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Chris Mosier

What's Happening to Kids' Games? - 0 views

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    A look at the commercial kids game space. The article indicates the development of kids games is moving to tablets because of the gesture format, low cost of titles and ability to play short games. Disadvantage with tablets highlighted is the lack co-play features (unlike consoles where it's easy for several people to play simultaneously). Games cited in article: Once Upon a Monster, Where's My Water, Niko, Habbo Hotel.
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    With bluetooth and WiFi features available, I wonder why there is not much thought about incorporating co-play in mobile games? I think using the gyroscopic features in iPhones and iPads can lead to creative multi-player games.
Yang Jiang

Growing Up Digital, Wired for Distraction - NYTimes.com - 0 views

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    Most of the news I found discuss whether video games have any negative effects on kids. IIn constrast, those educational games which play an important role in educating kids are neglected and not paid much attention to.
Jennifer Jocz

Destructoid - The convergent futures of music games and higher education - 0 views

  • "So I don’t see games as having the power to completely change music purchasing, rather they will expand economic opportunities for music creators and fans in ways we’re just beginning to understand. Games are already expanding the variety of music people are exposed to and are therefore likely to want to purchase and own, as well as the places and circumstances under which this mutual reinforcement takes place."
  • The games have certainly increased the number of young people interested in pursuing musical activities in many ways; just ask any guitar instructor or owner of a musical instrument store.
  • "While there are now many studies showing links between gaming and learning -- for kids and adults -- to date there have not been many rigorous examinations of their relationship to music education, although there is plenty of anecdotal evidence of their mutual reinforcement. Remember that musical training isn’t solely about scales and correct finger placement; rhythm, song structure, key changes, lyrics, genre styles, etc. are all elements of a musical education, and playing along with songs on Rock Band absolutely aids in the development of the awareness of these elements."
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    Interesting article discussing music games, including how they can influence the types of music people listen to and whether they can affect interest in learning and appreciating music.
Kiran Patwardhan

DimensionU Wants Kids to Earn Their Allowances Through Educational Games - 0 views

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    Pizza for straight-A's is so pre-Internet. Remember those programs at chain restaurants like Pizza Hut that bribed kids into doing well in school by offering a free pizza for every straight-A report card? Ntiedo Etuk does, and he's looking to bring the concept into the digital sphere with DimensionU, a comprehensive student motivation system that wants to create the first form of "educational currency."
Lin Pang

The Many Benefits, for Kids, of Playing Video Games | Psychology Today - 3 views

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    An article about reasons that we shouldn't limit kids' computer play, or their total daily "screen time".
Tracy Cordner

Runescape II Best Online Game for Kids 13 to 83 - 0 views

  • Why I don't mind my grandson playing it!
  • Runescape II Why I don't mind my grandson playing it!
  • His typing skills now way surpass mine and I can type 40 words a minute., his reading has even improved.
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    A grandmother's post about why she thinks Runescape is great for kids. A rare older person's perception.
Chris Mosier

DimensionU math games "Hey Kids. Play Fun Games and Earn Rewards, a weekly allowance!" - 0 views

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    Off the heels of our class discussion on extrinsic motivation in paying students - The producers of this educational media have built in an "allowance pledge" for parents to pay their kids to play DimensionU's games.
Brie Rivera

Apple - iPad - The best way to experience the web, email, and photos - 3 views

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    Apple iPad
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    New Apple iPad - I can't see this being anything I would buy: can't replace a laptop or a phone really.... but I think there is huge gaming potential here!
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    First thing I think is K-12 education. The schools, like where I work, that give each kid a laptop could make their money go so much further with these. Kids rarely do more than research online and word process. This could take care of that for $500
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    oooh....Would be pretty cool to have these! - just thinking of all the "on-the-go" activities you could have the kids doing!... and if you're really smart you could remotely track their learning/progress/engagement..... a tool that could really help teeachers take learning out of the classroom & into the world, and still manage the tedious recording & assesment requriements!
Jennifer Jocz

How 'Avatar' may predict the future of virtual worlds | Geek Gestalt - CNET News - 0 views

  • After Second Life took the world by storm in 2005 and 2006, introducing many to a 3D environment in which they could create nearly anything they wanted, there hasn't been a major next step forward.
  • One could argue that virtual worlds have even taken a technological step backward, as most of the energy in the space these days is being put into building 2D Flash worlds for kids, or Facebook games played by the masses. It's big business, but hardly cutting edge.
  • The biggest danger at the moment for those who want to see rich, 3D virtual worlds take off right away is the massive popularity of social networks like Facebook and Twitter.
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    What i found most interesting about this article was the idea that the popularity of Facebook games has caused a "technological step backward"
Briana Pressey

