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The POSITIVE Guide for Parents Concerned About Their Kids' Video and Computer Game Playing "Marc knows it all depends on how we use our games. He knows that if parents place good video games into a learning system in their homes they can reap major benefits for their children and themselves. They can accelerate their children's language and cognitive growth." ―James Paul Gee, Tashia Mogridge Professor of Reading, University of Wisconsin-Madison
Marc Prensky presents the case―profoundly counter-cultural but true nevertheless―that video and computer game playing, within limits, is actually very beneficial to today's "Digital Native" kids, who are using them to prepare themselves for life in the 21st century. The reason kids are so attracted to these games, Prensky says, is that they are learning about important "future" things, from collaboration, to prudent risk taking, to strategy formulation and execution, to complex moral and ethical decisions. Prensky's arguments are backed up by university PhD's studying not just violence, but games in their totality, as well as studies of gamers who have become successful corporate workers, entrepreneurs, leaders, doctors, lawyers, scientists and other professionals.
Because most adults (including the critics) can't play the modern complex games themselves (and discount the opinions of the kids who do play them) they rely on secondhand sources of information, most of whom are sadly misinformed about both the putative harm and the true benefits of game-playing. This book is the antidote to those misinformed, bombastic sources, in the press and elsewhere. Full of common sense and practical information, it provides parents with a large number of techniques approaches they can use―both over time and right away―to improve both their understanding of games and their relationships with their kids.
What You Will Learn
The aim of this book is to give you a peek into the hidden world into which your kids disappear when they are playing games, and to help you as an adult―especially if you are a concerned parent or teacher―understand and appreciate just how much your kids are learning that is POSITIVE from their video and computer games.
In the few short hours it takes to read this book, you will learn: What it feels like to be in the world of computer and video games; How to appreciate the breadth and depth of modern computer and video games and the ways they make your kids learn; How to understand the various USEFUL skills your game-playing your kids are acquiring; How to understand your own kids better and build better relationships using games as a base; And, most importantly, How to augment and improve what your kids are learning by HAVING CONVERSATIONS THAT THEY WANT TO HAVE about their games.
- Sales Rank: #1047041 in Books
- Brand: Prensky, Marc/ Gee, James Paul (FRW)
- Published on: 2006-02-14
- Released on: 2006-02-14
- Original language: English
- Number of items: 1
- Dimensions: 9.03" h x .68" w x 6.18" l, 1.02 pounds
- Binding: Paperback
- 350 pages
From Scientific American
As kids spend ever more time in the virtual world, the debate over whether video games foster harmful or helpful real-world habits rages. Marc Prensky, an educational software developer, is pro-game. In "Don’t Bother Me Mom—I’m Learning!", Prensky maintains that kids "are almost certainly learning more positive, useful things for their future from their video and computer games than they learn in school!"
Prensky wants to ease parents’ fears by describing how kids see gaming and what they learn. "[P]retty much all the information that parents and teachers have to work with is a lot of speculation, conjecture, and overblown rhetoric about the putative negative aspects of these games," he writes. Unfortunately, his counterstrategy is to throw together a similarly speculative mix in defense.
Prensky presents an opinionated argument filled with anecdotes, a few studies, and quotes pulled from published news stories. There is no evidence too specious: he cites a recent study that found younger, newer radiologists were more accurate in reading mammograms than older, more experienced doctors and asks, "Could the higher visual acuity gained from playing video games be at work here?" How can the reader know, when Prensky didn’t talk to the researchers to find out if the study was trying to answer this question?
He also takes the easy road in response to studies that find a link between aggressive behavior and violent video games: "Absolutely no one can say, when all the complex factors in a single child’s life are taken into account, whether any individual child will be negatively influenced overall." Of course not. The question, however, is whether video games are a risk factor for aggression and, if so, to what extent.
