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Sean McHugh

Most Adults Spend More Time on Their Digital Devices Than They Think - Scientific American - 0 views

  • parents spend an average of nine hours and 22 minutes every day in front of various screens—including smartphones, tablets, computers and televisions. Of those, nearly eight hours are for personal use, not work
  • we do not even realize how much time we spend when we heed the siren call of our devices
  • if parents use screen time for shared activities with a child—watching a movie or playing an educational game together, for example—it can enhance the child's learning
Sean McHugh

Kids who play video games do better as adults | Penelope Trunk Homeschooling - 0 views

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    A three-year study of 491 middle school students found that the more children played computer games the higher their scores on a standardized test of creativity-regardless of race, gender, or the kind of game played.
Sean McHugh

Do Video Games Make Kids Smarter? - ABC News - 0 views

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    "When many adults think of video games, they envision bombs, bangs and blood. As a result, many parents try to restrict their children's gaming time. But according to new research, they might be missing some redeeming qualities."
Sean McHugh

6 Digital Work Habits Every Student (and Adult) Needs | JSTOR Daily - 1 views

  • setting up those systems at the beginning of the school year will help kids for far longer than the school year ahed.  After all, today’s students will eventually be living and working in a tech-suffused world. Learning to study digitally is the best way for them to learn to live and work in that world– and isn’t that what school is supposed to prepare them for?
Sean McHugh

GENER(aliz)ATIONS - Alfie Kohn - 0 views

  • It’s an idea that rational people should view with a generous measure of skepticism if only because each of these labels refers to something on the order of 80 million people.
  • variations (in beliefs and behaviors) within each generational cluster are typically far greater than those between them.
  • If you look at what their underlying needs and aspirations are, there’s no difference at all between this new generation of workers and my generation and my father’s generation
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  • All those kids glued to social media, for example? That’s not because of who the kids are; it’s because they’ve come of age when the technology is available. In fact, a recent survey found that older adults actually use social media more than younger adults do.
  • Sometimes these bogus claims are due to a tendency to describe as generational shifts what are actually developmental differences:
  • the authors whose research showed this to be true have also debunked conservative psychologist Jean Twenge’s sweeping claims about Millennials (which, in her telling, almost always reflect poorly on them). For example, assertions about their supposedly higher levels of narcissism, which are catnip to the media, rest on embarrassing methodological errors.
  • we should be very cautious about offering any generalizations about an entire generation.
Sean McHugh

Why video games shouldn't freak parents out | - 0 views

  • kids really do not like educational games; in fact, they hate them. And as I watched more kids play video games, I realized Sid was 100% correct. If given a choice between a game designed with a learning goal or a commercial game designed for fun, kids’ll choose fun every time.
  • when we reject the games that boys play, the games are merely a proxy for the boys themselves.We reject games because they’re violent, individualistic, competitive, engrossing and largely foreign to us as teachers, parents, leaders, adults. And these are the precise characteristics of boys that we reject when we enforce zero tolerance policies
  • We don’t have specific limits, because their lives are full of other things that are equally as fun and engaging for them. So, yes, it’s OK for your child to game, as long as they do it in a careful, balanced and sustained way (yes, sustained: deep engagement, grit, perseverance and other good skills are not built by grazing). Valuing their gaming activities amounts to respecting them and their culture
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  • competitive, violent fantasy games contribute to the development of strong future leaders and citizens.
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    For years, I'd been making the case that we should borrow from the games kids love to create new kinds of educational games. But after that one memorable lunch, I realized that we didn't need to co-opt the mechanics of gaming at all. We could - and should - use the games that kids were already playing, the immersive, sometimes violent games that hold boys and girls enraptured for hours in a state of flow and focus.
Sean McHugh

Teens, Technology and Friendships | Pew Research Center - 1 views

  • Social media and online gameplay are the most common digital venues for meeting friends
  • Along with texting, teens are incorporating a number of other devices, communication platforms and online venues into their interactions with friends
    • Sean McHugh
       
      The overlap between socialising within a gaming context and within the context of platforms like Facebook is an interesting one... Teen use of social media has many parallels with MMORPGs, I wonder how the time spent on these platforms compares... I'd bet the girls spend as much, if not more time on social media than the boys do, even combined with their gaming time.
  • Video games play a critical role in the development and maintenance of boys’ friendships
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  • Playing video games is not necessarily a solitary activity; teens frequently play video games with others.
  • video gameplay, particularly over online networks, is an important activity through which boys form and maintain friendships with others:
  • 38% of all teen boys share their gaming handle as one of the first three pieces of information exchanged when they meet someone they would like to be friends with
  • 78% of teen online gamers say when they play games online it makes them feel more connected to friends they already know
  • Some 76% of teens ages 13 to 17 use social media
  • Social media helps teens feel more connected to their friends’ feelings and daily lives, and also offers teens a place to receive support from others during challenging times.
  • But even as social media connects teens to friends’ feelings and experiences, the sharing that occurs on these platforms can have negative consequences. Sharing can veer into oversharing. Teens can learn about events and activities to which they weren’t invited, and the highly curated lives of teens’ social media connections can lead them to make negative comparisons with their own lives
  • 88% of teen social media users believe people share too much information about themselves on social media
  • Teens face challenges trying to construct an appropriate and authentic online persona for multiple audiences, including adults and peers. Consequently, many teens feel obligated to project an attractive and popular image through their social media postings.
    • Sean McHugh
       
