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Sean McHugh

Grand Theft Auto Is Today's Great Expectations | TIME.com - 0 views

  • are video games art? The short – and long – answer is yes. While it’s impossible to categorize all games easily (just as it is impossible to categorize all fiction, let along writing), there’s no question that gaming is a thriving form of participatory creative expression.
  • Ironically – and tellingly – people such as Schultz are repeating the same sorts of criticisms that dog all forms of popular culture in their early stages of developments. As novels became increasingly available to non-aristocratic readers in the late 18th and early 19th centuries, they were frequently criticized for impairing the morals of their then-mostly female readers by allowing them to imagine themselves in new and exciting worlds. Movies, comic books, and rock and roll – which like novels are often drenched in sex and violence – came in for exactly the same opprobrium. What good can come of allowing large numbers of people to imagine themselves transgressing conventional morality and playing different social roles for themelves, critics have asked for centuries.
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    Ironically - and tellingly - people such as Schultz are repeating the same sorts of criticisms that dog all forms of popular culture in their early stages of developments. As novels became increasingly available to non-aristocratic readers in the late 18th and early 19th centuries, they were frequently criticized for impairing the morals of their then-mostly female readers by allowing them to imagine themselves in new and exciting worlds. Movies, comic books, and rock and roll - which like novels are often drenched in sex and violence - came in for exactly the same opprobrium. What good can come of allowing large numbers of people to imagine themselves transgressing conventional morality and playing different social roles for themelves, critics have asked for centuries.
Sean McHugh

Parenting for a Digital Future - Media literacy - everyone's favourite solution to t... - 0 views

  • Media Literacy … provides a framework to access, analyze, evaluate, create and participate with messages in a variety of forms — from print to video to the Internet.
  • The more that the media mediate everything in society – work, education, information, civic participation, social relationships and more – the more vital it is that people are informed about and critically able to judge what’s useful or misleading, how they are regulated, when media can be trusted, and what commercial or political interests are at stake. In short, media literacy is needed not only to engage with the media but to engage with society through the media.
  • any media literacy strategy requires sustained attention, resources and commitment
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  • let’s get media literacy firmly embedded in the school curriculum
  • it might be wise to calculate the cost also – to individuals, to society – of not promoting media literacy, of having a population with insufficient critical knowledge to manage its digital safety, security, privacy, civic and health information needs or consumer rights.
  • it is commonly said that media literacy is, at heart, critical thinking (demand evidence, question sources, analyse claims, consider what’s at stake for whom, etc.) and, therefore, should be taught right across the curriculum from history to science or English
  • In order to enable citizens to access information, to exercise informed choices, evaluate media contexts, use, critically assess and create media content responsibly, they need advanced media literacy skills.
  • Media literacy should not be limited to learning about tools and technologies, but should aim to equip individuals with the critical thinking skills required to exercise judgement, analyse complex realities, recognise the difference between opinions and facts, and resist all forms of hate speech
  • Work to get media literacy firmly embedded as compulsory in the school curriculum.
  • Media education is a long term solution – it takes thought-through pedagogical strategies and years of teaching, not a one-shot campaign
Sean McHugh

How Facebook is taking mind reading from sci-fi to reality - The Verge - 0 views

  • Facebook’s plans for two ambitious projects: one to develop a system for letting you type with just your thoughts, and another to let you “hear” using vibrations on your skin. This would be done through brain-computer interfaces — devices that can read neural activity and translate it into digital signals, and vice versa
  • Facebook’s goal is to develop something it calls a “brain click — a way to complete tasks in augmented reality using your mind. You could brain click to dismiss a notification that popped up on your AR glasses, for example
  • letting people type with their thoughts
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  • send discrete messages delivered through touch
  • extract semantic meaning from touch, to create what just might amount to a new form of language
  • exploring how optical imaging could get real-time data from the brain and translate it into words. The resulting device could be something like a neural cap worn on the head, or some type of band that stretches around the back of the skull.
  • literally getting inside your head and under your skin.
  • the technology should be designed to operate only during the final part of the speech process, right before your brain tells your mouth to start moving. The thought is already formed, and you have made an explicit choice to share it.
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    Maybe this is the tech that could replace the keyboard, still a few decades away though.
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

Seven reasons why grown ups should play more video games | Technology | The Guardian - 0 views