Nor will Prensky concede that there could be anything wrong with new technology. Writing about cell phones, he says that "the first ‘educational’ use students implemented for their cell phones was retrieving information on demand during exams. Educators, of course, refer to this as ‘cheating.’ They might better serve their students by redefining open-book testing as openphone testing." It is not hard to believe that children are learning problem-solving skills and hand-eye coordination from video games, as Prensky and others have written. Nor are all video games about killing things. But parents who have concerns about potential negative effects will be hard-pressed to fi nd thoughtful, well-researched answers here. —
Aimee Cunningham
From Booklist
Prensky debunks the accepted wisdom that video games are harmful to children. Instead, he contends that games can teach a multitude of skills, including problem solving, language and cognitive skills, strategic thinking, multitasking, and parallel processing. He cites research showing the benefits of games in teaching skills children will need in a twenty-first-century economy, pointing to the military use of games to teach strategy, laproscopic surgeons who play games as a "warm-up" before surgery, and entrepreneurs who played games growing up. Better yet, Prensky details positive attributes of popular games, including the controversial Grand Theft Auto, and addresses parent concerns about children becoming addicted, socially isolated, or developing aggression because of games. He offers recommendations for particularly beneficial games as well as Web sites to advance parent learning, and provides sound advice on bridging the gap between what he calls the young digital natives and the older digital immigrants. Parents and teachers will appreciate--and enjoy--this enlightening look at video and computer games. Vanessa Bush
Copyright � American Library Association. All rights reserved
Review
"..packed with positivity about gaming, and consistently moves to address parental concerns such as addiction, social isolation, or aggressive tendencies." -- Virtual Worldlets
"..re-framing the hype and learning to work with — not against — a cultural phenomenon that is not going away." -- Parentbooks
"..strongly recommended to all parents for its engaging analysis of children seemingly addicted to computer and video based gaming." -- Internet Bookwatch, May 2006
Most helpful customer reviews
0 of 0 people found the following review helpful.
Good Points, But Lacks the Necessary Research
By Dustin Windsor
In his book, _Don't Bother Me, Mom--I'm Learning_, Marc Prensky delivers a convincing argument in favor of the success video and computer games have in preparing children for success in the 21st century. Rather than standing agape in horror at the number of hours children are spending with these games, Prensky suggests parents should rather use the games as opportunities to open and engage in conversations on issues such as ethics and morality with their children. The games themselves, Prensky argues, are neither good nor bad; it is the learning taking place during the course of the game and how parents and other adults address this learning that should rather be open to scrutiny.
In his book, Prensky draws a distinctive line between the Digital Native, those born after the massive integration of technology into American culture, and the Digital Immigrant, those born before this technological revolution. The differences, he says, could not be more widespread, as in most cases, as effectively summarized in the opening chapter by a researcher who said, "In all our interviews with parents, we never found a parent who knew what their kid was doing." Another sharp division occurs in the area of computer or video gaming, where children spend hundreds of hours engaged in a single game while the parent stands back, sure that their child is wasting their time or even more frightening, preparing for a life as a mass murderer.
As it turns out, the lessons that the children are learning are closer to management of personnel and resources, cooperation, adaptivity, economics, ethics, and even living a healthy lifestyle. Many corporations, not the least of which, the Department of Defense, have already discovered the usefulness of gaming in training and simulation exercises. The U.S. Army alone has spent over $10 million in the development of a game to introduce the prospective recruit to the Army way of life and is in the process of spending an additional $50 million in other game-based training scenarios. It's time, he points out, for parents and teachers to get on board.
This is an easy to read book, directed at parents and teachers who are woefully ignorant of what's going on in the minds of their children. Prensky identifies many aspects of education and social development and draws parallels between these essential skills and lessons learned in the normal course of a video or computer game. He further expands the scope by offering suggestions on how these same parents and teachers can become better acquainted with the advantages that gaming has to offer as well as ways to avoid the pitfalls along the way.
The book, for all its good points seems to lack in hard research, relying instead in what Prensky believes are points of common knowledge. Take for example the case of Tyler, a ten year old gamer, who because he was faced with having to fire a player from his team now has a firm grasp on the concepts of economics supply chain and division of labor and at times making assertions that are completely without foundation such as, "The true secret of why kids spend so much time on their games is that they're learning things they need for their twenty-first century lives."
On the whole, Marc Prensky delivers a most readable discussion on the values of video and computer gaming in the social development of a child. Clearly we are in an age of division, not of the "haves" and "have nots", but of the "know" and "know nots", and any effort at bridging that gap towards understanding is not only welcome, but essential. Gaming does have its place in culture and in education, but can never replace the value of good parenting or dedicated teaching.
