This document discusses how gaming culture can be harnessed for educational purposes. It notes that while some view gaming as unproductive, games actually teach important skills like problem solving, collaboration, and perseverance. The document suggests that teachers and parents get involved in gaming to understand gaming culture and how games could be used to engage students. By incorporating gaming principles into lessons and playing games with their kids, older generations can foster learning while connecting over a popular interest.
This document discusses cyber safety and the importance of prevention and early intervention regarding cyberbullying. It notes that cyberbullying has become a major concern for youth organizations. While social media started as fun, it has become dangerous for some. The document advocates teaching youth relationship skills to develop empathy, trust, and respect to have healthy online interactions. It also stresses being mindful of one's online reputation and digital footprint. Prevention through education is emphasized as better than intervention after a crisis occurs.
The document discusses a parent workshop on cyber bullying held at the International School of Tanganyika. It defines cyber bullying as the use of technology to deliberately harm or harass others. The workshop aims to educate parents on the differences between traditional bullying and cyber bullying, which can be anonymous and constant. Videos are shown depicting a case of cyber bullying and a mother's perspective on the issue. Parents discuss how their children currently interact online and ways to protect them from cyber bullying through privacy settings and monitoring their activities on social media.
Teens are getting into more trouble as technology advances, allowing their actions to be easily recorded and shared online. While partying and drinking occurred in the past, today photos and posts about such activities live online indefinitely, hurting teens' futures. A local school trip was disrupted when photos of students drinking, which were not supposed to be shared, ended up on MySpace. The courts have also ruled that online posts, even from home computers, can have school consequences if they damage the school's reputation.
The document is a presentation about digital citizenship given to Emanuel School in October 2012. It discusses the power of social media, especially Facebook, and challenges the audience about their own online activities. It aims to equip the audience to respond to issues like cyberbullying and support the school's ICT policy. It covers topics like understanding risks online, managing one's online reputation, and taking responsibility as a digital citizen. The presentation seeks to promote safe, ethical and compassionate behavior both online and offline.
This document provides guidance for parents on helping their children navigate the digital world. It includes tips on understanding social media, online gaming, and mobile use as well as advice on managing online reputation and privacy. Experts discuss common challenges parents face and how to have open conversations about appropriate and safe technology use. The magazine aims to help parents get involved with the technologies children enjoy and provide oversight of both opportunities and risks.
PlayScience - Families and Gaming - Casual Connect Seattle 2012PlayScience
The document discusses research and trends related to families and gaming, including that over 70% of parents think playing mobile games helps their child's development, families tend to adopt new technologies early and spend over $2 trillion annually on technology and entertainment, and grandparents are playing an increasingly important role in families including child entertainment choices. It provides an overview of gaming and technology trends relevant to creating products for kids and families.
This document discusses the evolution of college recruiting from the pre-internet era to today's digital age where students are in control of the process. It outlines key traits of millennial students and how the internet and rise of social media has shifted when students begin their college search and how they research institutions. The document advocates for recruiters to focus on authentic storytelling over traditional marketing, stage authentic campus experiences, and embrace both students and their parents in the recruiting process to be successful in today's environment.
This document discusses cyber safety and the importance of prevention and early intervention regarding cyberbullying. It notes that cyberbullying has become a major concern for youth organizations. While social media started as fun, it has become dangerous for some. The document advocates teaching youth relationship skills to develop empathy, trust, and respect to have healthy online interactions. It also stresses being mindful of one's online reputation and digital footprint. Prevention through education is emphasized as better than intervention after a crisis occurs.
The document discusses a parent workshop on cyber bullying held at the International School of Tanganyika. It defines cyber bullying as the use of technology to deliberately harm or harass others. The workshop aims to educate parents on the differences between traditional bullying and cyber bullying, which can be anonymous and constant. Videos are shown depicting a case of cyber bullying and a mother's perspective on the issue. Parents discuss how their children currently interact online and ways to protect them from cyber bullying through privacy settings and monitoring their activities on social media.
