creating an Interest Group
Key Questions: How to help students manage their unstructured time on their devices? How to approach this as a faculty? How to talk with parents? What do we determine is a healthy way to interact with our devices? What are the issues? multi-tasking, skimming vs deeper understanding, entertaining vs. engaging, difficulty persevering, gaming and its use, self-regulation vs. time slipping away, feeling pressure to respond (how to end a conversation, limit stigma)
Meeting dates: Feb 28, March 7, March 14, March 21, March 28, April 11
Dr Paul Howard-Jones, a leading expert on the role of neuroscience in educational practice and policy with a particular interest in how gaming engages the brain and the application of this knowledge in education. Paul discusses the findings of his recent research that reviews the potential effects of video games and social media on the brain. (from YT description)
This publication aims to highlight what the field of neuroscience can tell us about the
implications of using interactive technologies on young people's brains, behaviours and
attitudes. It brings together the latest research from this emerging area, not only to
understand its implications, but to recognize the limitations of the existing evidence.
By doing so, we hope to highlight what is known about 'safe uses' of interactive
technologies, but also what is not known, i.e. what cannot be claimed or needs to be
researched in more detail. If we are to develop effective and safe practices that use
digital technologies, we need to be clear about the evidence that we build upon and
ask more nuanced questions to determine where future research should be focused. (from Foreword)
Sleep, melatonin and screenlight: http://youtu.be/aKFjoF-YO20?t=8m40s - leads into Dworak study
Key Questions:
How to help students manage their unstructured time on their devices?
How to approach this as a faculty?
How to talk with parents?
What do we determine is a healthy way to interact with our devices?
What are the issues? multi-tasking, skimming vs deeper understanding, entertaining vs. engaging, difficulty persevering, gaming and its use, self-regulation vs. time slipping away, feeling pressure to respond (how to end a conversation, limit stigma)
Meeting dates:
Feb 28, March 7, March 14, March 21, March 28, April 11