Thread: The 'toxic' Web generation.
#1 The 'toxic' Web generation.01-20-2009, 12:37 PMThe 'toxic' Web generation: Children spend six hours a day in front of screens
By Laura Clark
Last updated at 10:16 PM on 19th January 2009
Youngsters are shunning books and outdoor games to spend up to six hours a day in front of a screen, a survey has revealed.
Children as young as five are turning their bedrooms into multi-media 'hubs' with TVs, computers, games consoles, MP3 players and mobile phones all within easy reach.
The trend triggered warnings that the next generation will struggle to compete in the adult world because they lack reading and writing skills.
At the same time their mastery of technology is not widely appreciated by their parents.
The market research involving 1,800 children aged five to 16 found that they spend an average of 2.7 hours a day watching TV, 1.5 on the internet and 1.3 playing on games consoles, although in some cases these activities are simultaneous, such as watching TV while playing on a console.
In contrast, youngsters spend just over half an hour reading books, according to the survey by ChildWise.
Almost a third take a games console to bed rather than a book, while a quarter never read in their own time.
And instead of kicking a football around, more than a quarter of boys regularly meet in an online games 'environment' where they discuss tactics and technical problems.
Parents justified internet access on the grounds that it would help with homework but the survey found education had become an 'afterthought', with only 9 per cent of youngsters looking up information for schoolwork the last time they went online.
In contrast, 34 per cent played games, 32 per cent used instant messaging, 31 per cent visited a social networking site and 28 per cent watched video clips on sites such as YouTube.
More than half of children now have their own PC or laptop and a third say their computer is the single piece of equipment they could least live without, compared with a declining number - one in five - who name TV.
A report on the findings from ChildWise concluded that many youngsters were 'leaving traditional books behind' but were caught in a 'communications trap'.
It said: 'Their online abilities often exceed those of their parents' generation, but this is not necessarily recognised or valued.
Any adult who can easily read and write can just as easily transfer files, tweet, use spreadsheets, design simple databases, look at naked pics, and book airline tickets online. However, adults who can't read or write easily are doomed to retail sales or telemarketing unless they have a real skill like yard work or cooking. It's pretty difficult to substitute google-fu for actual knowledge.
01-20-2009, 02:08 PM
- Join Date
- Aug 2005
And yet in the act of playing some of these advanced games they read at an appropriate level to the game.
Their skills in decision making have improved by playing strategy type games and their response times have much improved by playing adventure games .Most of these games have some sort of a plot be it very trite and the more advanced have complex plots to be unraveled .
All isn't lost for by incorporating an adult vocabulary and more classic historical plot they,the players, are learning by deduction .Game play incorporating chess type strategy's are quite common and the twists and turns of an medieval duke as he plots next intrigue are incorporated into some. Game playing can at times be a form of altered reality that provides escape from mundane lives.
They also can be most powerful learning vehicles offering advanced situational awareness that prepares the devotee for a more challenging life.Games don't have to be child like in their plots and some incorporate multiple plot simulations in their design.Given that flight simulators are an advanced form of a game and most high tech military hardware incorporate hardware/software simulators to learn how to use them effectively.
If we we're able to capture the lectures of famous people from the past digitally and establish a curriculum based on a combination of those and further graphic support what need would we have for classic college education .
Iterative education by both inductive and deductive means would be possible singularly or in small groups joined in conference type education by networking them together.Interactive educational software including lectures and followup questions and answer sessions have been available for quite some time but is fiercely opposed by higher education professionals who can see the handwriting on the wall .
01-20-2009, 02:31 PM
Games can have a place in education. I play games myself. Games don't practice effective communication skills, interpersonal social skills, or the type of analytical thought that goes into creating dissertations, research papers, or even game design itself.
I don't have anything against games. I just don't think that game playing develops the kind of skill set that is needed for higher education, business, or adult goal-setting and achievement.
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