  • the last five years has seen a huge renaissance in video game design
  • a lot of the technologies that are going to affect our lives in the next decade are being tested and developed in the video game sphere.
  • A lot of the people now making, producing and funding television and movies grew up playing video games – and that influence is becoming ever more obvious and important.
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  • how you cooperate on video game tasks is a pretty good indicator on how you will cope with real-life challenges
  • Games will break out of two-dimensional screens and into rooms, either through VR or AR, or through new combinations of TV and tablets. It’s possible that in twenty years, the idea of sitting down and just watching a narrative drama will seem outdated and anachronistic
  • video games remain astoundingly good value. A big mainstream release like Witcher 3 or Fifa 2017 will cost around £50 on console and less on PC, but they can provide hundreds of hours of entertainment
  • Video games have become important testbeds for artificial intelligence research
  • it’s a way of meeting with your children in a domain they enjoy and feel comfortable. It lets them take the lead; it lets them show you stuff
  • Games are fun. They provide fascinating worlds to explore and take part in, they let us do incredible, sometimes terrible things without recourse. They test out intelligence and reaction; they posit weird futures and possibilities; they let us take control of lives and bodies that we could never own or experience. They are made by artists and visionaries, they provide moments of utter transfixing beauty and resonance. The glowing sunset over the city of Los Santos in GTA V, the swoop of a dragon over the plains of Skyrim; the desperate struggle to survive in the snowy wastelands of The Long Dark; the heart-wrenching power of friendship in Life is Strange – these are valid forms of escape and experience; they tell us things.
  • it is time to see video games alongside – and equal to – books, television and cinema as a popular imaginative medium. It is OK to play.
Sean McHugh

Can Games Make High-Stakes Tests Obsolete? | MindShift - 0 views

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    Adaptive and game-based learning technologies aim to untangle the complexity that makes widespread personalized instruction and assessment seem unfathomable. Behind the shiny graphics and mechanics, many games and apps feature complex assessment algorithms that collect and analyze student data. Sometimes that data is simply there for the teacher to view (and also for the student in the best implementations). Other times, the software is collecting data about the learner and adapting accordingly.
Sean McHugh

Tony Wagner: All Students Need Digital Portfolios - Pathbrite - 0 views

  • [Students need] three things: they need content knowledge, but that’s the easy part today. It’s online; you don’t need a teacher to acquire content. The world simply doesn’t care how much you know anymore because Google knows everything. What the world cares about, now that content has become a commodity, is what you can do with what you know. And that suggests the two other education outcomes that are absolutely critical, and to simplify them I call them skill and will. Students need a new set of skills to thrive for work learning and citizenship in the 21st century; and they need will, meaning motivation, and arguably the most important is motivation. Because if you are motivated you will continuously learn new skills and new content knowledge, which you will have to in this era, and its the thing we do the most damage to in our schools today.
  • We’re not giving kids work that is intrinsically interesting in the vast majority of our schools, and we’re spending far too much time on test prep, and the tests themselves are predominantly multiple choice factual recall tests that tell us absolutely nothing about work learning or citizenship readiness in the 21st century. Kids know it, and they’re bored out of their minds.
  • I think the whole idea of a digital portfolio is part of what I call Accountability 2.0, moving away from an over-reliance on stupid tests and moving towards really looking at student work and having students meet a performance standard for passing on to higher grades and for graduating from high school. And it […] can be an important factor in motivating kids to want to do better work.
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  • teachers have to give students work that demands critical thinking, problem solving, and that they expect a high standard for communication skills and collaboration skills. And the digital portfolio provides students with an opportunity to show mastery. And also—this is very important—to show progress over time.
  • the skills you need to succeed in a competitive academic environment bear absolutely no relationship to the skills you need to succeed in an innovation economy.
  • in fact the real world is evidence-based, not merely data driven. And a digital portfolio can be one of the best forms of evidence of competency and accomplishments.
Sean McHugh