Teens are getting into more trouble as technology advances, allowing their actions to be easily recorded and shared online. While partying and drinking occurred in the past, today photos and posts about such activities live online indefinitely, hurting teens' futures. A local school trip was disrupted when photos of students drinking, which were not supposed to be shared, ended up on MySpace. The courts have also ruled that online posts, even from home computers, can have school consequences if they damage the school's reputation.
The document is a presentation about digital citizenship given to Emanuel School in October 2012. It discusses the power of social media, especially Facebook, and challenges the audience about their own online activities. It aims to equip the audience to respond to issues like cyberbullying and support the school's ICT policy. It covers topics like understanding risks online, managing one's online reputation, and taking responsibility as a digital citizen. The presentation seeks to promote safe, ethical and compassionate behavior both online and offline.
This document provides guidance for parents on helping their children navigate the digital world. It includes tips on understanding social media, online gaming, and mobile use as well as advice on managing online reputation and privacy. Experts discuss common challenges parents face and how to have open conversations about appropriate and safe technology use. The magazine aims to help parents get involved with the technologies children enjoy and provide oversight of both opportunities and risks.
PlayScience - Families and Gaming - Casual Connect Seattle 2012PlayScience
The document discusses research and trends related to families and gaming, including that over 70% of parents think playing mobile games helps their child's development, families tend to adopt new technologies early and spend over $2 trillion annually on technology and entertainment, and grandparents are playing an increasingly important role in families including child entertainment choices. It provides an overview of gaming and technology trends relevant to creating products for kids and families.
This document discusses the evolution of college recruiting from the pre-internet era to today's digital age where students are in control of the process. It outlines key traits of millennial students and how the internet and rise of social media has shifted when students begin their college search and how they research institutions. The document advocates for recruiters to focus on authentic storytelling over traditional marketing, stage authentic campus experiences, and embrace both students and their parents in the recruiting process to be successful in today's environment.
The value of video-game learning cannot be underestimated in the classroom. This gives you an overview of game-principles that can be learned in the classroom.
The document discusses the potential benefits of using computer games in education according to various studies. It finds that games can help students engage with friends and communities, learn about social issues, and begin engaging with politics. Nearly half of teachers think games can lead to antisocial behavior, but the document outlines skills games can help develop like problem solving, reflection, and metacognition. Examples are given of games being used to teach science and how they align with students' lives outside the classroom.
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
This document discusses how to educate students of the "Net Generation" or those born in the late 1990s and 2000s. It argues that today's K-12 students use technology in collaborative, inquiry-based learning and teachers must use technology to help transform knowledge. It notes key differences in how Net Gen students approach and process information compared to older generations, focusing more on images than text and preferring freedom of choice and customization. The document recommends educators focus on lifelong learning rather than tests, empower student collaboration, and get to know each student as individuals to best educate the Net Gen in the digital age.
This document discusses the effects of children playing computer games. It notes that while games can help children learn technology skills, excessive violent or antisocial game play may increase aggressive behaviors and thoughts in children. It also suggests that long periods playing games can lead to social isolation as children replace real-world interactions with virtual ones. The document also notes health concerns from extensive computer use like obesity and repetitive stress injuries. It concludes that parents should monitor the types of games children play and encourage a balance with outdoor activities to support healthy development.
This session will demonstrate the use of games for K-12 students in an online environment across a variety of subject areas. Participants will be presented with the theory behind educational games as well as demonstrations of how to use games in class to improve student performance. Teachers will become familiar with the use of single and multi-player games to reinforce basic skills as well as to support higher-order thinking and problem solving. Internet-based games will be presented along with ways to encourage collaboration, create emotional connections and enhance motivation. Common concerns about the use of games in the classroom will be addressed and discussed. Ever think you'd see your students spending hours voluntarily doing math drills or discussing economic theories? It can happen!
Third Places are informal spaces in communities other than home or work/school where people meet. In this presentation for GAME Manitoba 2019, I share how I've seen these emerge in game spaces with my students.
