Glow Kids

Glow Kids PDF Author: Nicholas Kardaras
Publisher: Macmillan
ISBN: 1250097991
Category : Computers
Languages : en
Pages : 290

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Book Description
"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"--

Glow Kids

Glow Kids PDF Author: Nicholas Kardaras
Publisher: Macmillan
ISBN: 1250097991
Category : Computers
Languages : en
Pages : 290

Get Book Here

Book Description
"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"--

Online Gaming

Online Gaming PDF Author: The New York Times Editorial Staff
Publisher: The Rosen Publishing Group, Inc
ISBN: 1642821330
Category : Young Adult Nonfiction
Languages : en
Pages : 226

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Book Description
In the mid 2000s, online gaming was a robust and thriving culture, with dedicated participants around the world. A decade later, mobile games had spawned billion-dollar franchises, and e-sports had earned a viewership rivaling the audiences of blockbuster films. As online gaming grew into a pop culture industry, new questions were raised about the role of video games in business, politics, education, and culture. The articles in this collection showcase the development of this multi-faceted industry, and features such as media literacy terms and questions will engage readers beyond the text.

Who’s Raising the Kids?

Who’s Raising the Kids? PDF Author: Susan Linn
Publisher: The New Press
ISBN: 162097228X
Category : Family & Relationships
Languages : en
Pages : 236

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Book Description
From a world-renowned expert on creative play and the impact of commercial marketing on children, a timely investigation into how big tech is hijacking childhood—and what we can do about it “Engrossing and insightful . . . rich with details that paint a full portrait of contemporary child-corporate relations.” —Zephyr Teachout, The New York Times Book Review Even before COVID-19, digital technologies had become deeply embedded in children’s lives, despite a growing body of research detailing the harms of excessive immersion in the unregulated, powerfully seductive world of the “kid-tech” industry. In the “must read” (Library Journal, starred review) Who’s Raising the Kids?, Susan Linn—one of the world’s leading experts on the impact of Big Tech and big business on children—weaves an “eye-opening and disturbing exploration of how marketing tech to children is creating a passive, dysfunctional generation” (Kirkus Reviews, starred review). From birth, kids have become lucrative fodder for tech, media, and toy companies, from producers of exploitative games and social media platforms to “educational” technology and branded school curricula of dubious efficacy. Written with humor and compassion, Who’s Raising the Kids? is a unique and highly readable social critique and guide to protecting kids from exploitation by the tech, toy, and entertainment industries. Two hopeful chapters—“Resistance Parenting” and “Making a Difference for Everybody’s Kids”—chart a path to allowing kids to be the children they need to be.

Don't Use Your Words!

Don't Use Your Words! PDF Author: Jane Juffer
Publisher: NYU Press
ISBN: 147980777X
Category : Social Science
Languages : en
Pages : 300

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Book Description
How children are taught to control their feelings and how they resist this emotional management through cultural production. Today, even young kids talk to each other across social media by referencing memes,songs, and movements, constructing a common vernacular that resists parental, educational, and media imperatives to name their feelings and thus control their bodies. Over the past two decades, children’s television programming has provided a therapeutic site for the processing of emotions such as anger, but in doing so has enforced normative structures of feeling that, Jane Juffer argues, weaken the intensity and range of children’s affective experiences. Don’t Use Your Words! seeks to challenge those norms, highlighting the ways that kids express their feelings through cultural productions including drawings, fan art, memes, YouTube videos, dance moves, and conversations while gaming online. Focusing on kids between ages five and nine, Don’t Use Your Words! situates these productions in specific contexts, including immigration policy referenced in drawings by Central American children just released from detention centers and electoral politics as contested in kids’ artwork expressing their anger at Trump’s victory. Taking issue with the mainstream tendency to speak on behalf of children, Juffer argues that kids have the agency to answer for themselves: what does it feel like to be a kid?

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts

Learning and Education Games: Volume Two: Bringing Games into Educational Contexts PDF Author: Karen Schrier Shaenfeld
Publisher: Lulu.com
ISBN: 1329703561
Category : Education
Languages : en
Pages : 281

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Book Description
The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."

Screenwise

Screenwise PDF Author: Devorah Heitner
Publisher: Taylor & Francis
ISBN: 1000918734
Category : Education
Languages : en
Pages : 148

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Book Description
The second edition of Screenwise offers a refreshed, realistic, and optimistic perspective on how to thoughtfully guide kids in the digital age. Many parents feel that their kids are addicted, detached, or distracted because of their digital devices. Media expert Devorah Heitner, however, believes that technology offers huge potential to our children—if parents mentor them. Using the foundation of their own values and experiences, parents and educators can learn about the digital world to help set kids up for a lifetime of success in a world fueled by technology. Screenwise is a guide to understanding more about what it is like for children to grow up with technology all around them, and to recognizing the special challenges—and advantages—that contemporary kids and teens experience thanks to this level of connection. In it, Heitner presents practical parenting "hacks": quick ideas that you can implement today that will help you understand and relate to your digital native. The new edition includes updated material and additional strategies for parents and caretakers.

