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Learning Technologies Special Interest Group
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Hi All, just to let you know that we will be trying to put as much of the Learning Technologies Special Interest Group Programme online for you. More about this later.
We ran what is called a Pre-Conference Event (PCE) yesterday, this was an introductory session on digital games. A special thanks to Graham Stanley and Joe Pereira who did an excellent job. There is a wiki set up with a lot of what we did posted there and you can join this and contribute. We hope to see you on the wiki, or on the Forums here.
The wiki is here: http://learningthroughdigitalgames.wikispaces.com/
Gary Motteram
Learning Technologies SIG Co-ordinator.
I hope you find the materials useful. Please join the wiki.
Digtal games helps in increasing the interest and attention of students, thereby having fun whiles learning
Mitshell & Svetlana - hope you find the information on the wiki interesting - the best way to start is to try out some of the games for yourselves and think about if they'd be something you could use with your own learners.
Let us know here how you get on and if you'd like any specific advice.
Can kids become addicted to video games?
Are video games as addictive and damaging
to children as gambling is to adults? In a word-yes, according to a
new study of nearly 1,200 children aged eight to 18 in the U.S.
This is the first study, according to study lead author Douglas Gentile, a
director of research for the Minneapolis-based National Institute on Media and
the Family, to quantify
ways in which gaming may damage kids' ability to function socially.
Gentile, an assistant psychology professor at Iowa State University, analyzed
data collected in a January 2007 Harris Poll survey and compared respondents'
video game play habits to the symptoms established in The Diagnostic and
Statistical Manual of Mental Disorders for pathological gambling.
The gamers (who said they played video games at least 24 hours per week) were
classified as "pathological" if they exhibited at least six of 11
symptoms: salience (the activity dominates the person's life), euphoria or
relief (the activity provides a "high" or the relief of unpleasant
feelings), tolerance (over time, a greater amount of activity is needed to
achieve the same "high"), withdrawal symptoms (the person experiences
unpleasant physical effects or negative emotions when unable to engage in the
activity), conflict (the activity leads to clashes with other people, work,
obligations, or oneself), and relapse and reinstatement (the person continues
the activity despite attempts to abstain from it).
The results of the survey, published today in the online edition of Psychological
Science: that 88 percent of American kids between the ages of eight and 18
play video games occasionally or more and that four times as many boys as girls
in the study were considered "pathological gamers."
Gentile concedes in his study that the results yield more questions than
answers.
"We do not know who is most at risk for developing pathological patterns
of play," he writes, "what the time course of developing pathological
patterns is, how long the problems persist, what percentage of pathological
gamers need help, what types of help might be most effective, or even whether
pathological video-game use is a distinct problem or part of a broader spectrum
of disorders."
http://www.sciam.com/blog/60-second-science/post.cfm?id=can-kids-become-...
Apologies for the formating; don't know what happened with it.
cheers
robert

Hi everyone,
i am very interested in using games in teaching learning English, but i am not very advanced in IT.
I would be glad to gain some more experience in this area.
Thank you for your SIG :-)