This document discusses different genres of gaming participation including killing time, hanging out, recreational gaming, organizing and mobilizing, and augmented gameplay. It notes that gaming can provide social benefits when part of a healthy social ecology, allowing people to develop social and technical skills. However, it also acknowledges concerns about gaming becoming too immersed and disconnected from real-world social interaction. The document concludes that debates will continue around the impacts of gaming on youth.
This document discusses how gaming has evolved and the benefits of games. It notes that the stereotype of all gamers being young males is outdated, as the average gamer age is 35 and many types of people play games. It highlights how games have become more complex over time in their storytelling, challenges, and social aspects. Experts quoted believe that gaming can promote 21st century skills like systems thinking and that games provide engaging feedback that helps learning. Different types of serious and educational games are defined that aim to use gaming for problem solving or social change rather than solely entertainment.
This document discusses how video games and online simulations can be used to improve learning in educational environments. It argues that games help rewire the brain by providing structured patterns, creating emotional connections, and encouraging collaborative problem-solving. Several studies and experts are cited showing that games may actually teach concepts better than traditional classrooms by appealing more to how the brain naturally functions. Examples are given of educational games that teach various subjects in an engaging way. Potential challenges of using games in the classroom are also addressed.
Video Games in Learning - Laptop Leaders AcademyGlenn Wiebe
This document discusses how video games can be used to enhance learning in the classroom. It notes that today's students learn differently than educational systems were designed for, and that video games tap into how the brain naturally works by encouraging pattern recognition, problem-solving, collaboration and rewarding feedback. The document provides examples of educational video games and discusses how games can increase literacy skills and simulate real-world situations while supporting complex learning. It addresses criticisms of video games and suggests ways teachers can start integrating games into their classrooms.
An overview of the Gaming in Families project given at Futurelab's research insights day, April 29th 2010 in London.
Mary Ulicsack & Sue Cranmer, Futurelab
1. The document discusses the differences between digital immigrants, who are teachers that grew up without digital technologies, and digital natives, who are students that have grown up with digital technologies.
2. It argues that teachers cannot provide students with 21st century skills because most teachers are digital immigrants who do not fully understand or use new technologies.
3. The document proposes empowering students by giving them tools like cell phones and game-based learning programs to help them develop 21st century skills and stay engaged in learning.
Play is essential for child development but has decreased as children spend more time indoors using electronics. Research shows play improves social-emotional and academic skills but varies based on factors like gender and environment. Peer play outdoors best develops skills while solitary play can indicate problems. Though play benefits learning, schools increasingly replace it with academics. Society must support the importance of child-led play over commercial interests that limit it.
Exploring higher education students' attitudes towards serious games in the c...Dr. Pauline Rooney
(1) Dr. Pauline Rooney presented research on students' attitudes towards serious games for learning at the Irish Symposium on Game-Based Learning in June 2012.
(2) The research found that while a majority of students felt games could make learning easier, some students saw games and education as conflicting due to gender differences and prior gaming experience.
(3) The study challenges the assumption that all students will embrace serious games and highlights needs and perceptions that should be addressed when introducing serious games.
This document summarizes a presentation about video games and their effects on children. It explores both sides of the research on whether video games lead to increased aggression or other impacts. It provides data on how much time kids spend gaming and the most popular genres and titles. It also offers tips for parents on setting limits, choosing age-appropriate games, and getting involved in their child's gaming activities to help them navigate the space safely.
The document discusses using gaming in the classroom to enhance learning. It provides examples of how games can be used to teach subjects like history, geography, science, reading, math, and economics. A case study is described where students brought games to an undergraduate seminar class that related to course topics, which strengthened bonds between students and made learning more fun and engaging compared to a traditional classroom. The conclusion is that gaming can actively involve students and excite them about learning, especially as technology and gaming continue to evolve rapidly.
More Related Content
Similar to The good the bad and the gamer | EDUCATION REVIEW 2012
The value of video-game learning cannot be underestimated in the classroom. This gives you an overview of game-principles that can be learned in the classroom.
