Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Friday, September 23, 2016

Protection, Paranoia & Parenting



Some articles I read years ago, and this one from Common Sense Media more recently have a habit of continually popping back into my head, every time the inevitable web scare rears its ugly head.

There is a paranoia associated with the web which can easily be exaggerated, for example parents who are profoundly uncomfortable at the thought of a photo of their child being viewable online, even if the image is buried in a website with an extremely obscure URL, a proverbial needle in a digital haystack. Yet this same parent will almost certainly allow their child to walk down Orchard Rd, Fifth Avenue, Oxford Street, knowing that they can be seen (perhaps even photographed unawares) by the general public? Not to mention the ever increasing presence of CCTV cameras watching our every move. Could this same parent be in the habit (as I am) of regularly posting images of their children on social media? ... The fact is that without an associated name and detailed localising data, such as an address, it is almost impossible to track down one child based on the image of their face alone (in the extremely unlikely event that someone wanted to).

So, like the concrete jungles of our cities and towns, the Wild Wonderful Web is an amazing place, but it is a metaphorical jungle, and, as it happens, the wild wild web has a great deal in common with a jungle—not too many leaves—but many wonderful opportunities and yes, many dangers; dangers that, with a few basic precautions, can be avoided.

The first Article makes a few controversial but critical points, which could be broadly summarised as:

Less monitoring more mentoring

The expectation of constantly monitoring children and teenagers on the Internet is an impossible ideal. Who has time to stand over the shoulder of your kids for the entire time they are online? Children’s freedom to roam in the physical world has been radically curtailed. While previous generations could ride bikes or walk to school or play outside unsupervised till dinner time, this generation is watched all the time. They have lost that thrill of being on their own until they are much older, and, for them, the Internet can provide that open space, to test and explore and try out the outside world—while being a lot less painful than ... say ... falling out of a tree, a risk that was commonplace in my childhood. In fact a shiver runs down my spine when I consider some of the risks I routinely took as child, with n'ere a parent, or even an adult in sight or sound. There is educational value in this kind of risk, this exploration even if it is online, perhaps even because it is: a lot of the work kids do is apprehending the social world, and for them, much of this work is done online.



Less restrictions more responsibility 

The important thing is to give kids the ability to handle choices, assess risks, and take strategic, or calculated risks. You want, in other words, to create the kid who can handle the Internet without you. And how can they become that kid if you are watching them all the time, if you are always hovering right there next to them? You don't just throw a 5-year-old out on the streets and tell them to figure it all out. The same is true online. But, accordingly, you can't expect to put them under surveillance and control every action they make until they're 18 and then magically assume they'll be fine at university, and the world 'beyond school' (I dislike the use of 'real world' to describe life outside school—school life is real life too!) when they haven't had any experience managing their own decisions.

Pain is a powerful teacher

Pain is a powerful teacher, sure, it's not kind, but it certainly is effective. Parents need to face up to the idea that they cannot protect their children from every potential negative experience, online, or offline, this is an impossible fantasy; there is no way to seal your children off from awful or painful or frightening things. This is nothing new, think back to your own childhood, bad things happened, you got over it, hopefully you learned something from it.



A caveat...


With great power comes great responsibility, not anonymity

A huge part of responsibility means ceasing the dubious practice by many, well meaning, but poorly informed parents, of allowing their kids to create social networking accounts in anonymity, based on the notion that this somehow protects their child. STOP! All this does is remove all responsibility, and in far too many cases actively encourages irresponsibility, as far too many children wreak havoc online from behind the veneer of a name like Puff the magic Dragon, with an Avatar of an aardvark or ... a pineapple ... or, you get the idea... Like no paedophile has ever thought of doing that? It is important to note here that online predators are far less likely to be paedophiles, and far more likely to be your child's own 'friends' and acquaintances. All you've done is encourage a situation where your anonymous child is forced to socialise with other anonymous people online, strangers, because they are similarly anonymous, oh, but they SAY they are your child's best friend ... . If you're going to let your kid 'play outside'; make sure they are playing as themselves, no disguises, no anonymity, their name, their face, and they should make sure to only socialise with people who do likewise.

The point, is not to create a safe world, but a safer world. 



Tim Elmore wrote an article more recently on this subject,  Three Huge Mistakes We Make Leading Kids…and How to Correct Them - a great article, and again, if you will permit me, it can be summed up similarly and thus:

Over-protection is damaging our children—

We Risk Too Little

“If you’re over 30, you probably walked to school, played on the monkey bars, and learned to high-dive at the public pool. If you’re younger, it’s unlikely you did any of these things. Yet, has the world become that much more dangerous? Statistically, no. But our society has created pervasive fears about letting kids be independent—and the consequences for our kids are serious.” (Gever Tully)

The truth is, kids need to fall a few times to learn it is normal; teens likely need to break up with a boyfriend or girlfriend to appreciate the emotional maturity that lasting relationships require. Pain is actually a necessary teacher. Over-protecting our young people has had an adverse effect on them, we are failing miserably at preparing them for a world that will not be risk-free.

