Further, video game playing occurs in rich socio-cultural contexts, bringing friends and family together, serving as an outlet for adolescents, and providing the “raw material” for youth culture. Finally, video game research reveals many patterns in how humans interact with technology that become increasingly important to instructional technologists as they become designers of digital environments. Through studying video games, instructional technologists can better understand the impact of technology on individuals and communities, how to support digital environments by situating them in rich social contexts. This journal article will be helping in proving that video games can be educational even though some people fear that they have negative effects upon people. Also that video games can bring families together and friends.
OB Assignment Digital Chocolate – Case Analysis Muzammil Shahid 01211 MBA I (Morning – Main Campus) Digital Chocolate is a young, innovative and creative gaming company established in 2003 by Trip Hawkins to “develop outstanding games for mobile devices.” Trip Hawkins has previously founded Electronics Arts, the largest game publisher in the world. Digital Chocolate has young, passionate and creative employees in four locations: San Mateo, California; Helsinki, Finland; Bangalore, India; and Barcelona, Spain. With the operation of Digital Chocolate in these four locations, Trip Hawkins has been able to reduce cost effectively and create games with a global reach. Digital Chocolate first entered the market of mobile game development and distribution through various wireless carriers, followed by distribution through consumer marketplace (such as App Store) in 2008. Now Trip Hawkins is thinking of entering the exciting world of social gaming.
Parents rummaging through their teens’ social media accounts may do more harm than good as it shows no trust. There are better ways to for parents to stay connected and help keep their kids safe. In the article “Should parents snoop on their kids online?” written by Eliene Augenbraun, she quoted Caroline Knorr, a parenting editor at Common Sense Media, who said “Kids know technology better than their parents do. If you rely on technology to monitor your kids or prevent them from engaging in online risks you are getting a false sense of security.” And this is very true. If a parent instead of looking at their child’s phone just talked to them to see
The toys were quickly accepted in the marketplace and became a popular choice for day care centers, preschool facilities, and elementary schools, as well as for parents. Keys to success in this market were continual development of innovative products and a high level of product quality. Toys needed to be both creative and durable. Two other important factors were timing and availability. New products had to be ready to be introduced at the spring toy shows.
to the new generation’s use of internet and lack of reading classic books, Amy Goldwasser defends the teenage reputation in her article “What’s the Matter with Kids Today?” Goldwasser speaks of how the internet has expanded kids’ minds when it comes to school and themselves, also how this generation has more access than older generations due to the internet. Goldwasser claims that teenagers spending time online is overall good for them because they do read and write. The content, however, is not strong enough for educational purposes. A blog post about how to curl hair or how to pass the perfect spiral is not giving them any educational value. Whereas reading the local newspaper or reading a classic novel like “The Great Gatsby” by F Scott Fitzgerald would provide a more Nowadays kids don’t read don’twritedont care about anything .
The cycle has grown so predictable that some analysts begin ringing death knells within days of a successful product launch” (par. 1). With this excerpt we see, the younger you are, the more acclimated to new technology you will be due to this ongoing cycle. Koschei states, “[w]e’ve tied up so much of the human experience in transient things that generation gaps now occur closer and closer. Even kids two years apart will have grown up in completely different media environments” (par.
Tanya Stepney Collaboration with Parents and Community ECE 313/ Brandy O’Leary December 12, 2011 Midterm Paper During the preschool years there is tremendous growth and development in all areas of development, slow but steady. Extraordinary motor advancements, coordination, speed, strength, and tireless energy are all displayed during the preschool physical and motor development. Through cognitive development, the preschool child become quite sophisticated in their thinking, think problems through prior to acting, and engage in new reasoning. Symbolically, preschool children have high imagination, tell elaborate stories, interpret and reinvent their lives in drawing and writing, and create fanciful world through make believe. Finally, during the preschool years, many children become quite independent and social interacting with the world around them through games and play activities.
These communication technologies have not broadened their appreciation and knowledge on topics such as history, civic values, and philosophical questions. In a sense these technologies have “stupefied” these individuals. Overall Bauerlein argues that these “digital natives” are not using these modern technologies to gain knowledge, but instead to interact with each other about topics such as pop culture or downloading new video games. Mark Bauerlein is a professor of English at Emory University and worked as a director of Research and Analysis at the National Endowment for the Arts, where he oversaw studies about culture and American life. “The Dumbest Generation” is Bauerlein’s most recent work, but his is the author of five other published works.
The essay “Why Games Are Good for You” written by Steven Johnson, was written not to say that video games are any better or worse than reading books but simply to clear the misconception that video games are a hindrance to people who play them when it comes to a normal education or learning the social skills people need to live a healthy life, Johnson believes nothing can replace the benefits of reading a book and the written word. However, video games appear to deliver information that would bore the average student in a way that entices them to learn more and keeps them interested in something ordinarily dull. Johnson believes it is because games give people visual rewards for our time spent that books or other forms of media aren’t able to deliver. For example, in certain games such as “SimCity” a user is encouraged to build a thriving metropolis, which teaches about taxes, population, economics and other subjects that must be considered in order to be progressive in the game. Video games require the player to memorize the information they take in, use their cognitive skills to solve a puzzle in the game or use their sensory skills to complete a task in addition to other benefits that haven’t been mentioned.
Professors believe that racism could be prevented through education; however, no research has proven this method to be effective. Despite the good intentions, these education programs would be ineffective due to the way humans think and the way they are influenced. Education programs in elementary schools designed to teach young students about racial issues would be useless. Educators believe if these children are taught about racial problems before they are old enough to form their own opinions, racism could be prevented. However, because racism originates from the home, any outside influences are pointless at the Cowan 2 elementary age.