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26 Mar 08

Computer Games Can Make Kids More Social, Not Less

Contrary to common education wisdom, computer games and other technologies can foster community-building, a strong sense of identity and higher-level planning even in very young students, UC Davis researchers report.

www.physorg.com/news125684705.html - Preview

children computer development games research

  • Technology can facilitate creativity and social awareness, even when we don't design the use of it to do so. And when we do design technology activities with these things in mind, the possibilities are endless."
  • early childhood educators often argue that technology can squelch young children's creativity and social interaction in the classroom.

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20 Sep 07

Children in the Digital Age: Influences of Electronic Media on Development - K-State Libraries - Catalog - Holdings

  • From Chapter 3 "Identity Construction on the Internet" by Sandra L. Calvert Sandra L. Calvert is a Professor of Psychology and Director of the Children's Digital Media Center at Georgetown College. Her research activities involve the impact of information technologies such as television and computers on children's attention, comprehension, and social behavior. Professor Calvert's Current research at the Children's Digital Media Center is funded by the National Science Foundation and the Stuart Family Foundation. With her colleagues and students, she is examining the influences of identity and interactivity on children's learning from entertainment technologies.

    In this article Professor Calvert examines adolescent identity issues using the views of Erikson, Jung, and the Social Interactionist perspective. Her main focus is on MUDs (multi-user domains) and the dynamic of interaction regarding the creation of online personae which are then used as a channel for identity experimentation among children as well as adults. She cites the notion of the adolescent moratorium as puported by Erikson, and also claims that through online personae users experiment with the various archetypes mentioned by Jung. The latter is done primarily through gender experimentation, which Calvert claims to represent the anima and animus, and also through negative and deceptive roles which represent the archetype of the "shadow." Calvert confronts the issue of core identity versus multiple selves. Her thesis is "that multiple selves are role played to construct a unified sense of self, or identity. While some of these exchanges are only textual in nature, others involve symbolically enacted behaviors through avatars. She concludes by stating "as a society, our challenge is to help young people navigate their real life and their online "selves" to forge a constructive unified personal identity.
    - abo46n2 on 2007-09-20
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