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Social And Emotional Benefits Of Video Games: Metacognition and Relationships

Social And Emotional Benefits Of Video Games: Metacognition and Relationships
Brad Flickinger Part 4 of MindShift’s Guide to Games and Learning. For years, most people thought that video games were like candy: mostly bad, tempting to children, but okay in moderation. Now we understand that they can have more “nutritional” value than our parents ever imagined. My brothers and I played Space Invaders and Pac Man, Asteroids and Breakout. Kids played video games for hours. Along came Oregon Trail, Reader Rabbit, Math Blaster, and others. Clearly, the world has changed considerably since then. In 2013, the American Psychological Association published a study that identified some of the benefits of gaming, and the results were surprising. Of course, neural advantages like these are vague and invisible. We want our children to develop strong meta-cognitive skills. Video games nurture an incremental understanding of intelligence. Games designed for the classroom can leverage the same sort of motivational intelligence. What does this have to do with video games? Related

Rage-quitting: Feelings of failure, not violent content, foster aggression in video gamers -- ScienceDaily The disturbing imagery or violent storylines of videos games like World of Warcraft or Grand Theft Auto are often accused of fostering feelings of aggression in players. But a new study shows hostile behavior is linked to gamers' experiences of failure and frustration during play -- not to a game's violent content. The study is the first to look at the player's psychological experience with video games instead of focusing solely on its content. "Any player who has thrown down a remote control after losing an electronic game can relate to the intense feelings or anger failure can cause," explains lead author Andrew Przybylski, a researcher at the Oxford Internet Institute at Oxford University, who said such frustration is commonly known among gamers as "rage-quitting." That experience is not unique to gaming, says coauthor Richard Ryan, a motivational psychologist at the University of Rochester. Edward L.

What’s race got to do with it? Everything, as topic eclipses ed-tech talk at NSVF Summit SAN FRANCISCO – After two major education conferences in a row, I expected aggressive promotion of digital tools and products at last week’s NewSchools Venture Fund Summit, along with requisite promises of their potential to change teaching and learning forever. After all, I’d heard plenty of that at SXSWedu in Austin, and even more at ASU/GSV – the so-called “Davos of the Desert,’’ conference in Arizona that attracts a well-heeled crowd of investors and increasing numbers of enthusiastic ed-tech start-up ventures. While plenty of ed-tech was on display at New Schools Venture Summit, a different tone was set from the start, after Bryan Stevenson of the Equal Justice Initiative delivered a blunt, passionate speech on race, poverty and justice. Stevenson – a New York University law professor — urged the crowd of more than 900 educators, entrepreneurs and policy makers committed to transforming education in underserved communities to do “uncomfortable things.’’

Play (activity) In psychology and ethology, play is a range of voluntary, intrinsically motivated activities normally associated with recreational pleasure and enjoyment.[1] Play is most commonly associated with children and their juvenile-level activities, but play can also be a useful adult activity, and occurs among other higher-functioning (non-human) animals as well. Many of the most prominent researchers in the field of psychology (including Jean Piaget, William James, Sigmund Freud, Carl Jung and Lev Vygotsky) have viewed play as endemic to the human species. These psychologists all had strong beliefs on how important play was on human development. Play is often interpreted as frivolous; yet the player can be intently focused on their objective, particularly when play is structured and goal-oriented, as in a game. The seminal text in the field of play studies is Homo Ludens by Johan Huizinga. The National Institute for Play describes seven play types:[4] Children playing in a sandbox

Join Our Team Current Openings Executive Director Apply Now for Executive Director! The Buck Institute for Education was founded in 1987 as a beneficiary of the Leonard and Beryl Buck Trust. It was given the charge to “benefit all humankind” through research and service, but allowed to determine its own path toward accomplishing that goal. From 1998-2008, BIE promoted PBL across the United States and around the world via its research, publications, and professional development for teachers. Today, BIE is a vibrant organization, poised for increased impact and further growth. The organization stands firmly behind a bold strategic plan that calls on BIE to define and advance the gold standard for PBL and become the worldwide leader in promoting high quality PBL. The Opportunity In response to the pending retirement of its long-time, highly regarded Executive Director, BIE is seeking an experienced, entrepreneurial leader to help propel BIE to its next level of impact. Candidate Profile Contact Back to top.

A Neurologist Makes the Case for the Video Game Model as a Learning Tool The popularity of video games is not the enemy of education, but rather a model for best teaching strategies. Games insert players at their achievable challenge level and reward player effort and practice with acknowledgement of incremental goal progress, not just final product. The fuel for this process is the pleasure experience related to the release of dopamine. Dopamine Motivation The human brain, much like that of most mammals, has hardwired physiological responses that had survival value at some point in evolutionary progression. Dopamine is a neurotransmitter that, when released in higher than usual amounts, goes beyond the synapse and flows to other regions of the brain producing a powerful pleasure response. No Pain, No Gain The survival benefit of the dopamine-reward system is building skills and adaptive responses. Awareness of Incremental Goal Progress Individualized Achievable Challenge Game Entry Point is a Perfect Fit Through Pre-assessment and Feedback

How Can Teachers Address Race Issues In Class? Ask Students Chapel Hill-Carrboro City Schools noticed a troubling trend, one that’s common across the country. Although the district’s overall performance on standardized tests and other achievement measurements are high, when the data is broken down by race and ethnicity, students of color are being left behind. In the 2012-2013 school year, more than 83 percent of the white high school students in the district passed the end of year tests, but just about 48 percent of the Hispanic students did and only 28 percent of the African-American students passed. The district decided to address the problem using a personal approach. Apart from the mentoring, another big part of the program is creating more culturally sensitive classrooms. The process of creating the guidelines, called the Student Six, has brought up issues that neither students nor teachers had ever addressed before — at least not in school. “The teachers treat us like we’re peers and we respect that.” 1. 2. 3. 4. 5. 6. Related

