Video Game Product
Yapko laments that Storytelling seems to have become an art on the decline (2003, p. 322). He adds that television has so saturated our society that we have become passive viewers of experience and that interactions with people have diminished as we spend more time talking to computers. Apart from this concern that the personal, interactive art of storytelling is being lost, I have an added concern that the content or nature of the stories children hear is also changing. Many computer games are based on stories of violence and aggression, while many television programs even cartoons tell tales of war, murder, violence, and disturbed relationships. They are based on a principle of entertainment rather than on the traditional principles of using stories to communicate values and essential life skills. The nature of the media-based stories that we, and our children, hear does have an impact. It effects how we behave and how we respond, even if there may be many individual variations in...
Over the years, Luke has had obsessions specialist subjects that have come and gone. Like many children, those with AS and otherwise, one thing that has a particular attraction to him is computer games. The difference between an AS child and a typically developing one however, is the intensity in which they are attracted to such games.
In the role of parenthood it is easy to get caught up in all of life's day-to-day responsibilities and demands time and stresses of work, mortgage repayments, demands of looking after a household, and so on. While a child is quietly sitting watching TV or playing a computer game, it is easy to take the opportunity to get on with the chores that have to be done, like washing the dishes, sweeping the floor, mowing the lawn, or finishing off a brought-home work project on the laptop . . . and thus miss having quality time with your child.
If you want to work with stories, I recommend you start collecting them right away. Look for them in bookshops, videos, or the computer games children play. Keep a note ofthe meaningful, significant, and humorous interactions you have with a child that may benefit another child. I love to collect stories, for they have long intrigued me with their powerful, yet subtle ability to teach and heal. Look for cultural and children's stories when you travel, scan the bookshelves of friends with children, and look at what children are writing themselves. Listening to the many tragic and triumphant tales children relate to you in your office can teach you about children's strengths, resilience, and capacity for coping. Humbly, we can learn from these youthful experiences of life if we take the time to listen to the creative and imaginative tales of our clients or other children. Often they have known none of the restrictions and structures imposed by adults on what should be told (and what...
Now how can I describe Joe Joe is lovable, funny and creative. Joe has severe AD HD plus many added extras. Life around Joe is never boring. If I could think of an ideal job for Joe it would be an entertainer. He takes the limelight and dances, sings and makes people laugh everywhere he goes. Despite being wildly hyperactive, like anyone with AD HD, Joe 'hyperfocuses' and the subject of this immense concentration to the exclusion ofall else is his drawing. Joe draws the most impressively detailed pictures, all from cartoons and computer games. He has just started writing short stories which
As mentioned in Chapter 3, electrical and electronic equipment has enriched our lives, but it can be abused. Some children are allowed unlimited television, computer Internet electronic game time. The research is clear being hooked to an electronic screen can lead to depression, social isolation and loneliness. Unfortunately, this is where many shy children disappear. Electronic security blankets may replace valuable socialising time. Chatting on the Net will never replace face-to-face interaction, unless humans are genetically reprogrammed. Some children claim that they release their frustrations while playing computer games, but there is limited supporting evidence. They need to do something physical and verbal with someone who is real - otherwise their gut instinct can't function.
Plain fail to realize how influential we can be in our children's lives. Maybe it's because we're all too caught up in this modern motherhood misconception that the other stuff (the doing, the going, the activities) is what's crucial. Slow down, Mom don't undermine your influence. Your everyday example is a living textbook to your children. What you model to your child in those little everyday unplanned moments can be far more important than all the flash cards, carpools, computer games, and tutoring. Real moms recognize the teaching tool of modeling and know that it has a tremendous influence on their children's lives.
Playing a video game together, going fishing, eating peach ice cream, reading Harry Potter, madly waiting for the next Star Wars movie, cheering for the same baseball team Find something-anything-that you can do with your child that you enjoy doing together. Kids (especially boys) usually open up doing activities, not just sitting down and trying to have a conversation.
Making stories age appropriate is one potential pathway for enhancing the effectiveness of metaphor. In preschool years, children may identify more readily with stories of fictional characters like Santa Claus or fairytale characters. During early elementary school years, animal stories may be more likely to engage attention and identification, whereas in the latter elementary school years kids may better identify with cartoon characters, computer-game heroes, or the star of a children's TV show. Moving into secondary school, sports idols or movie heroes of the likes of Harry Potter or Frodo Baggins (from Lord of the Rings) may be a more relevant choice.
And you thought taking your family to Walt Disney World was already a big financial odyssey. Now, T.RowePrlce has partnered with Epcot to open the Great Piggy Bank Adventure, an interactive exhibit that's meant to teach kids about money. To play, kids set a goal (like paying for college or a vacation) and get a cheery pink plastic Personal Investment Guide (P.I.G., get it ) that they can carry around to different video game-like stations, At each, they'll try to best the savings-stealing wolf and maximize their cash and without even knowing it, learn financial principles. At one station, for example, kids race to put their coins in the piles that multiply at the highest rates but every once In a while, the wolf randomly snatches a pile or two. The lesson Diversify