Young Children Videos And Computer Games
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Author | : D. Shaffer |
Publisher | : Springer |
Total Pages | : 249 |
Release | : 2007-02-25 |
Genre | : Education |
ISBN | : 0230601995 |
How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.
Author | : Jack Sanger |
Publisher | : Routledge |
Total Pages | : 228 |
Release | : 2019-06-19 |
Genre | : Education |
ISBN | : 1135403694 |
Debate ranges over the effects of the growing utilization by the young of interactive screen-based technologies and the effects of these on vulnerable young chldren. This text is based on two years' research on 100 children, with entertainment screen technology in their homes, following them from home to school and examining the difference in culture in the two environments. The question is asked whether children are developing the necessary IT and other skills required from the maturing learner as we approach the 21st century. Issues such as gender, parenting, violence, censorship and the educational consequences of their screen-based experiences are at the forefront of the text's coverage.
Author | : Lucas Mitchell |
Publisher | : |
Total Pages | : 0 |
Release | : 2015 |
Genre | : Computer games |
ISBN | : 9781634632171 |
This title discusses computer games as well as the effect the internet and video games have on children and young adults.
Author | : Richard E. Mayer |
Publisher | : MIT Press |
Total Pages | : 303 |
Release | : 2014-07-11 |
Genre | : Education |
ISBN | : 0262027577 |
A comprehensive and up-to-date investigation of what research shows about the educational value of computer games for learning. Many strong claims are made for the educational value of computer games, but there is a need for systematic examination of the research evidence that might support such claims. This book fills that need by providing, a comprehensive and up-to-date investigation of what research shows about learning with computer games. Computer Games for Learning describes three genres of game research: the value-added approach, which compares the learning outcomes of students who learn with a base version of a game to those of students who learn with the base version plus an additional feature; the cognitive consequences approach, which compares learning outcomes of students who play an off-the-shelf computer game for extended periods to those of students who do not; and the media comparative approach, which compares the learning outcomes of students who learn material by playing a game to those of students who learn the same material using conventional media. After introductory chapters that describe the rationale and goals of learning game research as well as the relevance of cognitive science to learning with games, the book offers examples of research in all three genres conducted by the author and his colleagues at the University of California, Santa Barbara; meta-analyses of published research; and suggestions for future research in the field. The book is essential reading for researchers and students of educational games, instructional designers, learning-game developers, and anyone who wants to know what the research has to say about the educational effectiveness of computer games.
Author | : Jessica DeViney |
Publisher | : Gryphon House Incorporated |
Total Pages | : 0 |
Release | : 2010 |
Genre | : Education |
ISBN | : 9780876593172 |
The classroom environment is an essential component for maximizing learning experiences for young children. "Inspiring Spaces for Young Children "invites teachers to enhance children's educational environment in a beautiful way by emphasizing aesthetic environmental qualities that are often overlooked in early childhood classrooms, such as nature, color, furnishings, textures, displays, lighting, and focal points. Step-by-step instructions and lush photographs take educators through the process of transforming ordinary classrooms into creative, beautiful learning spaces, providing children with an environment where they can learn and grow. With easy-to-implement ideas that incorporate nature, children's artwork, and everyday classroom materials, the photographs and ideas in this book promote creativity, learning, and simple beauty.
Author | : Ellie Gibson |
Publisher | : Hardie Grant Publishing |
Total Pages | : 174 |
Release | : 2017-03-09 |
Genre | : Family & Relationships |
ISBN | : 1787130282 |
‘Honest, gutsy and laugh out loud... Do your pelvic floor exercises before reading as you may pee your pants’ – Kathy Lette A celebration of parenting failures, hilarious confessions, fish fingers and wine! This is a book for anyone who’s ever dealt with a poo in the pool, cleaned up a sick in the supermarket, or gone to an important meeting without realising there’s weetabix stuck to their bum. Because let’s be honest – no matter how much we love our kids, or how good we are at parenting, everyone’s a Scummy Mummy sometimes.
Author | : Barrie Gunter |
Publisher | : A&C Black |
Total Pages | : 186 |
Release | : 1998-01-01 |
Genre | : Social Science |
ISBN | : 9781850758334 |
The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.
Author | : Krystina Madej |
Publisher | : Taylor & Francis |
Total Pages | : 124 |
Release | : 2024-01-10 |
Genre | : Social Science |
ISBN | : 1040000428 |
Representation of Disability in Children’s Video Games looks at how children’s engagement with characters and stories in video games helps create the perception of disability they have as teens and adults. Drawing on child development theory supported by neuroscience, the book shows how the scaffold of information, the schema, adults have of disability is first created at a very young age as they interact through game play with characters with disabilities. Positing that early video game play experiences should provide exposure to narrative schemas that add understanding and help create meaning about the disability represented, the book presents how such representation in children’s video games maps against cognitive development, and the psychomotor and cognitive needs and abilities of children ages 3 to 12. Close reading of over 40 PEGI 3 and PEGI 7 (ESRB E, 10+) games and analysis of games as diverse as Backyard Baseball and Sly Cooper helped define broad categories of representation: representation can be cosmetic, providing exposure but not gameplay utility; it can be incidental, used as a device that provides purpose for the narrative; or it can more authentically represent the disability as integral to the character and their life. The book provides readers with an overview of contemporary games that betters their understanding of how children’s games present disability and how children create their perceptions through interaction with characters and stories. This book will be of interest to academics and students of game studies, in particular topics such as behavioural science, ethics, and HCI, as well as sociology, communications, and digital media.
Author | : Anne Michelle Burke |
Publisher | : Pembroke Publishers Limited |
Total Pages | : 130 |
Release | : 2010 |
Genre | : Electronic books |
ISBN | : 1551388065 |
Embrace play to spark learning with practical examples, activities, and resources for using play in the classroom to build skills in literacy, math, science, technology, and more.
Author | : Vicky Phares |
Publisher | : |
Total Pages | : 488 |
Release | : 2003 |
Genre | : Medical |
ISBN | : |
Beautifully written for a first course in child psychopathology, Vicky Phares' Understanding Abnormal Child Psychology emphasizes developmental psychopathology as a means for understanding and treating abnormal behavior in children. The text emphasizes strengths and healthy outcomes as a means for designing effective therapies to help children and families, as well as focusing on prevention as a cornerstone of managing child behavior. Throughout this book, special attention is given to issues of diversity, inclusion, and understanding. The text also examines the relationships between children and their fathers as well as with other primary figures within families (i.e., siblings, step-parents, care-taking grandparents, foster parents, etc.). Abnormal Child Psychology is unique in providing for students a chapter on applying the material they have learned and helping children and families who experience problems.