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Keri-Lee Beasley

How Might Video Games Be Good for Us? - 0 views

  • What is it about games that is transcendent? Perhaps it’s the fact that games are optional, they are obstacles that we volunteer to overcome. Games are what we choose to do. They are what we are drawn to when we have a choice about how to spend our time and energy.  Games are freedom.
  • There is something transcendent about playing games that lifts us up and out of the tedium and pain of everyday life.
  • When we ask “Are games good for us?” we should take more seriously the idea that games helps us feel better, in the moment, and that this is important work. Reducing the time we spend experiencing negative emotions and increasing the time we spend experiencing positive emotions is a fundamental good in and of itself. Even if games don’t change anything else in our lives, the power to change how we feel in the moment is a very good thing indeed.
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  • Parents who spend more time playing games with their kids have better relationships with them
  • improve children’s ability to manage difficult emotions
  • Children who spend more time playing videogames score higher on tests of creativity.
  • Gamers of all ages perform better than non-gamers on tests of attention, speed, accuracy, and multi-tasking.
  • Scientists have found a wide variety of cognitive, emotional and social benefits to gaming
  • Is gameplay good for us?
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    Based on research not just opinion. What is it about games that is transcendent? Perhaps it's the fact that games are optional, they are obstacles that we volunteer to overcome. Games are what we choose to do. They are what we are drawn to when we have a choice about how to spend our time and energy.  Games are freedom.
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    Article with lots of links to research around the subject of games being good for us.
Katie Day

Seed: Design and the Elastic Mind -- by Paola Antonelli, MOMA, April 2, 2008 - 0 views

  • Design and the Elastic Mind In the emerging dialogue between design and science, scale and pace play fundamental roles. By MoMA curator Paola Antonelli.
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    "...importance of "critical design," or "design for debate," which he defines as a way of using design as a medium to challenge narrow assumptions, preconceptions, and givens about the role products play in everyday life"
Sean McHugh

Screen Time? How about Creativity Time? - Mitchel Resnick - Medium - 1 views

  • Too often, designers of educational materials and activities simply add a thin layer of technology and gaming over antiquated curriculum and pedagogy
    • Sean McHugh
       
      I think because the designers of these apps are not educators and are therefore assuming that they often traditional education they experienced is the norm or at the very least is still a desirable outcome for the kids that they are designing their Apps for.
  • But I’m also sure that some students found it very discouraging and disempowering. And the activity put an emphasis on questions that can be answered quickly with right and wrong answers — certainly not the type of questions that I would prioritize in a classroom.
  • In many cases, the skeptics apply very different standards to new technologies than to “old” technologies. They worry about the antisocial impact of a child spending hours working on a computer, while they don’t have any concerns about a child spending the same time reading a book. They worry that children interacting with computers don’t spend enough time outside, but they don’t voice similar concerns about children playing musical instruments. I’m not suggesting that there are no reasons for concern. I’m just asking for more consistency.
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  • For kids growing up today, laptops and mobile phones aren’t high-tech tools — they’re everyday tools, just like crayons and watercolors.
  • Of course there’s a problem if children spend all their time interacting with screens — just as there would be a problem if they spent all their time playing the violin or reading books or playing sports. Spending all your time on any one thing is problematic. But the most important issue with screen time is not quantity but quality. There are many ways of interacting with screens; it doesn’t make sense to treat them all the same
  • Rather than trying to minimize screen time, I think parents and teachers should try to maximize creative time. The focus shouldn’t be on which technologies children are using, but rather what children are doing with them
Katie Day

Global Lives Project - 0 views

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    These are the 10 movies that will be playing in the secondary library during the week of the Global Issues Network (GIN) Singapore conference in November.
Keri-Lee Beasley

In This Minecraft Classroom Digital Citizenship 101 Is The Topic Of Play | Fast Company - 0 views

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    "In the Lego-like cubes that form the intricate world of MinecraftEdu, teachers find the building blocks of good digital citizenship."
Jeffrey Plaman

Supergiant Games | Bastion - 0 views

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    Bastion is the first title from Supergiant Games, an original action role-playing game set in a lush imaginative world, in which players must create and fight for civilization's last refuge as a mysterious narrator marks their every move. Got a question about the game?
Sean McHugh

Wanna Play? Computer Gamers Help Push Frontier Of Brain Research : NPR - 0 views

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    "Computer Gamers Help Push Frontier Of Brain Research"
Louise Phinney

Photos of Children From Around the World With Their Most Prized Possessions | Feature S... - 4 views

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    Shot over a period of 18 months, Italian photographer Gabriele Galimberti's project Toy Stories compiles photos of children from around the world with their prized possesions-their toys. Galimberti explores the universality of being a kid amidst the diversity of the countless corners of the world; saying, "at their age, they are pretty all much the same; they just want to play."
Sean McHugh

Why playing in the virtual world has an awful lot to teach children | Technology | The ... - 0 views

  • We are deeply and fundamentally attracted, in fact, to games: those places where efforts and excellence are rewarded, where the challenges and demands are severe, and where success often resembles nothing so much as a distilled version of the worldly virtues of dedicated learning and rigorously co-ordinated effort.
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    "We are deeply and fundamentally attracted, in fact, to games: those places where efforts and excellence are rewarded, where the challenges and demands are severe, and where success often resembles nothing so much as a distilled version of the worldly virtues of dedicated learning and rigorously co-ordinated effort."
Louise Phinney