We Rescue Too Quickly

This generation of young people has not developed some of the life skills kids did thirty years ago because adults swoop in and take care of problems for them. We remove the need for them to navigate hardships. This may sound harsh, but rescuing and over-indulging our children is one of the most insidious forms of child abuse. It’s “parenting for the short-term” and it sorely misses the point of leadership [parenting]—to equip our young people to do it without help. Just like muscles atrophy inside of a cast due to disuse, their social, emotional, spiritual and intellectual muscles can shrink because they’re not exercised.

We Rave too Easily

Praise effort and persistence, not ability. Carol Dweck (Mindset) tells us that our affirmation of kids must target factors in their control. When we say “you must have worked hard,” we are praising effort, which they have full control over. It tends to elicit more effort. When we praise ability 'you're smart/clever/awesome!', it may provide a little confidence at first but ultimately causes a child to work less. They say to themselves, “If it doesn’t come easy, I don’t want to do it.”

A helpful metaphor when considering this challenge is inoculation. Inoculation injects a vaccine, which actually exposes you to a dose of the very disease your body must learn to overcome. It’s a good thing. Only then do we develop an immunity to it. Similarly, our kids must be inoculated with doses of hardship, delay, challenges and inconvenience to build the strength to stand in them.

So let them fail, let them fall, and let them fight for what they really value. If we treat our kids as fragile, they will surely grow up to be fragile adults. We must prepare them for the world that awaits them. Our world needs resilient adults not fragile ones.


Saturday, February 22, 2014

Gaming Education - Narrated

Gaming Education - Narrated

This narrated version of my presentation of Gaming: the Good, the Bad and the Glorious, is in 8 parts, so you can view the whole thing, bit by bit, or, most likely, skip to the specific parts that are of most interest to you.

You can find the episodes on YouTube here:


Gaming Narrated


The presentation in a nutshell:

10 Critical Considerations:

  1. Avoid media bias - video games attract more criticism than they warrant, it’s understandable to be vigilant about content, but make sure that questions about what is deemed 'appropriate' or desirable are considered in relation to all forms of media, not just one.
  2. While video games have many similarities to other forms of media in terms of subject and content, they are unique in their focus on interactivity, as opposed to the passive modes that are typical of other forms of media. like video and literature.
  3. The dynamic/interactive nature of video games also makes them high engaging, this engagement can easily be misinterpreted as ‘addiction’ when it is actually more likely to be an indication of a ‘flow’ state.
  4. In very rare instances, gamers can become compulsive, this is true of other recreational (and indeed professional) pursuits as well, compulsive sports fans, compulsive focus on social media streams etc. Compulsion is a more appropriate term than ‘addiction’, as it relates to the nature of the problem, it is behavioural, not chemical, and there are strategies for managing this in the very rare instances where it becomes a problem. Most often the cause of gaming compulsion is not the game itself, but the social network associated with it, the attraction is not the pixels and polygons, it is people, as any compulsive consumer of social network content can attest.
  5. The highly interactive nature of video games means that they share many of the traits of sporting pursuits, in particular, frustration in the pursuit of challenging goals. Sometimes this can manifest as anger, but it is essential to remember that the cause of this is frustration, not the game itself.
  6. It is important to remember that this generation is not familiar with the idea of not being able to ‘pause’ and 'resume' entertainment, but for all generations that preceded them, the understanding that sometimes you can’t pause something (eg TV in the 70s and 80s), sometimes you have to abandon it, you will have to forego that experience in order to experience something else. This is not something this digital generation are used to, so before you insist they prematurely terminate their joint online quest with friends across the globe, all playing in real time, in a multitude of time zones, you may need to explain this.
  7. Many (arguably most) great games are ‘educational’, but instead of looking for content (though that is there), look for 'soft' skills and dispositions, such as problem solving, collaboration, analysis, perseverance and so on. The simulations provided by the greatest games provide a series of problem-solving experiences that are carefully designed, with clearly designed cues and feedback.  That's of particular value when initially learning a complex problem solving skill. Only, unlike real life, these experiences can represent systematically a wide range of problems that might take months or years to encounter in reality.  The simulated problems often take less time to solve than real ones, because they can accelerate the time lost to delays and waiting that are an inevitable part of reality.  And, they provide a safe environment for the learner to take risks and learn the consequences of particular actions – a powerful learning strategy.
  8. Like all other forms of media, films, books, TV shows, conflict is a common theme, video games are no different in this regard. When considering the appropriateness of conflict as an element of entertainment, remember to maintain consistency in your tolerance of themes of conflict in other forms of media as well.
  9. Games Ratings are there for a reason, don’t ignore them. That said there are reasons to have reasonable doubts about the ESRBs inconsistent and quite frankly often bewildering use of the M rating for many games that should have an Adult rating is a case in point. To be able to determine whether a game really is ‘mature’ or ‘adult’ you will need to either cross reference with the equivalent PEGI (European) rating which is more consistent (Adult games are clearly indicated as 18+) or consult informed opinions of gamer parents (like me) on sites like commonsense.org. parents are often under a lot of pressure to cave in and let their kids games with very adult themes—yes Call of Duty, I'm looking at you. A piece of advice l give parents in this position is to go to YouTube and look at some of the gameplay walkthrough video that is posted there. That will give you a really good idea of the kind of experiences your child would encounter in game. Why? Because the bottom line is you are the parent, and you know your child, so you are the best judge of what you think is, or is not acceptable for them, not a website review, as useful as those may be. Often it's the in game cut scenes that are more of a problem than the actual gameplay. If you do have to say NO (not yet) then maybe try watching some of the footage with your child so that you can explain what it is about what you're seeing that makes you uncomfortable.
  10. Playing video games is no more a ‘waste of time’ that any other recreational pursuit, from fly-fishing to stamp collecting, cycling, reading and watching box-sets of DVDs. The key is balancing time spent in the pursuit of these worthwhile endeavours.

