The Game Believes in You

How Digital Play Can Make Our Kids Smarter

Author: Greg Toppo

Publisher: St. Martin's Press

ISBN: 1466879459

Category: Computers

Page: 256

View: 2732

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What if schools, from the wealthiest suburban nursery school to the grittiest urban high school, thrummed with the sounds of deep immersion? More and more people believe that can happen - with the aid of video games. Greg Toppo's The Game Believes in You presents the story of a small group of visionaries who, for the past 40 years, have been pushing to get game controllers into the hands of learners. Among the game revolutionaries you'll meet in this book: *A game designer at the University of Southern California leading a team to design a video-game version of Thoreau's Walden Pond. *A young neuroscientist and game designer whose research on "Math Without Words" is revolutionizing how the subject is taught, especially to students with limited English abilities. *A Virginia Tech music instructor who is leading a group of high school-aged boys through the creation of an original opera staged totally in the online game Minecraft. Experts argue that games do truly "believe in you." They focus, inspire and reassure people in ways that many teachers can't. Games give people a chance to learn at their own pace, take risks, cultivate deeper understanding, fail and want to try again—right away—and ultimately, succeed in ways that too often elude them in school. This book is sure to excite and inspire educators and parents, as well as provoke some passionate debate.
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Glow Kids

How Screen Addiction Is Hijacking Our Kids - and How to Break the Trance

Author: Nicholas Kardaras

Publisher: St. Martin's Press

ISBN: 1250098009

Category: Computers

Page: 256

View: 6075

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We’ve all seen them: kids hypnotically staring at glowing screens in restaurants, in playgrounds and in friends' houses—and the numbers are growing. Like a virtual scourge, the illuminated glowing faces—the Glow Kids—are multiplying. But at what cost? Is this just a harmless indulgence or fad like some sort of digital hula-hoop? Some say that glowing screens might even be good for kids—a form of interactive educational tool. Don’t believe it. In Glow Kids, Dr. Nicholas Kardaras will examine how technology—more specifically, age-inappropriate screen tech, with all of its glowing ubiquity—has profoundly affected the brains of an entire generation. Brain imaging research is showing that stimulating glowing screens are as dopaminergic (dopamine activating) to the brain’s pleasure center as sex. And a growing mountain of clinical research correlates screen tech with disorders like ADHD, addiction, anxiety, depression, increased aggression, and even psychosis. Most shocking of all, recent brain imaging studies conclusively show that excessive screen exposure can neurologically damage a young person’s developing brain in the same way that cocaine addiction can. Kardaras will dive into the sociological, psychological, cultural, and economic factors involved in the global tech epidemic with one major goal: to explore the effect all of our wonderful shiny new technology is having on kids. Glow Kids also includes an opt-out letter and a "quiz" for parents in the back of the book.
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UnCommon Learning

Creating Schools That Work for Kids

Author: Eric C. Sheninger

Publisher: Corwin Press

ISBN: 148336576X

Category: Education

Page: 264

View: 4591

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UnCommon Learning techniques set the stage for mastery and true student engagement Integrate digital media and new applications with purpose and build a culture of learning with pleasure! Let students use real-world tools to do real-world work and develop skills society demands. Be the leader who creates this environment. UnCommon Learning shows you how to transform a learning culture through sustainable and innovative initiatives. It moves straight to the heart of using innovations such as Makerspaces, Blended Learning and Microcredentials. Included in the book: Vignettes to illustrate key ideas Real life examples to show what works Graphs and data to prove initiatives’ impact
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Power-Up

Unlocking the Hidden Mathematics in Video Games

Author: Matthew Lane

Publisher: Princeton University Press

ISBN: 0691196389

Category: Computers

Page: 296

View: 2516

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A fun and lively look at the mathematical ideas concealed in video games Did you know that every time you pick up the controller to your PlayStation or Xbox, you are entering a world steeped in mathematics? Matthew Lane reveals the hidden mathematics in many of today's most popular video games—and explains why mathematical learning doesn't just happen in the classroom. He discusses how gamers are engaging with the traveling salesman problem when they play Assassin's Creed, why it is mathematically impossible for Mario to jump through the Mushroom Kingdom in Super Mario Bros., how The Sims teaches us the mathematical costs of relationships, and more. Power-Up shows how the world of video games is an unexpectedly rich medium for learning about the mathematical ideas that touch our lives—including our virtual ones.
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Time

Author: Briton Hadden,Henry Robinson Luce

Publisher: N.A

ISBN: N.A

Category:

Page: N.A

View: 5815

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Don't Bother Me Mom--I'm Learning!

How Computer and Video Games are Preparing Your Kids for 21st Century Success - and How You Can Help!

Author: Marc Prensky

Publisher: Paragon House

ISBN: N.A

Category: Family & Relationships

Page: 350

View: 7642

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The POSITIVE Guide for Parents Concerned About Their Kids' Video and Computer Game Playing"Marc knows it all depends on how we use our games. He knows that if parents place good video games into a learning system in their homes they can reap major benefits for their children and themselves. They can accelerate their children's language and cognitive growth." --James Paul Gee, Tashia Mogridge Professor of Reading, University of Wisconsin-Madison Marc Prensky presents the case--profoundly counter-cultural but true nevertheless--that video and computer game playing, within limits, is actually very beneficial to today's "Digital Native" kids, who are using them to prepare themselves for life in the 21st century. The reason kids are so attracted to these games, Prensky says, is that they are learning about important "future" things, from collaboration, to prudent risk taking, to strategy formulation and execution, to complex moral and ethical decisions. Prensky's arguments are backed up by university PhD's studying not just violence, but games in their totality, as well as studies of gamers who have become successful corporate workers, entrepreneurs, leaders, doctors, lawyers, scientists and other professionals. Because most adults (including the critics) can't play the modern complex games themselves (and discount the opinions of the kids who do play them) they rely on secondhand sources of information, most of whom are sadly misinformed about both the putative harm and the true benefits of game-playing. This book is the antidote to those misinformed, bombastic sources, in the press and elsewhere. Full of common sense and practical information, it provides parents with a large number of techniques approaches they can use--both over time and right away--to improve both their understanding of games and their relationships with their kids. What You Will Learn The aim of this book is to give you a peek into the hidden world into which your kids disappear when they are playing games, and to help you as an adult--especially if you are a concerned parent or teacher--understand and appreciate just how much your kids are learning that is POSITIVE from their video and computer games. In the few short hours it takes to read this book, you will learn: What it feels like to be in the world of computer and video games; How to appreciate the breadth and depth of modern computer and video games and the ways they make your kids learn; How to understand the various USEFUL skills your game-playing your kids are acquiring; How to understand your own kids better and build better relationships using games as a base; And, most importantly, How to augment and improve what your kids are learning by HAVING CONVERSATIONS THAT THEY WANT TO HAVE about their games.
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