Author:
Publisher:
ISBN:
Category : Children's software
Languages : en
Pages : 140
Book Description
The Tech-Wise Family
Author: Andy Crouch
Publisher: Baker Books
ISBN: 1493406558
Category : Religion
Languages : en
Pages : 202
Book Description
Making conscientious choices about technology in our families is more than just using internet filters and determining screen time limits for our children. It's about developing wisdom, character, and courage in the way we use digital media rather than accepting technology's promises of ease, instant gratification, and the world's knowledge at our fingertips. And it's definitely not just about the kids. Drawing on in-depth original research from the Barna Group, Andy Crouch shows readers that the choices we make about technology have consequences we may never have considered. He takes readers beyond the typical questions of what, where, and when and instead challenges them to answer provocative questions like, Who do we want to be as a family? and How does our use of a particular technology move us closer or farther away from that goal? Anyone who has felt their family relationships suffer or their time slip away amid technology's distractions will find in this book a path forward to reclaiming their real life in a world of devices.
Publisher: Baker Books
ISBN: 1493406558
Category : Religion
Languages : en
Pages : 202
Book Description
Making conscientious choices about technology in our families is more than just using internet filters and determining screen time limits for our children. It's about developing wisdom, character, and courage in the way we use digital media rather than accepting technology's promises of ease, instant gratification, and the world's knowledge at our fingertips. And it's definitely not just about the kids. Drawing on in-depth original research from the Barna Group, Andy Crouch shows readers that the choices we make about technology have consequences we may never have considered. He takes readers beyond the typical questions of what, where, and when and instead challenges them to answer provocative questions like, Who do we want to be as a family? and How does our use of a particular technology move us closer or farther away from that goal? Anyone who has felt their family relationships suffer or their time slip away amid technology's distractions will find in this book a path forward to reclaiming their real life in a world of devices.
Parenting for a Digital Future
Author: Sonia M. Livingstone
Publisher:
ISBN: 0190874694
Category : Education
Languages : en
Pages : 273
Book Description
In the decades it takes to bring up a child, parents face challenges that are both helped and hindered by the fact that they are living through a period of unprecedented digital innovation. In Parenting for a Digital Future, Sonia Livingstone and Alicia Blum-Ross draw on extensive and diverse qualitative and quantitative research with a range of parents in the UK to reveal how digital technologies characterize parenting in late modernity, as parents determine how to forge new territory with little precedent or support. They chart how parents often enact authority and values through digital technologies since "screen time," games, and social media have become both ways of being together and of setting boundaries. Parenting for a Digital Future moves beyond the panicky headlines to offer a deeply researched exploration of what it means to parent in a period of significant social and technological change.
Publisher:
ISBN: 0190874694
Category : Education
Languages : en
Pages : 273
Book Description
In the decades it takes to bring up a child, parents face challenges that are both helped and hindered by the fact that they are living through a period of unprecedented digital innovation. In Parenting for a Digital Future, Sonia Livingstone and Alicia Blum-Ross draw on extensive and diverse qualitative and quantitative research with a range of parents in the UK to reveal how digital technologies characterize parenting in late modernity, as parents determine how to forge new territory with little precedent or support. They chart how parents often enact authority and values through digital technologies since "screen time," games, and social media have become both ways of being together and of setting boundaries. Parenting for a Digital Future moves beyond the panicky headlines to offer a deeply researched exploration of what it means to parent in a period of significant social and technological change.
Children's Technology Review
Author:
Publisher:
ISBN:
Category : Children's software
Languages : en
Pages : 140
Book Description
Publisher:
ISBN:
Category : Children's software
Languages : en
Pages : 140
Book Description
Taking Flight
Author: Adam Hancher
Publisher: Frances Lincoln Children's Books
ISBN: 9781786031235
Category :
Languages : en
Pages : 32
Book Description
The pioneering Wright brothers dared to dream of being the first men in the world to fly... but would they ever see their dreams take flight? The golden age of aviation is brought vividly to life in this story of determination, ingenuity and courage from Adam Hancher.
Publisher: Frances Lincoln Children's Books
ISBN: 9781786031235
Category :
Languages : en
Pages : 32
Book Description
The pioneering Wright brothers dared to dream of being the first men in the world to fly... but would they ever see their dreams take flight? The golden age of aviation is brought vividly to life in this story of determination, ingenuity and courage from Adam Hancher.
