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How can we make sure that our children are learning to be creative thinkers in a world of global competition - and what does that mean for the future of education in the digital age? David Williamson Shaffer offers a fresh and powerful perspective on computer games and learning. How Computer Games Help Children Learn shows how video and computer games can help teach children to build successful futures - but only if we think in new ways about education itself. Shaffer shows how computer and video games can help students learn to think like engineers, urban planners, journalists, lawyers, and other innovative professionals, giving them the tools they need to survive in a changing world. Based on more than a decade of research in technology, game science, and education, How Computer Games Help Children Learn revolutionizes the ongoing debate about the pros and cons of digital learning.
"The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective."--Bloomsbury Publishing.
Debate ranges over the effects of the growing utilization by the young of interactive screen-based technologies and the effects of these on vulnerable young chldren. This text is based on two years' research on 100 children, with entertainment screen technology in their homes, following them from home to school and examining the difference in culture in the two environments. The question is asked whether children are developing the necessary IT and other skills required from the maturing learner as we approach the 21st century. Issues such as gender, parenting, violence, censorship and the educational consequences of their screen-based experiences are at the forefront of the text's coverage.
This title discusses computer games as well as the effect the internet and video games have on children and young adults.
First Published in 1994. Routledge is an imprint of Taylor & Francis, an informa company.
The rapid growth in popularity of computer and video games, particularly among children and teenagers, has given rise to public concern about the effects they might have on youngsters. The violent themes of many of these games, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value. There are also positive signs that playing these games can enhance particular mental competencies in children. This book provides an up-to-date review and critique of research evidence from around the world in an attempt to put the issue of video game effects into perspective.
Don't just play computer games - help children build them with your own home computer! Calling all coders, this is a straightforward, visual guide to helping kids understand the basics of computer coding using Scratch and Python coding languages. Essential coding concepts like scripts, variables, and strings are explained using build-along projects and games. Kids can create online games to play like Monkey Mayhem and Bubble Blaster, draw mazes and shapes, build animations, and more using the step-by-step examples to follow and customize. Seven projects let kids (and their parents) practice the skills as they are learning in each section of the book. Kids get instant results, even when compl...
‘Honest, gutsy and laugh out loud... Do your pelvic floor exercises before reading as you may pee your pants’ – Kathy Lette A celebration of parenting failures, hilarious confessions, fish fingers and wine! This is a book for anyone who’s ever dealt with a poo in the pool, cleaned up a sick in the supermarket, or gone to an important meeting without realising there’s weetabix stuck to their bum. Because let’s be honest – no matter how much we love our kids, or how good we are at parenting, everyone’s a Scummy Mummy sometimes.