      Again, classic gamification of social media, where the online persona becomes more like a 'role' than the true character of the person, the equivalent of social media becoming a 'massive, multiplayer online, role playing game', but with the critical difference that this is IRL, which is a little scary, Black Mirror crazy...!
  • Girls are more likely to use text messaging – while boys are more likely to use video games – as conduits for conversations with friends
Sean McHugh

The internet isn't harming our love of 'deep reading', it's cultivating it | Steven Poo... - 0 views

  • a lot of such arguments employ the sexy word "brain" and so sound scientifically objective, but they are really socio-cultural arguments
  • So there needs to be a further demonstration that the "deep-reading brain" is something worth valuing. And this is never going to be a (neuro)scientific argument; it's a cultural argument.
  • This kind of paternalistic fatalism seems ably refuted by sales of Young Adult blockbusters
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  • a teenager's "news-gathering process" alternated skimming or "grazing" with a "deep dive" when she found something she could really get her teeth into
  • such nutritious, dense, lengthy pieces of writing are, of course, becoming ever more popular on the very same internet that pessimists blame for destroying our attention spans
Sean McHugh

New tech 'addictions' are mostly just old moral panic - 0 views

  • Not everybody in the medical community is on board with such an assessment
  • a group of more than two dozen doctors and researchers sent an open letter to the WHO in 2016, arguing that formalizing the disorder lacked scientific merit and could cause real harm to patients.
  • the current operationalization leans too heavily on substance use and gambling criteria, and the lack of consensus on symptomatology and assessment of problematic gaming
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  • Addiction is not a good term to be using with video games, because I would say unlike substance problems there is no substance that we're ingesting that directly affects your brain chemistry," Colder Carras told Engadget. "It makes more sense to talk about problematic video gaming.
  • The study found that the strongest agreement between participants' rankings and IGD characterizations were functional impairment, continued use despite problems, unsuccessful attempts to stop and the loss of interest in other hobbies
  • These games aren't necessarily causing the problems; it might just as well be the other way around. People are not functioning, they suffer from social anxiety, they're lonely, and they flee into the games because it's an excellent coping mechanism.
  • However, the official investigation report points out that the only game he played regularly was Dance Dance Revolution.
  • If anything, the current body of evidence suggests that gaming might actually reduce the rate of violent behavior rather than instigate it.
  • Luckily, moral panics don't last far beyond the lives of those who are outraged by them
  • The group of people who believe in the dangerousness of whatever they put on media eventually dies off," Ferguson remarked. "And then people stop talking about it, and they move on to whatever the next new thing is that older adults don't use and don't like."
  • newly defined diagnoses of Internet Gaming Disorder or Selfitis may be rooted in a modern-day moral panic. "It looks like from the data that some people probably do overdo gaming like they overdo a lot of other things -- like food or exercise or work or religion. There are even papers on dance addiction, of all things," Ferguson said. "But that seems to be more of a symptom of other underlying mental illness rather than a mental illness by itself
Sean McHugh

https://www.nytimes.com/interactive/2019/12/07/us/video-games-child-sex-abuse.html - 0 views

  • Sexual predators and other bad actors have found an easy access point into the lives of young people: They are meeting them online through multiplayer video games and chat apps
  • Games are a common target, but predators are also finding many victims on social platforms like Instagram
  • Six years ago, a little over 50 reports of the crimes, commonly known as “sextortion,” were referred to the federally designated clearinghouse in suburban Washington that tracks online child sexual abuse. Last year, the center received over 1,500
    • Sean McHugh
       
      Most likely migrating from other haunts like playgrounds and shopping malls.
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  • Almost every single teenage boy in America — 97 percent — plays video games, while about 83 percent of girls do
    • Sean McHugh
       
      And you can bet those percentages are equal or favouring girls when it comes to chat.
  • promote “healthy gaming habits” and develop students’ science and technology skills
  • It had nothing to do with gameplay
  • Parents aren’t telling their kids at 6 years old, ‘Keep your clothes on online
  • Parents aren’t telling their kids at 6 years old, ‘Keep your clothes on online,’” Mr. Halpert said. “But they need to.
  • Minecraft, said it planned to release software early next year that could recognize some forms of grooming and sextortion. The company said it would offer the software to other tech businesses free of charge
  • a 26-year-old Ohio man was charged with sexual exploitation after claiming to be 13 on Yubo and luring a 12-year-old girl, the authorities said
    • Sean McHugh
       
      I guess most systems are focused on the opposite, kids pretending they are adults...
  • But the solution many game developers and online safety experts return to is that parents need to know what their children are playing, and that children need to know what tools are available to them. Sometimes that means blocking users and shutting off chat functions, and sometimes it means monitoring the games as they are being played. “‘Literacy’ is the word I say a billion times a day
  • parents should react carefully when their children report encounters with online predators. Punishing the children — no more video games or social media, for example — could backfire by pushing them into even more dangerous places for their online activity.
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