How Do You Play - 0 views

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    instructions for all sorts of games, active games, board games, card games, classroom games, ice breakers etc
Sean McHugh

Do Violent Games Lead Kids Astray? - IGN - 0 views

  • dialogue is far removed, however, from the intensely heated conflict that exists at the smaller, more personal scale. On the one hand you have the millions of Americans who play games, whether on a console or a smartphone, and have been raised in a time where such things are ubiquitous. On the other is a (generally older) population whose exposure to games has been limited to the most visible examples of the medium, including billion-dollar series like Call of Duty and notorious time sinks like FarmVille that paint a limited portrait of gaming's full range.
  • "You’re not wrong to be concerned about the time your son spends playing video games," wrote Moody. "But let me ask you this: If there were no video games here, wouldn’t there be some other stimulus that could threaten his time by diverting his attention away from, wait, what did you call it? 'What I feel are much more worthwhile and ultimately rewarding pursuits.’ 
  • fears about video games are understandable. Like anything else, they can become the focal point of unhealthy behavior all too easily, a point Moody is quick to emphasize. As Moody says again and again, though, that’s hardly the fault of video games.
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  • Video games actually encourage problem solving and memory skills in young people. "[Children] have to discover the rules of the game and how to think strategically,"
  • Even video games that can horrify with their grisly depictions of violence have benefits that individuals like ADCP are unaware of due to an unwillingness to engage the material.
  • some studies are finding that video games can help improve people’s quality of life for longer.
  • their results point to the need for more study. They don’t know for sure if it’s the games that improves mental health in seniors, or simply the mental activity they stimulate.
  • Video games are just tools, outlets for people to express themselves in as vast a variety of ways as anything else. They are still relatively new creations, and the unknown can frighten anyone, hence the uproar that’s followed games for years. The same uproar and indignation that followed rock and roll in the '50s and novels in the 19th century.
  • This is why the Violent Content Research Act of 2013 is ultimately a good thing. It will lead to, ideally, a deeper understanding of how we interact with games. For parents, children, players, academics, and everyone else with a vested interest in a gaming future, the most important thing is to maintain perspective.
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    "Video games are just tools, outlets for people to express themselves in as vast a variety of ways as anything else. They are still relatively new creations, and the unknown can frighten anyone, hence the uproar that's followed games for years. The same uproar and indignation that followed rock and roll in the '50s and novels in the 19th century. This is why the Violent Content Research Act of 2013 is ultimately a good thing. It will lead to, ideally, a deeper understanding of how we interact with games. For parents, children, players, academics, and everyone else with a vested interest in a gaming future, the most important thing is to maintain perspective."
Keri-Lee Beasley

iphonetextgenerator.com - Generate perfect iPhone text message chat screenshots in seco... - 0 views

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    This could be kinda cool to play with.
Louise Phinney

Lessons for a Principal from a 9 Year Old Boy | Connected Principals - 0 views

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    "Children have infinite potential. Play is a natural vehicle for learning. Joy is most often found in simple things. Give children the space to create and the time to grow. Curiosity, imagination and creativity are timeless tools. Asking children questions is more powerful than telling them things. All children have basic needs, such as love and belongingness. Never underestimate the power of one caring adult in a child's life. Persistence, persistence, persistence pays off. Expect the unexpected. We need to strive to make learning transformational. There is a child in all of us."
Jeffrey Plaman

iPads helping or hindering infants? - 0 views

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    iPads helping or hindering infants? http://t.co/hkiCAD9y via @canberratimes #mobilelead Dr Kaufman said the study, which had so far tested 46 children aged four to six, involved examining the attention and problem-solving capabilities of children after using an iPad compared to using real toys. For example, as part of the study, children are being asked to solve a problem using a physical wooden model. They are also asked to solve the same problem using an iPad app. After they have played, they are given a test to assess their attention. Read more: http://www.canberratimes.com.au/digital-life/tablets/ipads-helping-or-hindering-infants-20120809-23xc9.html#ixzz2HdGhnTld
Mary van der Heijden

Introduction to accelerated learning: Learning outcomes - 3 views

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    We know that the brain has a hugely important role to play in the students' learning that goes on in our classrooms. However, surprisingly, scientists still know relatively little about the workings of the brain, and most of what we do know has been discovered only in the last 15 years. Our challenge is to ensure that what we do know about the brain is translated into classroom practice and used to maximise student learning - this is the idea at the heart of Accelerated Learning. This unit introduces some of the principles of accelerated learning and explores techniques for you to try out with your pupils.
Keri-Lee Beasley

Video Game Addiction: Does It Occur? If So, Why? | Psychology Today - 2 views

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    Today, worldwide, hundreds of millions of people play video games. The vast majority of those players are perfectly normal people, meaning that nothing newsworthy ever happens to them, but some small percentage of them are killers, some are extraordinarily depressed, some are suicidal; and every day some video gamer somewhere does something terrible or experiences something terrible. All this is also true of the hundreds of millions of people who don't play video games. 
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    Article from Psychology Today about whether video game addition occurs.
Katie Day

Anne Frank's The Diary of a Young Girl: the digital edition - video | Books | guardian.... - 2 views

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    A introductory film for the new digital edition of The Diary of a Young Girl by Anne Frank, a classic book that has played a key role in the world's understanding of the Holocaust. The app takes the original text, published 65 years ago, and adds video interviews and other background material. The Diary of a Young Girl app, made by Beyond the Story, is available on iPad via Apple's AppStore
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