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The Young and Digital

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Generation M2: Media in the Lives of 8- to 18-Year-Olds. Generation M2: Media in the Lives of 8- to 18-Year-Olds is the third in a series of large-scale, nationally representative surveys by the Foundation about young people’s media use. The report is based on a survey conducted between October 2008 and May 2009 among a nationally representative sample of 2,002 3rd-12th grade students ages 8-18, including a self-selected subsample of 702 respondents who completed seven-day media use diaries, which were used to calculate multitasking proportions. Full Report (.pdf) Toplines: 2009 (.pdf) 2004 (.pdf) 1999 (.pdf) Teens, Video Games, and Civics (PEW Report) Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media. In-Game, In-Room, In-World: Reconnecting Video Game Play to the Rest of Kids’ Lives.

Rewired: Understanding the iGeneration and the Way They Learn. Children’s Motivations for Video Game Play in the Context of Normal Development. Does Easy Do It? Children, Games, and Learning. Does Easy Do It? Children, Games, and Learning By Seymour Papert From the June 1998 issue of Game Developer magazine, "Soapbox" section, page 88. Also included is a letter in response to Papert's article and Papert's response to that letter, both of which appeared in the September 1998 issue of the magazine.

Reprinted with permission. Most of what goes under the name "edutainment" reminds me of George Bernard Shaw's response to a famous beauty who speculated on the marvelous child they could have together: "With your brains and my looks... " Shavian reversals—offspring that keep the bad features of each parent and lose the good ones—are visible in most software products that claim to come from a mating of education and entertainment. The kind of product I shall pick on here has the form of a game: the player gets into situations that require an appropriate action in order to get on to the next situation along the road to the final goal.

Moreover, the difference is not merely quantitative. Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming.