Showing posts with label benefits-of-kids-video-games. Show all posts
Showing posts with label benefits-of-kids-video-games. Show all posts

Monday, January 14, 2013

Be a Believer: Gaming’s Good for You and Your Kid


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According to Kate Connally of AddictingGames.com, 78% of teen girls and 82% of teen boys play online games. Most probably, your kid is included in that percentage. Every parent with kids ages 6 and up should consider that this generation is a new gaming era. Gaming today is very different from how it was developed decades ago. For a lot of parents, gaming is perceived as a distraction and is not a helpful tool in the education of their children. Not today, online games can actually help kids in different aspects without them realizing it because they’re having too much fun. There are tons of studies today that show how this generation is able to think faster and gaming has helped with this. Here’s a story that you may want to read if you’re still not a believer of the good side of gaming for your kids

“I am a dad and I travel a lot for business. I used to call home and talk to my son on the phone and get grunts or short answers. It was always expensive and the calls just made me feel further away because I would ask how he was and not really get any answers it always sounded like he was texting at the same time or something. When I was between trips one time I saw him playing Command and Conquer and asked to play with him. We figured out that I could play anywhere with an Internet connection and you can chat with head phones through the game or text chat in the bottom of the game about strategy. So, when I travel now we log on to a game together and play a mission and talk and chat during the game. Not only is it a great break for me, but he looks forward to talking to me and we actually chat during the game.”

This is a true example of the positive effect of the new form of gaming. Check out some other ideas

1) This is not the video game talk

Online gaming is different than the talk about video games 5-15 years ago. 5 years ago, gaming was mainly in your TV with your Play Station, Sega or Nintendo. Gaming is now mobile, in the cloud and on the desktop and the type of gamers has changed.

2) Casual Gaming

The majority of kids are casual gamers, meaning that they play games 1-2 times at least per week and often game when

-they want to pass time

-they are bored

-there is nothing good to watch on TV

-they want to talk with friends

They do not necessarily trade tips or take their gaming very seriously. Yet, just because someone is a casual gamer, does not mean they do not necessarily spend a lot of time gaming. Casual gamers can spend 12 hours a day gaming, it just means that they do not compete regularly in the same forums or on levels of a game.

3) Socializing Through Games

Games are social. Of course, there are many games that kids play alone with an electronic competitor. But games are social in a number of ways

-Chat rooms with the games

-Playing a game while your friends watch (often happens on desktops at schools)

-Background to a party. When your kid has friends over, the Wii is always on. They still talk and eat and communicate but someone is always playing in the background.

-Social networks built behind the games. There are many game websites that have whole social networks and profiles built behind their games where users can list their hobbies and favorite games and tips.

3) Socializing Through Games

Games are social. Of course, there are many games that kids play alone with an electronic competitor. But games are social in a number of ways

-Chat rooms with the games

-Playing a game while your friends watch (often happens on desktops at schools)

-Background to a party. When your kid has friends over, the Wii is always on. They still talk and eat and communicate but someone is always playing in the background.

-Social networks built behind the games. There are many game websites that have whole social networks and profiles built behind their games where users can list their hobbies and favorite games and tips.

4) Movies and Games as One

“We are the 16 candles of online games,” says Connally of AddictingGames.com. Gaming sites are trying very hard (and succeeding) to tie together traditional entertainment and games so that they are seamless. Almost every movie out has a component online game and this is a way that young people experience more of the movie, by playing a version of it.

5) Games with Statements

There are many games that make some kind of statement and might even teach a lesson. For example “Barry Bonds Game” is a game where you can give steroids to your baseball playing avatars where they will play well, but if you choose to give them steroids then, after the game you run the risk of having them get really bad press and have to switch teams making your next season bad. There is also Trillion Dollar Bailout, it has little AIG employees running around New York City cartoon buildings. Escape the Oval Office is another popular one featuring a cartoon Bush. There are many attack and kill mode games but also some that are pro-social.

6) Homework Games

There are online games or dashboard games which are very popular on Mac laptops where there are mini-games like tic tac toe and Bedazzle. They are literally one click away when the teacher decides to breathe in between points.

7) Double Time Games

This generation’s middle name should be multi-task. Teens often are gaming while doing something else. Especially casual gamers, they almost never just do gaming. They play games while watching TV, while in class, while at a party, while on the bus, while hanging out with friends.