The document discusses the potential benefits of using computer games in education according to various studies. It finds that games can help students engage with friends and communities, learn about social issues, and begin engaging with politics. Nearly half of teachers think games can lead to antisocial behavior, but the document outlines skills games can help develop like problem solving, reflection, and metacognition. Examples are given of games being used to teach science and how they align with students' lives outside the classroom.
This presentation, originally presented in Second Life to the NC Distance Learning Association, explores how video games and virtual worlds can be valuable tools for instruction and shares resources that teachers might use to incorporate gaming into their curriculum.
This document discusses how to educate students of the "Net Generation" or those born in the late 1990s and 2000s. It argues that today's K-12 students use technology in collaborative, inquiry-based learning and teachers must use technology to help transform knowledge. It notes key differences in how Net Gen students approach and process information compared to older generations, focusing more on images than text and preferring freedom of choice and customization. The document recommends educators focus on lifelong learning rather than tests, empower student collaboration, and get to know each student as individuals to best educate the Net Gen in the digital age.
This document discusses the effects of children playing computer games. It notes that while games can help children learn technology skills, excessive violent or antisocial game play may increase aggressive behaviors and thoughts in children. It also suggests that long periods playing games can lead to social isolation as children replace real-world interactions with virtual ones. The document also notes health concerns from extensive computer use like obesity and repetitive stress injuries. It concludes that parents should monitor the types of games children play and encourage a balance with outdoor activities to support healthy development.
This session will demonstrate the use of games for K-12 students in an online environment across a variety of subject areas. Participants will be presented with the theory behind educational games as well as demonstrations of how to use games in class to improve student performance. Teachers will become familiar with the use of single and multi-player games to reinforce basic skills as well as to support higher-order thinking and problem solving. Internet-based games will be presented along with ways to encourage collaboration, create emotional connections and enhance motivation. Common concerns about the use of games in the classroom will be addressed and discussed. Ever think you'd see your students spending hours voluntarily doing math drills or discussing economic theories? It can happen!
Third Places are informal spaces in communities other than home or work/school where people meet. In this presentation for GAME Manitoba 2019, I share how I've seen these emerge in game spaces with my students.
This document discusses different genres of gaming participation including killing time, hanging out, recreational gaming, organizing and mobilizing, and augmented gameplay. It notes that gaming can provide social benefits when part of a healthy social ecology, allowing people to develop social and technical skills. However, it also acknowledges concerns about gaming becoming too immersed and disconnected from real-world social interaction. The document concludes that debates will continue around the impacts of gaming on youth.
This document discusses how gaming has evolved and the benefits of games. It notes that the stereotype of all gamers being young males is outdated, as the average gamer age is 35 and many types of people play games. It highlights how games have become more complex over time in their storytelling, challenges, and social aspects. Experts quoted believe that gaming can promote 21st century skills like systems thinking and that games provide engaging feedback that helps learning. Different types of serious and educational games are defined that aim to use gaming for problem solving or social change rather than solely entertainment.
This document discusses how video games and online simulations can be used to improve learning in educational environments. It argues that games help rewire the brain by providing structured patterns, creating emotional connections, and encouraging collaborative problem-solving. Several studies and experts are cited showing that games may actually teach concepts better than traditional classrooms by appealing more to how the brain naturally functions. Examples are given of educational games that teach various subjects in an engaging way. Potential challenges of using games in the classroom are also addressed.
Video Games in Learning - Laptop Leaders AcademyGlenn Wiebe
This document discusses how video games can be used to enhance learning in the classroom. It notes that today's students learn differently than educational systems were designed for, and that video games tap into how the brain naturally works by encouraging pattern recognition, problem-solving, collaboration and rewarding feedback. The document provides examples of educational video games and discusses how games can increase literacy skills and simulate real-world situations while supporting complex learning. It addresses criticisms of video games and suggests ways teachers can start integrating games into their classrooms.
