A must see. DIY = kids + creativity + kids online community. This blog post explains a little about history and goals... "We're a community of kids who make."
A good site that encourages kids to upload their artworks. They are encouraged by rewards. Parents can monitor their kids' portfolio using their dashboard and give comments. Instruction is kept simple on the site.
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.
"The Modern Parent's Guide to Kids and Video Games" is a recent publication from "Play It Safe" which highlights the benefits of playing video game, including educational benefits.
An article that talks about how to view violence in games from a new angle. Violence in videogames can help kids gain practical skills. The mystique of violent and scary themes draws children's natural curiosity, and dealing with it is a part of normal child development. It's not the violence itself that is attractive to kids. It's the opportunity to develop and master skills and have the freedom to make choices in the game universe. Also, the violent games happen to have the most emotional appeal to kids.
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.
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.
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."
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.
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.
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.
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."
- background info on Summer 2012 launch of Scratch Jr.
- to promote social interaction in learning the designers want to build a digital playground. "A good playground will have swing sets and slides for the kids, as well as benches and tables and chairs for the parents. The designers of Scratch Jr are figuring out how to embed the digital equivalent of those tables and chairs. "
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!
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
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!
This game does a great job of incorporating the social aspect of gaming. In addition, Sokikom uses classroom management techniques to reward postive behavior through "class cash." It would be interesting to look at what behaviors are actually transferred into the classroom.
An effort to engage kids in coding by getting tech and non-tech celebraties to discuss coding in an accessible way.
Also, attempts to motivate them to get into a career where they can work in a really cool office...