The deductive reasoning test was a 3-trial test that had the participant guess on what utensil test-administrator was thinking by asking only yes or no questions. Deductive reasoning is fundamental to the thinking process of judgment, problem solving, and making decisions which is vital to a child’s development, allowing them to draw new information from old past experiences. Both assessments tested for aspects of awareness preceding, during, and succeeding the end of a certain activity by having the participant predict how well they will perform and estimate how well they think they did afterwards. Awareness is necessary because the understanding of one’s own potential and limitations influence learning and generalization. Results: The overall performance of the older groups in all of the tests were more accurate than that of the younger group, which was expected being that children develop these skills as they get older.
(eds) Investigating psychology, Milton Keynes, The open University. Simon Says An innocent Parlour game or something more sinister, a look at how adults and the media can effect children’s behaviour Introduction “Children grow up so quickly nowadays”. How often have we heard this statement? However do we ask WHY? We have all played games where the child mimics another, Simon Says or Follow the leader are playful activities which are also
What caused this behavior in the child? As reported by several doctors and psychologists, video games contribute to aggression and violent behavior in children of all ages. All around the world, video games are selling faster than books. Many newly released titles remain on the shelf merely minutes before they are snatched up by an eager teenager, ready to master every technique and aspect of the game. Gamer ages range from two all the way up to late adulthood.
For example have played a major impact with the rise in crime rate with adolescents. Lastly video games have been linked to the rise in obesity rate in adolescents. First , a positive attribute that video games have on adolescents are that they allow adolescents to strengthen their hand and eye coordination. Video games consoles such as the Nintendo Wii, helps in the strengthening of hand and eye coordination because it allows users to interact with the game as if they were actually in the game instead of pushing buttons continually. “Engaging the child in an interactive experience, developing hand-eye- motor skills, giving the child a sense of accomplishment, keeping the child off the streets and just encouraging having fun are all judged by many parents to be valuable.”(Tapscott) This quote explains how parents value hand-eye-motor skills, and keeping kids off the streets as importance and video games help in accomplishing these ideas based by parents.
Addiction to Technology: Alienation among Children and Its Impact on Their Further Development as Individuals In a computer-driven society, technology is one of the main tools for shaping individuals’ personalities. Children are exposed to different kinds of technology and become literate to use it without big difficulties. They can handle almost any kind of gadgets. However, the question is whether this is good or bad for their further development as individuals. Unrestricted use of TV sets and computer games, game consoles and online networking games, along with Internet chat rooms, mobile phones and other kinds of technological devices can make children addicted to technology and socially alienated.
Ogletree and Drake research the extent to which these issues are affecting the lives of American youth. The first issue addressed by Ogletree and Drake is the amount of time involved in video gaming in the lives of American youth including adolescents and college students. The research used in the article looks for different factors such as gender and exact age in relation to the amount of time they spend playing video games per day. The results demonstrate that men spend on average more time than women per day. The age group of adolescent males that spends the most time gaming is the 8-10 year old boys of America; in fact, 73% of boys this age play video games for an average of 93 minutes per day (538).
This is because video games are much more interactive then movies and television which gives teens a more real control of a character that is committing these violent and crime based acts. While there have been endless hours of research and hundreds of studies done some argue that it is still not clear if there is a correlation between anger driven teen behaviors and video game violence. I think that teens learn from these violent behaviors and take the violent acts that are portrayed in these games and transfer them into their everyday life. With technology over the past 20 years developing like it has it’s no wonder why our children are learning things like their ABC’s and counting from video game consoles or other forms of hand held electronic devices. Today’s youth would much rather communicate using texting or social networking cites such as Twitter and Facebook rather than talking on the phone or hanging out in a common area such as a mall.
Whether it is computers or video game consoles, 10 percent of children aged 2 to 18 play console and computer games more than 1 hour a day. In 8 to 13-year-old boys, the average is more than 7.5 hours per week. If video game playing begins as a child, the chances of the hobby carrying over into adulthood grow exponentially. These games can include a variety of types and genres, but violent video games seem to be the
A major reason for this is that studies show that, for a young child, “Part of the increase in aggressive behavior is linked to the amount of time children are allowed to play video games. In one study by Walsh (2000), a majority of teens admitted that their parents do not impose a time limit on the number of hours they are allowed to play video games” (A. Norcia). Social skills are a very important part of growing up. Most behavioral problems can happen from having a lack or deficiency in social skill, which may lead to very high level of anxiety and anger that will have a negative effect on social skills. So by being in a social environment will help promote social skills.
Seventy-nine percent of children play video games, and at least sixty percent of middle school boys have played one or more mature rated game. Some psychologists suggest that video games are positive- they are creating an alternate reality for adolescents to release their anger. However, studies have consistently proven that violent video games cause more aggressive behavior and, overall, are negatively affecting America’s youth. The debate whether or not video games are positive or negative has been a major controversy in the U.S. ever since Columbine, a tragic school shooting in 1999. News spread that one of the gunmen, Dylan Klebold, spent much of his time playing violent video games.