An overview of the Gaming in Families project given at Futurelab's research insights day, April 29th 2010 in London.
Mary Ulicsack & Sue Cranmer, Futurelab
1. The document discusses the differences between digital immigrants, who are teachers that grew up without digital technologies, and digital natives, who are students that have grown up with digital technologies.
2. It argues that teachers cannot provide students with 21st century skills because most teachers are digital immigrants who do not fully understand or use new technologies.
3. The document proposes empowering students by giving them tools like cell phones and game-based learning programs to help them develop 21st century skills and stay engaged in learning.
Play is essential for child development but has decreased as children spend more time indoors using electronics. Research shows play improves social-emotional and academic skills but varies based on factors like gender and environment. Peer play outdoors best develops skills while solitary play can indicate problems. Though play benefits learning, schools increasingly replace it with academics. Society must support the importance of child-led play over commercial interests that limit it.
Exploring higher education students' attitudes towards serious games in the c...Dr. Pauline Rooney
(1) Dr. Pauline Rooney presented research on students' attitudes towards serious games for learning at the Irish Symposium on Game-Based Learning in June 2012.
(2) The research found that while a majority of students felt games could make learning easier, some students saw games and education as conflicting due to gender differences and prior gaming experience.
(3) The study challenges the assumption that all students will embrace serious games and highlights needs and perceptions that should be addressed when introducing serious games.
This document summarizes a presentation about video games and their effects on children. It explores both sides of the research on whether video games lead to increased aggression or other impacts. It provides data on how much time kids spend gaming and the most popular genres and titles. It also offers tips for parents on setting limits, choosing age-appropriate games, and getting involved in their child's gaming activities to help them navigate the space safely.
The document discusses using gaming in the classroom to enhance learning. It provides examples of how games can be used to teach subjects like history, geography, science, reading, math, and economics. A case study is described where students brought games to an undergraduate seminar class that related to course topics, which strengthened bonds between students and made learning more fun and engaging compared to a traditional classroom. The conclusion is that gaming can actively involve students and excite them about learning, especially as technology and gaming continue to evolve rapidly.
Similar to The good the bad and the gamer | EDUCATION REVIEW 2012 (20)
The good the bad and the gamer | EDUCATION REVIEW 2012
1. 34 Technology
The good, the bad & the gamer
One way to understand and various ages is important in preventing
an increase in extreme PIU cases.
tackle problematic internet Rather than outlawing gaming
use is for “the oldies” to get and gaming culture, consider what
online and have a go. games have to teach us. Harnessing
these lessons into curricula will turn
By Jocelyn Brewer. a harbinger of a computer zombie
epidemic into a tangible method
T
for seeking solutions to some of the
he behaviour of teens serious issues which face the planet.
over recent years has been If parents and teachers are feeling
changing, most would isolated and confused by the rapid
claim not for the better. advances in technology and “how it
Teachers and parents bemoan the all works” then the best thing they
rise of problematic behaviours in the could do is get online and “play”,
classroom, playground and in the embrace the essence of what playing a
home. game is and feel free to learn, discover
The “naughty” and disengaged boys and enjoy.
show up across the state in welfare If parents give their kids the
and discipline meetings, as the system music and moppish hairdos. Gaming true sense of who they believe they technology, they need to be willing
struggles to find appropriate ways is today’s Beatles, a phenomenon can be. to sit side by side with them and join
of engaging them in learning, while that generally younger people will At the very pointy end of gaming, in the game. Just the same way they
providing discipline structures that fervently embrace, while older folks is pathological and extreme overuse in would kick a soccer ball around the
support this engagement in the school will stand back looking confused. which significant negative impacts are yard with them. There is no turning
community rather than excluding There is no stereotypical gamer, experienced when adolescents cannot the internet off so, if you can’t beat
them from it. in that gaming is becoming so function IRL, like withdrawing from them, join them – online.