Gaming Education Part 1- Who Cares?

Part 1 of 8:
Who cares?
What is gaming anyway?

Where do I go to learn more about this?
How do I know when to say NO?
Why do people like gaming?
When is it good, when is it not good?


Gaming Education Part 2 - Video Games vs Books

Part 2 of 8:
Are most Books Boring? Most Video is Vacuous? Most Games are Gory?
Media & Medium Bias
Passive entertainment vs (Inter)Active entertainment.
Games as problem solving, collaborative, creative educational experiences.

Gaming Education Part 3 - Addiction, flow & Compulsion

Part 3 of 8:
Video games are NOT addictive, they can be compulsive.
gaming and 'flow'.
Managing compulsive gaming.
How much is too much?

Gaming Education Part 4 - Gaming RAGE! YOU CANNOT BE SERIOUS!

Part 4 of 8:
Video Games & Violence
Games don't make people angry FRUSTRATION does.
Dealing with frustration caused by playing Video Games

Gaming Education Part 5 - Which console? Which Games? Which Kind of game?

Part 5 of 8:
Which console for kids? Which gaming platform?
Games for kids on the main console platforms - XBox, PS & Nintendo
Game Genres - There is more to gaming than shooting/killing. It's true.
'Educational' Games vs Educational 'Games' vs (Educational) Games.

Gaming Education Part 6 - No Violence? Or KNOW (what kinds of) Violence? 

Part 6 of 8:
How do I KNOW went to say NO?
Can you play games with NO violence? Yes. But, should you?
From Tom & Jerry to Grand Theft Auto.
Violence is everywhere: Literature, Video, and Games - criticise it, but consistently.

Gaming Education Part 7 - Games Ratings, Reasons & Reasonable Doubts... 

Part 7 of 8:
Ratings and Games across the main console platforms.
Considering ratings classifications and why these are o ften unreliable…
ESRB vs PEGI vs COMMON SENSE
When is a game an 'Adult' game and when is it an ADULT GAME?
Cartoon Killing vs Anarchic Carnage

Gaming Education Part 8 - Games - A Waste of Time? Whose time?

Part 8 of 8:
Screen time vs Gaming Time
Active Activity vs Passive Activity
A 'balanced' playing/gaming/reading/viewing regimen for recreation
A summary of the 8 chapters.

Sunday, September 8, 2013

Chocolate, Broccoli & Minecraft ECAs


No doubt some parents are wondering, "Why is the School offering a Minecraft activity as an ECA?  Why is the Minecraft App on the iPads? There are many reasons why, but a short answer would be; for the same reasons we offer a Chess ECA. Of course the main motivation for this is the cold hard fact that I am a gamer, I love gaming - contrary to popular opinion I do not believe it is 'addictive' - although it is extremely adept at creating a 'flow' state that can easily be interpreted as addiction... So, as this article states so well, 'Stop Worrying, and Learn to Love the Cubes"!

