Children as young as four are immersed in a new gaming culture, but many parents, educators and health professionals, concerned over violence, sexual content, and reports of addiction, do not consider games to be a positive force in children's lives. Game Changer addressed this critique, offering a new framework to use games to help children learn healthy behaviors, traditional skills like reading and math, and 21st-century strengths such as critical thinking, global learning, and programming design. It specifies how increased national investment in research-based digital games might play a cost-effective and transformative role and provides comprehensive actions steps for media industry, government, philanthropy, and academia to harness the appeal of digital games to improve children’s health and learning. The report was co-authored by Ann My Thai, David Lowenstein, and Dixie Ching, as well as David Rejeski of the Woodrow Wilson International Center for Scholars; support was provided by the Robert Wood Johnson Foundation’s Pioneer Portfolio.
The Clooney Center has a deep commitment towards dissemination of useful and timely research and policy reports. Working closely with Cooney Center Fellows, national advisors, media scholars and practitioners, the Center will be publishing a regular series of papers examining key issues in the field of digital media and learning.Friday, July 31, 2009
Wednesday, July 29, 2009
Teaching the MEdia Generation
As teachers enter classrooms, many of their neomillennial students consider electronic communication and search tools a natural extension of their appendages. Brain research states that the neural development of youth today is observably different from earlier generations. Neomillenials live media-based life styles. Research on Multi-User Virtual Environments (MUVE) and augmented reality learning experiences such as second life simulations supports neomillineal learning styles (NLS) i.e.
- Fluency in multiple media for communication and personal expression
- Learning based on collective seeking sieving and synthesizing experiences rather than individually locating and absorbing information from a single best source
- Active learning based on both real and simulated experiences that include frequent opportunities for reflection
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