Computer Games, Children and the Internet


Book Description

The Internet has fundamentally changed our ability to communicate and interact. It offers unprecedented capabilities for information interchange and communication, but the developing world lags far behind the developed world in Internet use. Novel uses of information communications technology and the Internet, such as the One Laptop Per Child program, the Hole-in-the-Wall paradigm, and use of mobile devices offer great opportunities for closing the digital divide and revolutionizing education in the developing world. However, broadening access to the Internet will likely lead to increased problems of internet addiction, cyberbullying, and access to objectionable material. Currently, the relevance that video games have acquired as an expression of popular culture is undeniable. Video games were found to be the second most frequent activity that young people from 9 to 16 years old engage in internet. This book discusses computer games as well as the effect the internet and video games have on children and young adults.




Computer Games, Children and the Internet


Book Description

This title discusses computer games as well as the effect the internet and video games have on children and young adults.







Children's Learning in a Digital World


Book Description

Children's Learning in a Digital World presents exciting and challenging new ideas from international scholars on the impact of computers, the Internet, and video games on children's learning. Features exciting new research which reassesses the threats posed by technology to the social, emotional, and physical development of children Examines the impact of technology in both formal and informal learning contexts, covering a range of technologies relevant to students and researchers, as well as professional educators Presents key information on the social and cultural issues that affect technology use, in addition to the impact on children’s learning Includes research from an international range of contributors




Young Children, Videos and Computer Games


Book Description

The question is asked whether children are developing the necessary IT and other skills required from the maturing learner as we approach the 21st century. Issues such as gender, parenting, violence, censorship and the educational consequences of their screen-based experiences are covered.




The Modern Parent's Guide to Kids and Video Games


Book Description

Nearly 40 years after their invention and a decade after exploding onto the mainstream, video games still remain a mystery to many parents, including which titles are appropriate, and their potential side-effects on kids. Now the answers are at your fingertips. Offering unrivaled insight and practical, real-world strategies for making gaming a positive part of family life, The Modern Parent's Guide to Kids and Video Games provides a vital resource for today's parent. From picking the right software to promoting online safety, setting limits and enforcing house rules, it offers indispensable hints, tips and how-to guides for fostering healthy play and development. Includes: Complete Guides to PC, Console, Mobile, Online & Social Games - Using Parental Controls and Game Ratings - Picking the Right Games - The Latest on Violence, Addiction, Online Safety - Setting Rules & Time Limits - Best Games for All Ages - Essential Tools & Resources. "An essential guide for parents." Jon Swartz, USA Today




Growing Up With Technology


Book Description

This book explores the role of technology in the lives of three and four-year-old children, considering children’s experiences at home and in preschool settings from the perspectives of parents, practitioners and children.




Playing Games Online


Book Description

Online games have exploded as a popular medium for kids and adults alike. From simple single-player “casual games” to massive multiplayer online games (or mmogs), there are a lot of ways to have fun online, but there are also risks. This book teaches readers how to participate safely in the online gaming community, from keeping personal information safe while gaming on social networks to avoiding bullies and “griefers” online. The text provides resources for kids to play games online as well as sidebars that dive deeper into this high-interest topic.




Cultures of Computer Game Concerns


Book Description

The same computer games are played by youths all over the world, and worldwide games become matters of concern in relation to children: worries rise about addiction, violence, education, time, and economy. Yet, these concerns vary depending upon where they are situated: in families, legal contexts, industry or science. They also play out differently across countries and cultures. This situated nature of computer game concerns is generally neglected. Not in this book: It gives a detailed mosaic of the complex and multiple everyday realities of computer game concerns in relation to children, as they are variably situated throughout society and across cultures.




The Internet Playground


Book Description

Based on four years of experience teaching computers to 8-12 year olds, media scholar Ellen Seiter offers parents and educators practical advice on what children need to know about the Internet and when they need to know it. The Internet Playground argues that, contrary to the promises of technology boosters, teaching with computers is very difficult. Seiter points out that the Internet today resembles a mall more than it does a library. While children love to play online games, join fan communities, and use online chat and instant messaging, the Internet is also an appallingly aggressive marketer to children and, as this book passionately argues, an educational boondoggle.