Wednesday, March 25, 2009
Finguistics: Educational Game for Microsoft Surface
WOW: New reality but old art
Thursday, November 27, 2008
Immersion: Photographer Robbie Cooper shows just how focused young video-game players can be
Source The New York Times
Wednesday, November 26, 2008
В новом отчете Центра цифровых технологий будущего говорится, что в ряде стран мира доступ к интернету уже имеют около 100% детей от 12 до 14 лет.
Центр цифровых технологий будущего (Center for the Digital Future) опубликовал результаты нового опроса молодых людей в возрасте от 12 до 14 лет из 13 стран мира о доступе в интернет. По доступности интернета для молодежи лидирует Великобритания - там Сетью пользуются 100% опрошенных. На втором месте Израиль - 98%. Далее идут Чехия и Макао (по 96%), а также Канада (95%). США оказались только на шестом месте - 88% респондентов заявили, что имеют доступ к Сети.
В рамках данного исследования, сотрудники университета Южной Калифорнии опросили более 25 тыс. молодых людей в странах Азии, Северной и Южной Америки, Европы и Австралии и период с начала 2007 г. по 2008 г.
Среди пользователей старше 18 лет, по доступности интернета лидируют Швеция, Новая Зеландия, Канада и США, передает CNews.
Также в отчете говорится, что мобильные телефоны для доступа в Сеть
использует очень малое количество опрошенных во всех странах, за исключением Британии. Многие аналитики прогнозируют быстрый рост популярности мобильного интернета среди пользователей. Особенно он будет заметен в Юго-Восточной Азии и Африке.
Source BYBANNER.COM & Center for the Digital Future
Monday, November 24, 2008
И так все понятноСовременные дети не читают инструкции к бытовым приборам и гаджетам, а ответы на домашнее задание ищут на интернет-форумах Родившиеся в середине 1990-х годов и позднее — первое поколение, сформировавшееся в эпоху широкого распространения интернета и мобильных средств связи. Далее |
Wednesday, October 15, 2008
Monday, October 6, 2008
Video Games Will Not Cause the Downfall of Society
The Pew Institute released a new study on “Teens, Video Games, and Civics” last week that provides some great insight on youth and gaming culture and where they meet. Social media researcher Danah Boyd highlights a few key points:Almost all (97%) of teens play games. They play many different kinds of games and gender is a salient factor.
Gaming is often social and teens often game with people they know.
Parental monitoring of game play varies.
Teens encounter both pro-social and anti-social behavior while gaming.
There are civic dimensions to video game play.
Boyd points out that perhaps one of the most illuminating findings from the report is that the archetypal gamer isn’t the antisocial, Dungeons and Dragons geeks they’re stereotyped as. The near ubiquity of game-playing among teenagers and the growing diversity of gaming experiences is changing the image of the gamer. She explains:
Games are regularly referenced as proof that the world is ending. The stereotypical image of a gamer is an oily-haired, pimply-faced geeky boy with no social skills or interest in human interaction. The prevalence of gaming amongst youth dispels that notion, but there is still a myth that those who game are anti-social. As such, it is often assumed that gaming makes people anti-social, anti-community, anti-civic.
Pew’s findings show that there is no correlation between civic/political activity and gaming. In other words, high participation in gaming does not decrease civic participation…
…Participation in gaming does not cause a decrease in civic participation and, if anything, certain forms of gaming activity are correlated with civic engagement (although causality cannot be determined).
All too often, we blame technology for the downfall of society. Gaming has long been the super demon, the crux of media effects panics. It’s fantastic to have a study to point to that conclusively shows that our fears make no sense.
Apophenia: Teens, Video Games and Civics
Source PSFK
Monday, September 22, 2008
New Teaching Philosophy: Use Video Games

Educators have occasionally used video games to supplement traditional classroom tools, but the practice is on the rise. Games are seen as an easy access point, where school work can meet kids in a space that they already enjoy playing in. Video games are chosen that have challenges and processes reflecting the subject matter at hand, giving students a more complete immersion in the material.
The Christian Science Monitor reports:
“If you, as a teacher, are satisfied with engaging only 15 percent of your students, then you’re failing the majority,” says Mr. Dubbels. “The big idea is to identify what students are already invested in, and that’s video games.”
Less than 1 percent of schools teach through video games, according to Marc Prensky, author of “Don’t Bother Me, Mom – I’m Learning.” But those that do laud games as a way to help develop 21st century skills, such as collaborative problem solving, multitasking, and networking. Some educators compare game play to the scientific method: Players enter a phenomenon that doesn’t make sense, observe problems, form hypotheses, and test them while being mindful of cause and effect.
CSM: “Video games start to shape classroom curriculum”
Source PSFK

