Skip to main content

Home/ EdTech/ Group items tagged years

Rss Feed Group items tagged

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.
  • ...9 more annotations...
  • 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.
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
  • ...1 more annotation...
  • competitive, violent fantasy games contribute to the development of strong future leaders and citizens.
  •  
    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

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
  • 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
  • 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.
  • ...7 more annotations...
  • 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
  • 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.
  • 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

My First Year of One to One: A Reflection - 0 views

  • One of my fears when I was able to put a device into the hands of every student was that the students might focus on the screen, the way many children do with a television or a computer. Those children become absorbed by the device, ignoring all that is going on around them. Happily, this has not at all proved to be the case for us. The students did not want to just use the iPads; they wanted to share them.  The hum of voices excitedly talking to their peers about what they were doing was just the same as it had always been. They just had different things to share.
  • One of the things I have come to value most highly is choice.  I have offered my students as much choice in how they learn and in how they demonstrate their learning as I can. The iPads have given my students so many more opportunities for choice.
  • the iPads have given us a rich variety of options that were just not available before
  • ...3 more annotations...
  • My children were not using their iPads in every spare moment—they still liked other classroom tools such as Lego, dominos and drawing paper—but the iPads were a popular choice
  • I didn’t get around to figuring out how to use it, but my students did. They taught themselves and then taught me as well.
  • Some students preferred digital and some preferred non-digital, but most moved seamlessly back and forth between the two.
  •  
    "One of my fears when I was able to put a device into the hands of every student was that the students might focus on the screen, the way many children do with a television or a computer. Those children become absorbed by the device, ignoring all that is going on around them. Happily, this has not at all proved to be the case for us. The students did not want to just use the iPads; they wanted to share them.  The hum of voices excitedly talking to their peers about what they were doing was just the same as it had always been. They just had different things to share."
Sean McHugh

Video Games Are The Perfect Way To Teach Math, Says Stanford Mathematician - Forbes - 0 views

  • the ability for a game to teach multiple skills simultaneously
  • does not build video games to ‘teach mathematics.’ Rather, we build instruments which you can play, and we design them so that when you play them, you cannot fail to learn about mathematics. Moreover, each single game can be used to deliver mathematical challenges of increasing sophistication.
  • I love the instrument analogy because I’m often explaining to my students why the Ancient Greeks saw math and music as part of the same realm–that area of experience that belonged to the god Apollo. Of course, the relationship has to do with intervals. But both math and music are also related to Apollo’s other domains, such as light, prophecy, healing, etc. The connection has been hard to understand from the rigidly measured viewpoint that has dominated Western thinking since Nietzsche inadvertently cemented the Apollonian into strict opposition with the Dionysian in The Birth Of Tragedy.
  • ...1 more annotation...
  • Everything about school and work in the twentieth century was designed to create and reinforce separate subjects, separate cultures, separate grades, separate functions, separate spaces for personal life, work, private life, public life, and all the other divisions. Then the internet came along. Now work increasingly means desktop computer. Fifteen years into the digital revolution, one machine has reconnected the very things–personal life, social life, work life, and even sexual life–that we’d spent the last hundred years putting into neatly separated categories, cordoned off in their separate spaces with as little overlap as possible.
Sean McHugh

U.S. Navy: Video Games Improve Brains, "Fluid Intelligence" - 0 views

  •  
    "Perez credits games and game-like simulations with giving people the ability to more quickly adapt new mental strategies for problem-solving. He says that, for 50 years, it was believed that no training could improve a person's "fluid intelligence" - the ability "to work outside your present mindset, to think beyond what you have been taught, to go beyond your experience to solve problems in new and different ways.""
Sean McHugh

10 Most Violent Video Games (and 10+ Alternatives) | Common Sense Media - 0 views

  •  
    "No parent wants to say "no" all the time. So we've rounded up 10 of the most violent video games out there -- explaining the details that put each one on our list -- as well as more than 10 that you can say "yes" to. Our reviewers play literally thousands of hours of video games a year -- they know games inside and out. But we're not trying to be sensationalistic, which is why we're offering less-violent alternatives. Our alternatives include three categories: less-violent games in the same genre as the violent game listed, less-violent games with a similar theme, and less-well-known but still great titles that play on the same system."
Sean McHugh

Social And Emotional Benefits Of Video Games: Metacognition and Relationships | MindShift - 1 views

  •  
    For years, most people thought that video games were like candy: mostly bad, tempting to children, but okay in moderation. Now we understand that they can have more "nutritional" value than our parents ever imagined.
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