As Digital Tools Abound, Help Kids Self-Regulate - 4 views

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    This article emphasizes that the appeal of technology is not enough to motivate children to learn. Stresses that self-efficacy and the ability to set reasonable and attainable goals on their own is essential to fully engage students.
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    Video games and educational technology designed well have a wider range of self-efficacy, goal setting, and initiative required in order to feel successful in the experience; therefore they are more inclusive than other forms of independent activities.
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    Perhaps this is also the answer to make sure technology doesn't turn into a distraction instead of a learning tool? I think many kids would benefit from learning strategies for using technology efficiently/avoiding distractions.
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    Thanks for this article! It captures some of the self-efficacy conversations that have been helpful in designing my project. I think as the role of the teacher evolves, we will rely on students having choices for modes of learning and and as the article states, "we [will] rely more on children's independent initiative and motivation."
Stephanie Fitzgerald

Girl Games: Adventures in Lip Gloss - 3 views

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    This article is fairly old, but I thought its topic resonated with our discussion in class last Monday--particularly the pink box of pink Legos.
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    Those "friendship adventure" games for girls don't sound like much fun - and I wonder if there's any replay value? I read through the game flow and it seems like something the kid finishes in an hour and doesn't touch again. http://en.wikipedia.org/wiki/Rockett's_New_School However, it looks like the game (and sequels) were actually quite popular. http://www.ew.com/ew/article/0,,63511,00.html
Yang Jiang

Video games: Kids obsessed with playing video games - latimes.com - 1 views

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    a new study identifies risk factors for "pathological," or obsessive, gamers and says that such children become more depressed and anxious the more they play.
pradeepg

Math Evolve: An educational app for kids : ( - 0 views

shared by pradeepg on 28 Feb 12 - No Cached
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    Even though the products of this company have been ranked highly as an education app, I am unable to see how this game is any different from the drill type computer games that have been around for ages. Am I missing something ? I think there is a need for both clear guidelines and regulation before a product can be claimed to have educational value.
Kelsey Voigt

Dollars and Sense: Kids, Credit, and Kwedit - 0 views

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    Kwedit, an online lending site, lets teens sign a virtual "play now, pay later" contract in exchange for real-world currency for virtual games. Is this model really valuable for teaching credit responsibility, or does it take advantage of the draw of virtual games to make a profit...or both?
Hongge Ren

Will Wright: Spore, birth of a game - 1 views

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    "the reason why I make toys like this is because I think if there's one difference I could possibly make in the world, that I would choose to make, it's that I would like to somehow give people just a little bit better calibration on long-term thinking. Because I think most of the problems that our world is facing right now is the result of short-term thinking, and the fact that it is so hard for us to think 50, 100, or 1,000 years out. And I think by giving kids toys like this and letting them replay dynamics, very long-term dynamics over the short term, and getting some sense of what we're doing now, what it's going to be like in 100 years, I think probably is the most effective thing I can be doing to help the world. And so that's why I think, personally, that toys can change the world." - Will Wright
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    Thank you for sharing this! I completely agree...I think besides short-term thinking, another dangerous tendency is severe risk-aversion...
Kasthuri Gopalaratnam

Education Week: Study Finds Timing of Student Rewards Key to Effectiveness - 3 views

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    Interesting study on rewards and motivation: Some excerpts - Rewards worked much better if they were given to students before the test, not after. Researchers found students worked significantly harder to keep what they had than they did to win something new. But none of the incentives worked at any age if students knew they wouldn't get the reward for a month. "All motivating power of the incentives vanishes when rewards are handed out with a delay," the researchers concluded. "Especially among children, the difference between right now and tomorrow is a big difference," Ms. Sadoff said. "For all students it's important that the reward be immediate." That impatience creates a massive problem for incentive programs based on state test results, which can often take months to turn around.
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    Thanks for this Kasthuri! This gives additional strength to the immediacy of digital rewards and students having access to their own "stats" (both potentially available in games and simulations). The thought of actual green-back monetary rewards for study/learning gives me the heebie-jeebies. I appreciated Alexandra M. Usher's comment, that "it's really important to reward inputs, not outputs [and] to reward behavior that kids can control, rather than just telling them to get better grades."
Gozie Nwabuebo

W.Va. Taps Online Games to Improve Education - 1 views

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    Kids today just love to play computer games, and the West Virginia Department of Education is tapping into that love through a website called Learn21.
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    I think I just found a host for my EMF rubric! Thanks Gozie!
Parisa Rouhani

Studies Reveal Why Kids Get Bullied and Rejected - Children's Health - FOXNews.com - 0 views

  • when children interact without the guidance of an authority figure — is when children experiment with the relationship styles they will have as adults,
  • parents should teach social skills with the same tone they use for teaching long division or proper hygiene
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    Children who cannot pick up context and facial cues from peers more likely to face social isolation. I wonder if social gaming environments using avatars as virtual selves help or hinder a child's ability to pick up such social cues.
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