How Might Video Games Be Good for Us? - 0 views
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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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There is something transcendent about playing games that lifts us up and out of the tedium and pain of everyday life.
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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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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.
Bellelli Educación: "Play is the highest form of research." Einstein - 0 views
Seed: Design and the Elastic Mind -- by Paola Antonelli, MOMA, April 2, 2008 - 0 views
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Design and the Elastic Mind In the emerging dialogue between design and science, scale and pace play fundamental roles. By MoMA curator Paola Antonelli.
Screen Time? How about Creativity Time? - Mitchel Resnick - Medium - 1 views
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Too often, designers of educational materials and activities simply add a thin layer of technology and gaming over antiquated curriculum and pedagogy
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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.
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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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Global Lives Project - 0 views
In This Minecraft Classroom Digital Citizenship 101 Is The Topic Of Play | Fast Company - 0 views
Supergiant Games | Bastion - 0 views
Publications | The Good Project - 1 views
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."
Why playing in the virtual world has an awful lot to teach children | Technology | The ... - 0 views
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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.
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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."
How Do You Play - 0 views
Do Violent Games Lead Kids Astray? - IGN - 0 views
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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.
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"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.’
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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 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."
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."
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
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.
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.
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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