8) Mobile Games

Mobile games are on cell phones as opposed to dashboard games (on a computer) or games in the cloud (games online). These are so popular. If a teen is bored and they have their cell phone on them (which of course they do), they will have some sort of game on their phone and play it to fill any gap times.

Tips for Parents of Gamers

-Make time limits

-Identify the ‘No Electronic’ zones in your house

-Make no electronic times during your week where they have to find something else to do

-Spend some time gaming yourself, gaming can be really positive and the best way for parents to make relevant rules is to understand the appeal and the types of games they are playing

-Ask them to show you what they are playing

-Make it a bonding thing. Play with them!
About The Author
The author recommends Sqwishland.com, a Safe Pets Virtual World for Kids where they can Play Fun Educational Minigames!

Sunday, July 29, 2012

Finding Educational Games Online Your Kids will Love

Many times parents look online for educational games for their kids to play online. Some of these games can be found for free, but most of them are charge a small fee. As a teacher, you I highly recommend allowing your children to play these games as the advantages are many.
Advantages of Online Games:
  • Computer Technology is a requirement in many states
  • Computer games generally do not require additional resources
  • Most computer games only require an internet connection
  • Computer games support the curriculum found in the classroom
Benefits of Online Games for Preschoolers
When preschool children are exposed to online games, the results are phenomenal. The vivid pictures combined with words allow children to phonics without them even realizing it. Talk about learning reading skills while having fun.

Math sites are even more numerous. Cute little animal characters bee bop around the screen offering kids all kinds of incentives to play. Many math sites are aimed at children from 2 to 5 years old. While this may sound young to you, it is a perfect age. Kids have the hand eye coordination to move a mouse and click a button. The characters sing and dance away, encouraging them to count along.


Benefits of Online Games for Middle School
My middle school students have sat there and played Sudoku and that race car game for hours. (It was after a standardized test.) Granted, they did not have much else to do in class but they also did not complain either. They often ask to go to these sites and play the games.

While the math games are more popular for middle school students, some kids really like the science games. It really depends on the kid's interest. I have seen kids really get into stock market games and business games. There is one online game site that has kids building elaborate empires. It is completely free and they do everything from running factories and building web pages.
Downloads for the iPod
If you have a teen in your house, you have definitely heard about iPod apps. It may be worth considering letting your pre-teen, teen or tween download a few education games for the iPod. There are a couple of free games and a few games that you can get for a fee that are educational.
Many of the iPod games are just like the online versions except smaller. You won't get as many levels and the graphics aren't quite as good.
If you are getting it for your toddler, I would check out of the free version first. Oftentimes, you can find a "Lite" version of the games. These are super simple versions that only have a 5-minute trial or just one level.
In any case, educational games are out there and are worth checking out. Look around and you will see.


Wednesday, June 13, 2012

Really Good News About Your Children’s Video Games


I wanted to share this awesome article by Marc Prensky because many moms, including me, get wary of kids fascination with video games.   I have two boys, one is eight and the other eleven.  I try to limit their video game time as much as can but they still manage to get in extra gaming time by waiting for me to take a nap or just nagging.
 
Research published by University of Rochester neuroscientists C. Shawn Green and Daphne Bavelier has grabbed national attention for suggesting that playing “action” video and computer games has positive effects – enhancing student’s visual selective attention. But that finding is just one small part of a more important message that all parents and educators need to hear: video games are not the enemy, but the best opportunity we have to engage our kids in real learning.
 
Any observer knows that the attitude of today’s children to video and computer games is the very opposite of the attitude that most of them have toward school. The amount of time they spend playing computer and video games – estimated at 10,000 hours by the time they are twenty-one, often in multi-hour bursts – belies the “short attention span” criticism of educators. And while years ago the group attracted to video and computer games was almost entirely adolescent boys, it is now increasingly girls and all children of all ages and social groups. One would be hard-pressed today to find a kid in America who doesn’t play computer or video games of one sort or another.
 
The evidence is quickly mounting that our “Digital Native” children’s brains are changing to accommodate these new technologies with which they spend so much time. Not only are they better at spreading their attention over a wide range of events, as Green and Bavelier report, but they are better at parallel processing, taking in information more quickly (at “twitchspeed”), understanding multimedia, and collaborating over networks.
 
What attracts and “glues” kids to today’s video and computer games is neither the violence, or even the surface subject matter, but rather the learning the games provide. Kids, like and all humans, love to learn when it isn’t forced on them. Modern computer and video games provide learning opportunities every second, or fraction thereof.
 