I definitely believe that gaming has a great deal to offer. But this is not the post for this subject, this one is:

http://doverdlc.blogspot.sg/2012/03/video-games-violence.html

So where was I? Oh yes, that said, if I'm honest, Minecraft is not my kind of game, but it is a rare kind of game that both my son (Grade 5) and daughter (Grade 3) LOVE. It is a game they can play together, but very differently, and therein lie the benefits... I'm very wary of attempts to try and make any game 'educational' - this kind of gaming invariably has the attraction of what is known in the industry as 'chocolate covered broccoli'. 




Despite this, as a teacher, I could not resist the desire to attempt this anyway. For example I persuaded students to build a virtual maths museum, with exhibits that showcased ratio, basic 3d shapes, right angled triangles etc. but... But no matter how much metaphorical chocolate I covered it with, it was still broccoli - and I thought, do we do this with Lego? Channel their creations? "Hey kids why don't you build a Maths museum out of Lego?" No. We let them play, and let them take it where they want, just let them play, be creative, cooperate, collaborate, and that's good enough for me... 

All that said there are some great examples online of teachers who have been able to kids to create some delicious chocolate broccoli with it, even without realising it.  A colleague of mine in the UK let some of his students model homeostasis in Minecraft,  But the essential element here is that it was their idea, the teacher didn't even know what Minecraft was. He does now.

And that's what I love about it, it was student centred; their ideas, their motivation, he was the catalyst... That's what I'm looking for. That in a nutshell is my rationale for Minecraft, when people inevitably ask 'Why?' - almost all the reasons you could give me for the value of playing with Lego, can be said of Minecraft.


Or to quote a sentiment commonly being expressed about '21st Century Learnng', we are preparing students for a future in which the 'three Rs' are embedded within the 'three Cs', communication, collaboration, and creative problem solving *(Thornburg, 1998). Minecraft is one example of students doing precisely that.

Think Lego, but with unlimited bricks, space, and best of all, no need to demolish it all at the end of each session. 

Some examples from our students:


The Minecraft game is available on almost all game platforms, even iOS. In fact playing Minecraft on an iPad (or even iPod touch or iPhone) is the easiest (and cheapest) way to play it, and multiplayer could not be simpler, up to 4 players, in the same room, on the same wireless network, that's it.






Nitty Gritty for teachers/parents who want to know how MinecraftEDu works:


Minecraft EDU runs on a computer and is very similar to the full Minecraft game, but allows the teacher to have total control. The students in the classroom play within an arena contained on the teacher's computer - and the teacher governs the game, with total control over what the students can and cannot do. A big plus for us is that Minecraft EDU does not require you to use the wild wild web of the internet, it can use the private WiFi network in your classroom. 

This is the critical, especially with Primary School aged kids, it's the difference between sending your kids off to play in a public park (a public Minecraft server online), or to play within the bounds of your school playground (a private Minecraft server on the teacher's computer). 

Once the teachers quits the server running on their computer the kids have to stop playing, but all work is saved, until the teacher reopens the server, when the fun and learning can begin again. 

So, how does it work?

Launch MinecraftEdu, by clicking the icon once it is installed on your computer:




Then you will be presented with some options:


First you will need to create the 'playground' or arena (map) for the students to play in, by clicking 'Start MinecraftEdu Servertool' And Start the server... 




Now a window will open with an IP Address the students can enter to gain access to your playground. Something like this:



Now Students can launch MinecraftEdu, only they choose the top option 'Start MinecraftEdu' (not Minecraft!) Now they used to be prompted to login with their own Minecraft account - but this caused problems if they did not have one, The good news is that Minecraft EDU has been updated so a Minecraft account is no longer necessary to play on a 'LAN' that's a Local Area Network, ie not on the internet, just on the WiFi in your classroom. To do this they choose Multiplayer, and then Direct Connect, where they can enter the IP address for your server (mentioned above).


That's it! Your role is now primarily pastoral, medicating disputes, quarrels, 'griefing' (vandalism) etc. Let the technology fade to background and allow the focus to fall on the freedom to create, communicate and collaborate*.

Of course, once the kids are playing, it would be nice for you to visit as well - you can join the game as teacher - nice. Just click the MinecraftEdu launcher again, and choose the top option 'Start MinecraftEdu'. 

Most important? Despite your own proclivities - take an interest in what they are doing - just as you would if they were playing Lego.

Want to read more? Read this.








* David Thornburg, Director of the Thornburg Center and Senior Fellow of the Congressional Institute for the Future, suggests that the familiar "Three R's" of education be supplemented by a new set of "Three C's." Thornburg (1998) writes that the skills of communication, collaboration, and creative problem solving are all critical in this new information age. But even these Three C's are not enough, for, as Thornburg adds, other equally important skills include technological fluency and the ability to locate and process information.