Kartik Ayyar's answer to Life Lessons: What are some lessons learned through playing World of Warcraft that are useful in other parts of life The Lowdown on Longhand: How Writing by Hand Benefits the Brain My Catholic school third grade teacher was extremely tough on me. Her biggest gripe was my handwriting, which looks more like an EKG scan than penmanship. For years, I harbored not-so-fond memories of her, but now I know that her strictness about penmanship was actually helping my brain develop. Today, cursive writing is becoming a lost art as note taking with laptops becomes more and more prominent in classrooms. There has been much debate on the use of laptops for note taking in classrooms. So in this age of technology, I'm suggesting that students take notes with paper and pen. A Plea for Penmanship When students take notes with their laptops, they tend to mindlessly transcribe the data word for word, like speech-to-text software. Now, I'll be the first to say that longhand writing is so 19th century. The Pen is Mightier All this begs the question of how we can incorporate longhand in a digital age. A lost art in the world of science is the lab notebook.

Violent Video Games Not So Bad When Players Cooperate Violent Video Games Not So Bad When Players Cooperate COLUMBUS, Ohio – New research suggests that violent video games may not make players more aggressive – if they play cooperatively with other people. In two studies, researchers found that college students who teamed up to play violent video games later showed more cooperative behavior, and sometimes less signs of aggression, than students who played the games competitively. The results suggest that it is too simplistic to say violent video games are always bad for players, said David Ewoldsen, co-author of the studies and professor of communication at Ohio State University. “Clearly, research has established there are links between playing violent video games and aggression, but that’s an incomplete picture,” Ewoldsen said. “Most of the studies finding links between violent games and aggression were done with people playing alone. The new research suggests playing a violent game with a teammate changes how people react to the violence.

FieldFlips All things education. Curated by the FieldResearch team at AnEstuary.com. Inside Duolingo Test Center Is a $20 Alternative to Standardized Tests thenextweb.com Photo: thenextweb.com Also Duolingo Test Center Is a $20 Alternative to Standardized Tests thenextweb.com DataBall grantland.com Easy Arduino: Two Projects To Help You Get Started readwrite.com grantland.com / NBA On Feb­ru­ary 13, 2013, the San Anto­nio Spurs found them­selves in a sur­pris­ing­ly close game in Cleve­land. The Spurs called a time­out, advanced the ball to half court, and decid­ed to run one of their favorite plays. Kawhi Leonard was stand­ing unat­tend­ed in the weak­side cor­ner. The box score reduces that sequence to a few basic inte­gers; Kawhi Leonard is cred­it­ed with one field goal attempt, one field goal made, and three points scored. After­ward, Park­er reflect­ed on the game’s final sequence: “I thought I could have made the layup, but I saw Kawhi open. A few weeks after the call, I got m …

Video game controversies Video game controversies are unresolved societal and scientific arguments about whether or not the content of video games can change the behavior and attitudes of a player. Since the early 1980s, advocates of video games have emphasized their use as an expressive medium, arguing for their protection under the laws governing freedom of speech and also as an educational tool. Detractors argue that video games are harmful and therefore should be subject to legislative oversight and restrictions. The positive and negative characteristics and effects of video games are the subject of scientific study. Results of investigations into links between video games and addiction, aggression, violence, social development, and a variety of stereotyping and sexual morality issues are debated.[1] Background[edit] The Entertainment Software Association reports twenty percent of video game players are boys under the age of 17 and twenty-six percents are men and women over the age of 50. In 2003, Dr.

Education Week Published Online: January 28, 2014 Published in Print: January 29, 2014, as Business Groups Defend Common Standards From left; Stu Silberman, Executive Director of the Prichard Committee, Dave Adkisson, President and CEO of the Kentucky Chamber of Commerce, and ​Terry Holliday, Ph.D., Kentucky Commissioner of Education, converse outside the Kentucky State Capitol in Frankfort, Ky. —Philip Scott Andrews for Education Week Chambers of commerce in a growing number of states are casting themselves in the role of defenders of the common core against increasingly vocal opposition to the new standards from some of their traditional Republican allies. Take Georgia. Objections ranged from the quality of the standards to the belief that the common standards represent centralized control from an overreaching federal government. But defusing those issues may not be as simple as rebranding the common core, some experts point out. Strong Responses "The opposition is strong. Last summer, the U.S. Mr.

We All Need to Lead 21st Century Learning | Blog Ken Kay, CEO of EdLeader21, urged the PBL World audience to step up its collective leadership efforts to ensure that all students gain access to 21st century education. Good pedagogy is critical, he said, “but it’s not enough. What are you prepared to do to lead?” This was a fitting call-to-action for the third day of the conference, when the PBL Leadership Academy began. Kay’s message is that everyone—teachers and administrators alike—should be part of crafting the story about 21st century education. Kay suggested four practical steps that will help educators grow this movement: Focus on the 4 C’s (critical thinking, collaboration, communication, and creativity) in the classroom Integrate PBL as a core teaching and learning strategy Participate in professional learning communities that use the 4 C’s Be teacher-leaders for 21st century education Then it was time for PBL World participants to take up the challenge of becoming leaders and advocates for 21st century education. Teri T.

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