Interview with Adrian Graham and Carl Sjogreen - Learning Stuff - 0 views

  • The consistent thing I’ve learned is that it’s very hard to make things simple. No matter how much you try, the first time you put it in front of someone, it’s too complex. You’re like, “Oh my God, how could they get this wrong?” But that’s your fault. It wasn’t simple enough. I came away from Google trying to build very simple experiences that lots of people can use.
  • The real enthusiasm at Google is around technology: “Let’s build a cool, new technology. We’ll find a lot of ways to apply it. Our technology will be better than our competitors.” The Facebook approach was, “Well, technology is a tool to achieve these things we’re trying to do. Let’s figure out how to make it work. Sometimes that means building our own technology and other times that means using something that someone else has built.”
  • But the people who kept using it over and over were all in schools. It wasn’t teachers using it to explain things, it was kids using it to document their thinking. They would take a picture of their art, and they would explain what they were thinking when they made it. Some kids would use it as a lightweight presentation tool. They would string together some photos of a science lab and make a lab report.
  • ...17 more annotations...
  • Most of the tools we’ve used to document and communicate ideas haven’t changed much since the introduction of Microsoft Office. We have documents, spreadsheets, and slides. Those are sort of the universal formats for communicating information. That seemed kind of dumb given that those were invented in a world of keyboards, mice, and DOS prompts.We now had these things that had cameras and microphones and touch interfaces and decided that there should be some new way of communicating ideas.
  • The child now has an audience for his work beyond the teacher. We hear time and time again from teachers that their kids want to do their best work with Seesaw because their parents are going to ask them about it when they come home. They also know their classmates are going to watch it.
  • it was clear that touch devices unlocked something for computing
  • On the parents’ side, I was incredibly frustrated watching all the work that all my kids’ teachers were doing to communicate what was happening at school. There were weekly newsletters that were long and involved; photo albums with 300 pictures, only three of which were my child. All of this was behind a password I could never remember. Teachers were doing all this work that was taking away from actual teaching or their personal lives. The experience felt pretty broken to me.It also seemed that kids might be able to document their own learning and reflect on what they were making more independently.As a parent, I’d ask my kids, “What did you do at school today?” and they say, “Nothing,” and I had no idea what next question to ask because I just didn’t have a thread to pull on.
  • the magic of Seesaw is all about changing the conversation from “What did you do in school today?” to “Tell me about more about this thing you made.” It’s a starting point for a conversation
  • Seesaw is a learning journal. It’s a place where kids can document their learning over time
  • We also heard from teachers about the practical problems
  • I cannot imagine a future where I will be okay sending my kids to school for eight hours a day and having no clue what they’re working on. This is the most important person in my life. I get immediate updates about everything else, and yet somehow I accept that I have no information on what my kids are doing for eight hours a day. It’s not possible that’s the future.
  • This became obvious around log-in. We knew this was a real hassle in classrooms, and we thought we could solve it using a simple text code. But a tech coordinator at one school suggested using a QR code instead. “What would really make this easy is if kids could just scan a QR code to log in.” Carl and I both thought this was weird — no one uses QR codes. They’re a technology from 10 years ago that no one adopted. But we decided to build it to see if it got used.It turned out to be one of Seesaw’s most important features, especially in the younger grades.
  • we really invested in those relationships. I would call them on the phone every week. We listened, we showed them stuff ahead of time. They would give us an idea, and we would actually build what they asked for. We developed a close connection with those teachers and they started talking to other teachers in their building and other schools and so on.Honestly, we took this word-of-mouth and advocacy approach because we were a little nervous to tell teachers how to use our product. We felt like we didn’t really understand the classroom enough to tell them what to do. So we went down this path of finding some teachers who are excited about using Seesaw and helped them tell other teachers about it. Our hope is that most teachers discover Seesaw from another teacher, not from us.
  • Get it in the hands of teachers, and if it’s good, it will probably spread. Teachers are asked to use a lot of crappy software. When they find something good, they tend to recognize it
  • I just wanted to tell you how life changing this app has been for me and my teaching, and for my students
  • but we get an email like that two or three times a week
  • I have had millions of people who are slightly more organized because I worked on Google Calendar. Good, but that’s not really what I want that on my tombstone
  • Parents don’t know what’s going on in their kids’ classrooms. It’s not because someone wants to keep it secret, but the information is not easily shared
  • I had to learn what issues teachers are struggling with, and then work through those problems
  • On the parents’ side, I was incredibly frustrated watching all the work that all my kids’ teachers were doing to communicate what was happening at school. There were weekly newsletters that were long and involved; photo albums with 300 pictures, only three of which were my child. All of this was behind a password I could never remember. Teachers were doing all this work that was taking away from actual teaching or their personal lives. The experience felt pretty broken to me.It also seemed that kids might be able to document their own learning and reflect on what they were making more independently.As a parent, I’d ask my kids, “What did you do at school today?” and they say, “Nothing,” and I had no idea what next question to ask because I just didn’t have a thread to pull on. When you ask a kid to describe something abstractly, particularly younger kids, it’s quite difficult for them to do it. If you show them a picture of something and say, “What’s going on in this picture,” they’ll say, “Oh, let me tell you all about this,” it totally gives them a thing to start with.
  •  
    I cannot imagine a future where I will be okay sending my kids to school for eight hours a day and having no clue what they're working on. This is the most important person in my life. I get immediate updates about everything else, and yet somehow I accept that I have no information on what my kids are doing for eight hours a day. It's not possible that's the future.
Sean McHugh