The Charisma Machine
Author: Morgan G. Ames
Publisher: MIT Press
ISBN: 0262537443
Category : Technology & Engineering
Languages : en
Pages : 323
Book Description
A fascinating examination of technological utopianism and its complicated consequences. In The Charisma Machine, Morgan Ames chronicles the life and legacy of the One Laptop per Child project and explains why—despite its failures—the same utopian visions that inspired OLPC still motivate other projects trying to use technology to “disrupt” education and development. Announced in 2005 by MIT Media Lab cofounder Nicholas Negroponte, One Laptop per Child promised to transform the lives of children across the Global South with a small, sturdy, and cheap laptop computer, powered by a hand crank. In reality, the project fell short in many ways—starting with the hand crank, which never materialized. Yet the project remained charismatic to many who were captivated by its claims of access to educational opportunities previously out of reach. Behind its promises, OLPC, like many technology projects that make similarly grand claims, had a fundamentally flawed vision of who the computer was made for and what role technology should play in learning. Drawing on fifty years of history and a seven-month study of a model OLPC project in Paraguay, Ames reveals that the laptops were not only frustrating to use, easy to break, and hard to repair, they were designed for “technically precocious boys”—idealized younger versions of the developers themselves—rather than the children who were actually using them. The Charisma Machine offers a cautionary tale about the allure of technology hype and the problems that result when utopian dreams drive technology development.
Publisher: MIT Press
ISBN: 0262537443
Category : Technology & Engineering
Languages : en
Pages : 323
Book Description
A fascinating examination of technological utopianism and its complicated consequences. In The Charisma Machine, Morgan Ames chronicles the life and legacy of the One Laptop per Child project and explains why—despite its failures—the same utopian visions that inspired OLPC still motivate other projects trying to use technology to “disrupt” education and development. Announced in 2005 by MIT Media Lab cofounder Nicholas Negroponte, One Laptop per Child promised to transform the lives of children across the Global South with a small, sturdy, and cheap laptop computer, powered by a hand crank. In reality, the project fell short in many ways—starting with the hand crank, which never materialized. Yet the project remained charismatic to many who were captivated by its claims of access to educational opportunities previously out of reach. Behind its promises, OLPC, like many technology projects that make similarly grand claims, had a fundamentally flawed vision of who the computer was made for and what role technology should play in learning. Drawing on fifty years of history and a seven-month study of a model OLPC project in Paraguay, Ames reveals that the laptops were not only frustrating to use, easy to break, and hard to repair, they were designed for “technically precocious boys”—idealized younger versions of the developers themselves—rather than the children who were actually using them. The Charisma Machine offers a cautionary tale about the allure of technology hype and the problems that result when utopian dreams drive technology development.
The Art of Screen Time
Author: Anya Kamenetz
Publisher: PublicAffairs
ISBN: 1610396731
Category : Family & Relationships
Languages : en
Pages : 290
Book Description
Finally: an evidence-based, reassuring guide to what to do about kids and screens, from video games to social media. Today's babies often make their debut on social media with the very first sonogram. They begin interacting with screens at around four months old. But is this good news or bad news? A wonderful opportunity to connect around the world? Or the first step in creating a generation of addled screen zombies? Many have been quick to declare this the dawn of a neurological and emotional crisis, but solid science on the subject is surprisingly hard to come by. In The Art of Screen Time, Anya Kamenetz -- an expert on education and technology, as well as a mother of two young children -- takes a refreshingly practical look at the subject. Surveying hundreds of fellow parents on their practices and ideas, and cutting through a thicket of inconclusive studies and overblown claims, she hones a simple message, a riff on Michael Pollan's well-known "food rules": Enjoy Screens. Not too much. Mostly with others. This brief but powerful dictum forms the backbone of a philosophy that will help parents moderate technology in their children's lives, curb their own anxiety, and create room for a happy, healthy family life with and without screens.