Technology in Education | American Federation of Teachers - 0 views

  • pedagogy (i.e., teaching practice) and not the medium (i.e., technological tools and resources, such as whiteboards, hand-held devices, blogs, chat boards) that made a difference in learning, stating that instructional media are “mere vehicles that deliver instruction but do not influence student achievement any more than the truck that delivers our groceries causes changes in our nutrition
  • there was no proof to show that a medium was capable of ensuring that pupils and students could learn more or more effectively. He saw the medium as a means, a vehicle for instruction, but that the essence of learning remained—thankfully—in the hands of the teacher
  • it is not the medium that decides how effectively learners learn
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  • the effectiveness of learning is determined primarily by the way the medium is used and by the quality of the instruction accompanying that use
  • The crucial factor for learning improvement is to make sure that you do not replace the teacher as the instrument of instruction, allowing computers to do what teachers would normally do, but instead use computers to supplement and amplify what the teacher does
  • the use of both e-learning and contact education—which is known as blended learning—produces better results than lessons given without technolog
  • the medium does not influence the learning
  • the medium seldom influences teaching, learning, and education, nor is it likely that one single medium will ever be the best one for all situations
    • Sean McHugh
       
      But 'ordinary real life is mediated by computers! I'm still only in classrooms where the myth that this is not true still persists! 
  • students do not naturally make extensive use of many of the newest technologies, such as blogs, wikis, and virtual worlds
  • the main reasons young people use technology. These reasons are mainly social
  • Digital natives! Whenever the question of digital innovation in education is discussed, this is a term that immediately comes to the surface. But it should be avoided. Even the person who coined the term digital natives, Marc Prensky, admitted in his most recent book, Brain Gain, that the term is now obsolete.2
  • Prensky’s coining of this term—and its counterpart for people who are not digitally native—was not based on research into this generation, but rather created by rationalizing phenomena that he had observed
  • The students use a large quantity and variety of technologies for communicating, learning, staying connected with their friends, and engaging with the world around them. But they are using them primarily for “personal empowerment and entertainment
  • university students do not really have a deep knowledge of technology, and what knowledge they do have is often limited to basic Microsoft Office skills (Word, Excel, PowerPoint), emailing, text messaging, Facebook, and surfing the Internet
  • There is simply no experimental evidence to show that living with new technologies fundamentally changes brain organization in a way that affects one’s ability to focus. Of course, the brain changes any time we form a memory or learn a new skill, but new skills build on our existing capacities without fundamentally changing them. We will no more lose our ability to pay attention than we will lose our ability to listen, see or speak.
  • Note that many of these studies examined the influence of television rather than the influence of interactive technology, such as smartphones and social media
  • when people think that young people today read less, it’s not about reading online content or text messages, it’s about reading book
  • young people are still doing a lot of reading, and these statistics make clear that many of them are reading for pleasure. However, we need to be careful about making too many sweeping assertions, since the reading figures in many countries are falling. Even so, we know that reading continues to be important: both reading by young people themselves and parents reading to their childre
Sean McHugh

Nir Eyal on how to beat tech addiction: 'We need a new skill set' | Technology | The Gu... - 0 views

  • we need to stop using the word “addicted” when it comes to technology – because most of us aren’t addicted at all; we’re just guilty of overuse
  • It’s amazing, he adds, that people don’t see that the alarm around tech is just a repeat of a very old storyline. “In the 1950s, fearmongers were saying the exact same thing about comic books, literally verbatim: it’s reducing kids’ attention spans; it’s causing them to commit suicide; it’s leading to mental health issues.” Distraction, he stresses, is an age-old problem that is far bigger than technology
  • If we want to avoid distraction, we can’t just throw our phones away or go on a digital detox; we need to deal with the psychological reasons we’re looking for distraction in the first place
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  • stop blaming technology for your personal failings and start blaming yourself
  • the fact we’re all carrying smartphones means that “distraction is easier than ever to find”. But he stresses that “This doesn’t mean we’re powerless – it means we need a new skill set
  • There are only three reasons for a distraction,” he adds. “An internal trigger, an external trigger or a planning problem
  • Eyal calls email the “mother of all habit-forming products”, one of several technologies he refers to in the book as “slot machines”. The uncertainty of what’s in our inbox means we’re constantly checking it, but most email is a complete waste of time.
  • but it takes me for ever to figure out how to label my emails
  • “hack back” my iPhone by adjusting my notification settings, reducing “external triggers” from apps.
  • The route to a healthier relationship with technology isn’t necessarily going cold turkey; it’s learning moderation and good habits.
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
  • Parents aren’t telling their kids at 6 years old, ‘Keep your clothes on online
  • It had nothing to do with gameplay
  • 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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