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
Most Adults Spend More Time on Their Digital Devices Than They Think - Scientific American - 0 views
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we do not even realize how much time we spend when we heed the siren call of our devices
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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
Kids who play video games do better as adults | Penelope Trunk Homeschooling - 0 views
6 Digital Work Habits Every Student (and Adult) Needs | JSTOR Daily - 1 views
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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?
GENER(aliz)ATIONS - Alfie Kohn - 0 views
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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.
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variations (in beliefs and behaviors) within each generational cluster are typically far greater than those between them.
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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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Why video games shouldn't freak parents out | - 0 views
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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.
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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
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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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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.
Teens, Technology and Friendships | Pew Research Center - 1 views
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Social media and online gameplay are the most common digital venues for meeting friends
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Along with texting, teens are incorporating a number of other devices, communication platforms and online venues into their interactions with friends
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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.
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Video games play a critical role in the development and maintenance of boys’ friendships
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The internet isn't harming our love of 'deep reading', it's cultivating it | Steven Poo... - 0 views
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a lot of such arguments employ the sexy word "brain" and so sound scientifically objective, but they are really socio-cultural arguments
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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.
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This kind of paternalistic fatalism seems ably refuted by sales of Young Adult blockbusters
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New tech 'addictions' are mostly just old moral panic - 0 views
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Not everybody in the medical community is on board with such an assessment
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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.
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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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https://www.nytimes.com/interactive/2019/12/07/us/video-games-child-sex-abuse.html - 0 views
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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
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Games are a common target, but predators are also finding many victims on social platforms like Instagram
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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
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