The Microgenre

The Microgenre PDF Author: Anne H. Stevens
Publisher: Bloomsbury Publishing USA
ISBN: 1501345826
Category : Social Science
Languages : en
Pages : 225

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Book Description
Everybody knows, and maybe even loves, a microgenre. Plague romances and mommy memoirs. Nudie-cutie movies, Nazi zombies, and dinosaur erotica. Baby burlesks, Minecraft fiction, grindcore, premature ejaculation poetry...microgenres come in all varieties and turn up in every form of media under the sun, tailor-made for enthusiasts of all walks of life. Coming into use in the last decade or so, the term "microgenre" classifies increasingly niche-marketed worlds in popular music, fiction, television, and the Internet. Netflix has recently highlighted our fascination with the ultra-niche genre with hilariously specific classifications -- “independent supernatural dramedy featuring a strong female lead” – that can sometimes hit a little too close to home. Each contribution in this collection introduces readers to a different microgenre, drawn from a range of historical periods and from a variety of media. The Microgenre presents a previously untreated point of cultural curiosity, revealing the profound truth that humanity's desire to classify is often only matched by the unsustainability of the obscure and hyper-specific. It also affirms, in colorful detail, what most people suspect but have trouble fathoming in an increasingly homogenized and commercial West: that imaginative projects are just that, imaginative, diverse, and sometimes completely and hilariously inexplicable.

Connected Gaming

Connected Gaming PDF Author: Yasmin B. Kafai
Publisher: MIT Press
ISBN: 0262551551
Category : Education
Languages : en
Pages : 221

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Book Description
How making and sharing video games offer educational benefits for coding, collaboration, and creativity. Over the last decade, video games designed to teach academic content have multiplied. Students can learn about Newtonian physics from a game or prep for entry into the army. An emphasis on the instructionist approach to gaming, however, has overshadowed the constructionist approach, in which students learn by designing their own games themselves. In this book, Yasmin Kafai and Quinn Burke discuss the educational benefits of constructionist gaming—coding, collaboration, and creativity—and the move from “computational thinking” toward “computational participation.” Kafai and Burke point to recent developments that support a shift to game making from game playing, including the game industry's acceptance, and even promotion, of “modding” and the growth of a DIY culture. Kafai and Burke show that student-designed games teach not only such technical skills as programming but also academic subjects. Making games also teaches collaboration, as students frequently work in teams to produce content and then share their games with in class or with others online. Yet Kafai and Burke don't advocate abandoning instructionist for constructionist approaches. Rather, they argue for a more comprehensive, inclusive idea of connected gaming in which both making and gaming play a part.

Revisiting Imaginary Worlds

Revisiting Imaginary Worlds PDF Author: Mark Wolf
Publisher: Taylor & Francis
ISBN: 1317375947
Category : Social Science
Languages : en
Pages : 406

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Book Description
The concept of world and the practice of world creation have been with us since antiquity, but they are now achieving unequalled prominence. In this timely anthology of subcreation studies, an international roster of contributors come together to examine the rise and structure of worlds, the practice of world-building, and the audience's reception of imaginary worlds. Including essays written by world-builders A.K. Dewdney and Alex McDowell and offering critical analyses of popular worlds such as those of Oz, The Lord of the Rings, Star Trek, Star Wars, Battlestar Galactica, and Minecraft, Revisiting Imaginary Worlds provides readers with a broad and interdisciplinary overview of the issues and concepts involved in imaginary worlds across media platforms.

What School Could Be

What School Could Be PDF Author: Ted Dintersmith
Publisher: Princeton University Press
ISBN: 069118061X
Category : Education
Languages : en
Pages : 261

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Book Description
An inspiring account of teachers in ordinary circumstances doing extraordinary things, showing us how to transform education What School Could Be offers an inspiring vision of what our teachers and students can accomplish if trusted with the challenge of developing the skills and ways of thinking needed to thrive in a world of dizzying technological change. Innovation expert Ted Dintersmith took an unprecedented trip across America, visiting all fifty states in a single school year. He originally set out to raise awareness about the urgent need to reimagine education to prepare students for a world marked by innovation--but America's teachers one-upped him. All across the country, he met teachers in ordinary settings doing extraordinary things, creating innovative classrooms where children learn deeply and joyously as they gain purpose, agency, essential skillsets and mindsets, and real knowledge. Together, these new ways of teaching and learning offer a vision of what school could be—and a model for transforming schools throughout the United States and beyond. Better yet, teachers and parents don't have to wait for the revolution to come from above. They can readily implement small changes that can make a big difference. America's clock is ticking. Our archaic model of education trains our kids for a world that no longer exists, and accelerating advances in technology are eliminating millions of jobs. But the trailblazing of many American educators gives us reasons for hope. Capturing bold ideas from teachers and classrooms across America, What School Could Be provides a realistic and profoundly optimistic roadmap for creating cultures of innovation and real learning in all our schools.