On the surface, kids learn to do things – to fly airplanes, to drive fast cars, to be theme park operators, war fighters, civilization builders and veterinarians. But on deeper levels they learn infinitely more: to take in information from many sources and make decisions quickly; to deduce a game’s rules from playing rather than by being told; to create strategies for overcoming obstacles; to understand complex systems through experimentation. And, increasingly, they learn to collaborate with others. Many adults are not aware that games have long ago passed out of the single-player isolation shell imposed by lack of networking, and have gone back to being the social medium they have always been – on a worldwide scale. Massively Multiplayer games such as EverQuest now have hundreds of thousands of people playing simultaneously, collaborating nightly in clans and guilds.
 
Today’s game-playing kid enters the first grade able to do and understand so many complex things – from building, to flying, to reasoning – that the curriculum they are given feel like they are being handed depressants. And it gets worse as the students progress. Their “Digital Immigrant” teachers know so little about the digital world of their charges – from online gaming to exchanging, sharing, meeting, evaluating, coordinating, programming, searching, customizing and socializing, that it is often impossible for them to design learning in the language and speed their students need and relish, despite their best efforts.
 
An emerging coalition of academics, writers, foundations, game designers, companies like Microsoft and, increasingly, the U.S. Military is working to make parents and educators aware of the enormous potential for learning contained in the gaming medium. While “edutainment,” may work for pre-schoolers, it is primitive when it comes to the enormous sophistication of today’s games. We need new and better learning games, and these are finally beginning to appear. Microsoft has sponsored a “Games-to-Teach” project at MIT which is building games for learning difficult concepts in physics and environmental science on the X-Box and Pocket PC. Lucas Games has lesson plans to help teachers integrate its games into curricula to teach critical thinking. A UK study by TEEM (Teachers Evaluating
 
Educational Multimedia) has shown that certain games can help youngsters to learn logical thinking and computer literacy. Given the almost perfect overlap between the profiles of gamers and military recruits, the US Military uses over 50 different video and computer games to teach everything from doctrine, to strategy and tactics. “America’s Army, Operations,” a recruiting game released for free in 2002, now has almost 2 million registered users, with almost a million having completed virtual basic training.
 
Academic research into the positive effects of games on learning, which not so long ago sat unread on the shelf, is being noticed by national media. Theoretical and practical guides such as “What Video Games Have To Teach Us About Learning And Literacy” by Professor of Education James Paul Gee, and my own “Digital Game-Based Learning,” are now on bookshelves. Experts, such as former Stanford CFO William Massey, who created the learning game “Virtual U.” are working with game designers to build games that communicate their knowledge and experience. Foundations like Sloan, Markle and others are funding these efforts. The Woodrow Wilson school has begun a project called “Serious Games” to increase the use of gaming in public policy debates, picking up an effort that begin 10 years ago with “Sim Health” from Maxis.
 
Yet despite all the findings, research, and cries for help from the kids in school, many parents and educators still tend to think of video and computer games as frivolous at best and harmful at worst. The press often encourages this with headlines about “killing games” when in fact two thirds of the games are rated “E (everybody),” and sixteen of the top 20 sellers are rated either “E” or “T (teen)”. To counteract this “name prejudice,” users and funders of today’s “new” educational games often refer to them by “code” names, such as “Desktop Simulators,” “Synthetic Environments,” or “Immersive Interactive Experiences.”
 
Yet what these new, highly effective learning tools really are a combination of the most compelling and interactive design elements of the best video and computer games with specific curricular content. The tricky part is doing this in ways that capture, rather than lose, the learner’s interest and attention. We are now becoming much better at this. The money and will is there to do it, and our students are crying for it.


About The Author


Marc Prensky is an internationally acclaimed speaker, writer, consultant, and designer in the critical areas of education and learning. He is the author of Digital Game-Based Learning (McGraw-Hill, 2001). Marc is founder and CEO of Games2train, a game-based learning company, and founder of The Digital Multiplier, an organization dedicated to eliminating the digital divide in learning worldwide. He is also the creator of the sites and . Marc holds an MBA from Harvard and a Masters in Teaching from Yale. More of his writings can be found at . More of Marc’s writings on the positive effects of video games can be found at www.marcprensky.com/writing/default.asp.
marc@games2train.com


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