26 of 28 people found the following review helpful.
Advice for Digital Immigrants
By Timothy Haugh
This is a book I feel all parents should read. Though I'm what Prensky would call a "digital immigrant," my accent isn't too thick. I may be nearing 40, but I got involved with computers as they came around and have never been afraid of technology. Gaming, Internet, etc.--I love it all. And, despite the fact my gaming time has reduced as I've gotten older, I've never really understood the hysteria over computer games.
For parents, this book is a great primer about video & computer games. It makes a case for why these games benefit children but, more importantly, it explains a lot of the gaming & computer jargon and gives examples of a lot of the popular software. If a parent really wants to make an effort to understand what interests their child about computers, this book is a great place to start. It also gives parents encouraging advice on how to connect with their children through these games.
I used to be quite a gamer myself (I leaned towards the strategy games like Civilization and Railroad Tycoon). After reading this book, I went out and bought Civilization IV (and The Sims for my wife) and rediscovered what I loved so much about them. Hopefully, when my children get to the age when they want to play computer games, I'll be able to participate with them on some level.
On the other hand, as a veteran teacher, I'm not convinced by some of his conclusions about the educational value of these games. I agree that these games are certainly not detrimental, any more than other "traditional" child pasttimes. (Any activity--reading, sports, etc.-- can be detrimental if done exclusively and to excess. As parents, it is our job to monitor all our child's activities and press them for moderation when we see them slipping into excess.) I agree that they can develop skills that are useful for children. I agree that technology & modern culture are rewiring our children's brains to be different and we must accept and deal with that (particularly teachers).
Still, I have yet to see a game that truly imparts curriculum in an effective manner. Civilization is a great game & offers great talking points to a history teacher but it cannot teach history effectively. Perhaps there will be truly dynamic games in the future that will teach curriculum well but, for all my support of technology, I see it as a tool, not as a guide. Like all tools, it can be used well or poorly but, as always, it goes back to the human hand that controls it.
But, despite these quibbles, I must give credit where credit is due: Prensky has written a very good book here. He opens our eyes to the importance of understanding these games. They are not going away and, with a little effort, both parents and educators can get a little more insight into young people today. Some of that effort should be put into reading this book.
19 of 21 people found the following review helpful.
Nails It--Secretary of Education Needs to Read This Book
By Robert David STEELE Vivas
I was introduced to the author's work on Digital Natives by a very smart and unusually open-minded colleague at the National Geospatial Agency, and I am hooked as well as relieved.
The greatest complement I can give this book is that my 15-year old, a master of Warlock, saw this book come in the door and immediately took it away from me and read it overnight. He gives it high marks.
This is also the book that inspired me to take Serious Games and Games for Change *very* seriously. Most gamers do not understand the need to work toward an EarthGame that includes actual budgets and actual science, but Medard Gabel of BigPictureSmallWorld gets it, and that's enough for me.
The list of games provided at the end by the author, to create a serious game home learning environment, is priceless. Some may be overtaken by events but the bottom line is that digital learning is vastly superior to rote learning in schools.
I am a participant in three Hacker communities--Hackers on Planet Earth (HOPE) based in New York, Hac-Tic based in Amsterdam, and Hackers/THINK based in California. I have met thousands of hackers over the years, and I am certain that the best and the brightest are not those with straight A's in the current school system, but those that tune out the high school regime by their junior year, and start learning what they want to learn on their own. My oldest son just won first prize in the Fairfax County digital music content, representing his school, but he will not graduate because he refuses to spend time on Algebra 2. He has very high SAT scores, will pass the GED with an almost perfect score, and will take digital music and digital art courses at three colleges in the DC area as a non-degree candidate. I go on at length here because this is both very personal for me, and also a national disaster--our entire curriculum is so out of date, and taught by so many drones, the few master teachers not withstanding, that I completely understand why our national ranking in math and science is out the window, why we have fallen to 7th on the national innovation scale, behind three Nordic countries and three Asian countries.
I admire this author. In a most positive manner, he is telling us the Secretary of Education is quite naked, and what we can do about it. This is a foundation book for any parent of "digital natives."
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