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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

Tynker - 0 views

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    "Tynker is a new computing platform designed specifically to teach children computational thinking and programming skills in a fun and imaginative way. The cloud hosted system is now available to teachers, schools and districts."
Sean McHugh

Games, Standards, and Assessment: Staying out of the Toxic Mess | EdSurge News - 1 views

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    We can use games to make a new toxic mess if we use them merely as a shiny new delivery device for old, bad ideas about teachers, testing and learning. Just like books, games are a technology that can be used for good or ill. Textbooks are the least good educational tool ever made (VanLehn et al. 2007) because they seek to be a one-size-fits-all, standardized, single system, stand-alone delivery platform for facts fit mostly for testing. Games should, together with other tools and with good teaching, deliver customized and collaborative problem solving for a complex, high-risk and fast-changing global world.
Sean McHugh

Video Games Aren't Totally Damaging Your Brain - 0 views

  • It’s a tradeoff, because [people who play action games] show increases in other areas of mental function,” Fonzo points out. While their hippocampus shrank, they also showed increases in grey matter in their caudate nucleus, a region of the brain partially responsible for habit learning.
  • subjects who played a Mario Brothers 3-D platform games saw an increase in the grey matter of their hippocampus
  • the ideal is a balanced use of both the hippocampus and caudate nucleus memory systems,
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  • by playing the right games, ones that encourage exploration and problem solving rather than just camping and sniping soldiers
Sean McHugh

Defining Technology Integration (Part 2) | Larry Cuban on School Reform and Classroom P... - 0 views

  • I wanted a definition that got past the issue of access to glittering new machines and Gee Whiz applications. I wanted a definition that focused on classroom and school use aimed toward achieving teacher and district curricular and instructional goals. I wanted a definition that put hardware and software in the background, not the foreground. I wanted a definition grounded in what I heard and saw in classrooms, schools, and districts.
  • “Technology integration is the routine and transparent use in learning, teaching, and assessment of computers, smartphones and tablets, digital cameras, social media platforms, networks, software applications and the Internet aimed at helping students reach the district’s and teacher’s curricular and instructional goals.”*
  • The devices and software are not front-and-center but routinely used in lessons
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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