While much has been written on widespread, and the games so diverse a drug they experience increased Further reading: Jane McGonigal’s
problematic externalising behaviours and ubiquitous that there is no anxiety, somatic disturbance and Reality is Broken: Why Games
such as conduct disorder and longer a single profile that accurately sometimes aggression and violence. Make Us Better and How They
oppositional defiance disorder, and describes the population. The kids These cases of PIU while rare are Can Change the World or internet
many strategies and programs written we see with PIU in schools tend to increasing, and require intervention search “serious games movement”,
to cater for the support needs of these be those who have become betrothed from psychologists and counsellors “gamification”. n
students, there are a range of students to a particular type of role playing with an experience and understanding
just as disengaged quietly lurking in or shooter game that is played online of the gamer’s world. Jocelyn Brewer is a provisional psychologist
classrooms – gamers. with massive numbers of people, all Teaching 21st century learners working as a school counsellor in South
By gamer I don’t mean spending in the same game, playing in the same also requires teaching 21st century Western Sydney and a founding member
a few hours mastering Angry Birds realm, continuously. skills in regulating their use of screen of www.niira.org.au. Her 2009 psychology
or the 97 per cent of young people Massively multiplayer online games time. Much like with a balanced diet, thesis studied the impact of online gaming
who use a variety of consoles to play (MMOGs) are often maligned by determining what is a healthy amount on learning and leisure in a cohort of year
a range of strategy and educational superficial commentary on a pending of screen time for adolescents of 10 boys.
games. Serious gamers are a new web- epidemic of zombie kids hooked on
subculture who take the online realm these diversions like a drip (some have
Learning to flick a
of game playing more seriously than even drawn comparisons to heroin
reality. They inhabit the immersive and crack cocaine).
environment more frequently and In fact MMOG’s provide exactly
energetically than in real life (IRL). the kind of positive psychological
While game playing is a pursuit environment required to harness The new three Rs a quick scan of information streams
that is several thousand years old, the their strengths and develop skills in connected to educational issues both
specific language and culture of the problem solving, strategic thinking, of leadership are in Australia and overseas.
internet is only a few decades old; the collaboration and even hard work! reacting, ranking and These e-sources are scheduled into
nexus of these two form the online While we hand out laptops to year my Google and Outlook calendars
computer gaming realm which has 9 students in NSW public schools,
recommending, writes as recurring appointments and
emerged as this decade’s freshest area many teachers struggle to keep up Mark Sparvell. the various links are always in the
W
of debate and investigation. with creating absorbing learning appointment details. Each week I am
The real interest is building activities that compete with the epic hen I deliver reminded to invest in professional
not just on the phenomenon of challenges and adventures found professional learning knowledge building and it doesn’t
internet “addiction” or problematic within MMOG realms. for educators, I am matter where in the world I may be or
internet use (PIU), but on the way The gamer in today’s classroom sometimes asked what device I may be using.
games can be harnessed to engage is not a behavioural problem, he about how I find the time to I flick through the Twitter feeds
us in solving real world problems, (most likely a boy, but increasingly keep up with the exponential from key education influencers
while simultaneously providing girls) is probably asleep at his desk, growth of information. I’m almost that are sent to my phone, scan the
a psychological experience that is having spent until the early morning embarrassed to say, I probably emailed one-page digest from www.
positive, enhances relationships and “in game”, “levelling up” and don’t invest any more time than palnet.edu.au and skim read the
builds confidence and self-efficacy advancing through infinite layers most other professional educators. five or six online sources of credible
in overcoming challenges within the of the game’s architecture (which is I do sample an extremely education journals … much of this is
game. being designed by developers as fast broad sweep of information very achieved while walking the dog in the
It is easy to dismiss gaming as as gamers can play their way through efficiently, though. One of the early morning or cool evening. My
time wasting, and unproductive. Just it) in collaboration with gamers from e-routines I have established for dog has yet to comment that it doesn’t
as in the early 1960s it was easy to around the world, forming alliances myself once a week is to engage in have my full attention.
denounce the Beatles for their poppish and friendships while projecting a
34 May 2012 www.educationreview.com.au