When Gaming Is Good for You - WSJ.com - 1 views

  •  
    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

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

  •  
    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

The Touch-Screen Generation - The Atlantic - 0 views

  • he hands are the instruments of man’s intelligence
  • In 2011, the American Academy of Pediatrics updated its policy on very young children and media. In 1999, the group had discouraged television viewing for children younger than 2, citing research on brain development that showed this age group’s critical need for “direct interactions with parents and other significant care givers.” The updated report began by acknowledging that things had changed significantly since then.
  • To date, no body of research has definitively proved that the iPad will make your preschooler smarter or teach her to speak Chinese, or alternatively that it will rust her neural circuitry—the device has been out for only three years, not much more than the time it takes some academics to find funding and gather research subjects. So what’s a parent to do?
  • ...12 more annotations...
  • Previously, young children had to be shown by their parents how to use a mouse or a remote, and the connection between what they were doing with their hand and what was happening on the screen took some time to grasp. But with the iPad, the connection is obvious, even to toddlers. Touch technology follows the same logic as shaking a rattle or knocking down a pile of blocks: the child swipes, and something immediately happens.
  • A more accurate point of comparison for a TV viewer’s physiological state would be that of someone deep in a book, says Kirkorian, because during both activities we are still, undistracted, and mentally active.
  • even very young children can be discriminating viewers—that they are not in fact brain-dead, but rather work hard to make sense of what they see and turn it into a coherent narrative that reflects what they already know of the world.
  • Children’s lives are filled with media at younger and younger ages, and we need to take advantage of what these technologies have to offer
  • More important, she made the video demonstration explicitly interactive.
  • That exchange was enough to nearly erase the video deficit.
  • That kind of contingent interaction (I do something, you respond) is what captivates a toddler and can be a significant source of learning for even very young children—learning that researchers hope the children can carry into the real world. It’s not exactly the ideal social partner the American Academy of Pediatrics craves. It’s certainly not a parent or caregiver. But it’s as good an approximation as we’ve ever come up with on a screen, and it’s why children’s-media researchers are so excited about the iPad’s potential.
  • something about tapping the screen, about getting feedback and being corrected in real time, is itself instructive, and enables the toddlers to absorb information accurately, regardless of its source
  • A TV is static and lacks one of the most important things to toddlers, which is a “two-way exchange of information
  • The statement from the American Academy of Pediatrics assumes a zero-sum game: an hour spent watching TV is an hour not spent with a parent. But parents know this is not how life works. There are enough hours in a day to go to school, play a game, and spend time with a parent, and generally these are different hours. Some people can get so drawn into screens that they want to do nothing else but play games. Experts say excessive video gaming is a real problem, but they debate whether it can be called an addiction and, if so, whether the term can be used for anything but a small portion of the population.
  • We live in a screen age, and to say to a kid, ‘I’d love for you to look at a book but I hate it when you look at the screen’ is just bizarre. It reflects our own prejudices and comfort zone. It’s nothing but fear of change, of being left out.”
  • a useful framework—what she calls the three C’s—for thinking about media consumption: content, context, and your child. She poses a series of questions—Do you think the content is appropriate? Is screen time a “relatively small part of your child’s interaction with you and the real world?”—and suggests tailoring your rules to the answers, child by child.
Sean McHugh

A family doctor's rules for toddlers and screen time - Quartz - 0 views

  •  
    Not all screens are equal, and guidelines need to be updated to reflect these differences.
Sean McHugh

Give Kids Unlimited Screen Time-But Only After They've Completed Their Daily Activities - 0 views

  • while it’s admirable to expect your kid to exercise for a full hour, the reality is that, unless you have an Olympic sized pool in your backyard where your kid can do the butterfly stroke for an hour, it’s tough for a 10 year old to stay moving for a full hour
  • There’s a difference between a teen that is using screen time intentionally versus mindlessly,
  • every parent has their own rules when it comes to screen time use and you know your kid best. But by starting with conversations about goals, boundaries and intentional use, parents and teenagers can lay down their swords in the battle over screen time and social media use
  •  
    Parenting "screen time"
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
  • ...7 more annotations...
  • 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

Old people in the US are watching a lot more TV - 0 views

  • Americans worry about limiting the screen time of their children. They might be worried about the wrong generation.
  • It’s also more than twice as much daily TV time as 15-34 year olds, who spend less time watching TV now than they did in the early 2000s
  • The data on TV watching include streaming and shows watched on any device, not just a traditional television.
  • ...1 more annotation...
  • Young people’s waning TV watching appears to be mostly the result of substituting TV time for playing video games and using social media
1 - 18 of 18
Showing 20 items per page