Publisher: PublicAffairs
ISBN: 1610396731
Category : Family & Relationships
Languages : en
Pages : 290
Book Description
Finally: an evidence-based, reassuring guide to what to do about kids and screens, from video games to social media. Today's babies often make their debut on social media with the very first sonogram. They begin interacting with screens at around four months old. But is this good news or bad news? A wonderful opportunity to connect around the world? Or the first step in creating a generation of addled screen zombies? Many have been quick to declare this the dawn of a neurological and emotional crisis, but solid science on the subject is surprisingly hard to come by. In The Art of Screen Time, Anya Kamenetz -- an expert on education and technology, as well as a mother of two young children -- takes a refreshingly practical look at the subject. Surveying hundreds of fellow parents on their practices and ideas, and cutting through a thicket of inconclusive studies and overblown claims, she hones a simple message, a riff on Michael Pollan's well-known "food rules": Enjoy Screens. Not too much. Mostly with others. This brief but powerful dictum forms the backbone of a philosophy that will help parents moderate technology in their children's lives, curb their own anxiety, and create room for a happy, healthy family life with and without screens.
Super Scratch Programming Adventure! (Covers Version 2)
Author: The LEAD Project
Publisher: No Starch Press
ISBN: 1593275315
Category : Juvenile Nonfiction
Languages : en
Pages : 162
Book Description
Scratch is the wildly popular educational programming language used by millions of first-time learners in classrooms and homes worldwide. By dragging together colorful blocks of code, kids can learn computer programming concepts and make cool games and animations. The latest version, Scratch 2, brings the language right into your web browser, with no need to download software. In Super Scratch Programming Adventure!, kids learn programming fundamentals as they make their very own playable video games. They’ll create projects inspired by classic arcade games that can be programmed (and played!) in an afternoon. Patient, step-by-step explanations of the code and fun programming challenges will have kids creating their own games in no time. This full-color comic book makes programming concepts like variables, flow control, and subroutines effortless to absorb. Packed with ideas for games that kids will be proud to show off, Super Scratch Programming Adventure! is the perfect first step for the budding programmer. Now Updated for Scratch 2 The free Super Scratch Educator's Guide provides commentary and advice on the book's games suitable for teachers and parents. For Ages 8 and Up
Publisher: No Starch Press
ISBN: 1593275315
Category : Juvenile Nonfiction
Languages : en
Pages : 162
Book Description
Scratch is the wildly popular educational programming language used by millions of first-time learners in classrooms and homes worldwide. By dragging together colorful blocks of code, kids can learn computer programming concepts and make cool games and animations. The latest version, Scratch 2, brings the language right into your web browser, with no need to download software. In Super Scratch Programming Adventure!, kids learn programming fundamentals as they make their very own playable video games. They’ll create projects inspired by classic arcade games that can be programmed (and played!) in an afternoon. Patient, step-by-step explanations of the code and fun programming challenges will have kids creating their own games in no time. This full-color comic book makes programming concepts like variables, flow control, and subroutines effortless to absorb. Packed with ideas for games that kids will be proud to show off, Super Scratch Programming Adventure! is the perfect first step for the budding programmer. Now Updated for Scratch 2 The free Super Scratch Educator's Guide provides commentary and advice on the book's games suitable for teachers and parents. For Ages 8 and Up
Technology Review
Author:
Publisher:
ISBN:
Category : Electronic journals
Languages : en
Pages : 800
Book Description
Publisher:
ISBN:
Category : Electronic journals
Languages : en
Pages : 800
Book Description
TARGET
Author:
Publisher:
ISBN:
Category : Community centers
Languages : en
Pages : 108
Book Description
Publisher:
ISBN:
Category : Community centers
Languages : en
Pages : 108
Book Description
Understanding Kids, Play, and Interactive Design
Author: Mark Schlichting
Publisher: CRC Press
ISBN: 0429667558
Category : Computers
Languages : en
Pages : 411
Book Description
This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children’s designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children’s interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds
Publisher: CRC Press
ISBN: 0429667558
Category : Computers
Languages : en
Pages : 411
Book Description
This book is a way of sharing insights empirically gathered, over decades of interactive media development, by the author and other children’s designers. Included is as much emerging theory as possible in order to provide background for practical and technical aspects of design while still keeping the information accessible. The author's intent for this book is not to create an academic treatise but to furnish an insightful and practical manual for the next generation of children’s interactive media and game designers. Key Features Provides practical detailing of how children's developmental needs and capabilities translate to specific design elements of a piece of media Serves as an invaluable reference for anyone who is designing interactive games for children (or adults) Detailed discussions of how children learn and how they play Provides lots of examples and design tips on how to design content that will be appealing and effective for various age ranges Accessible approach, based on years of successful creative business experience, covers basics across the gamut from developmental needs and learning theories to formats, colors, and sounds