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Posts Tagged ‘Memorization’

I get a lot of criticism for actively playing video games. “What is really a 29 year aged doing actively playing video games?” Aren’t you too aged to become actively playing X-box? I’ve noticed it all and quite honestly I’m getting tired of it. Game titles happen to be a part of my existence since I was six years aged. Which is 23 years, so in my eyes this is much more than a hobby it’s much more like a passion. As I have gotten older I perform much less but video games are still a large part of my existence. So that raises the query, “should adults perform video games or leave them towards the kids?”

Four of every ten young-adult dropouts receive some government assistance. Dropouts are eight times more likely to be in jail, and half of all prison inmates are dropouts. (Milliken, 2008) Dropouts begin the dropping out process as early as fourth grade when it becomes quite apparent they cannot read well enough to keep pace with the curriculum. Or worse yet, when they can no longer handle the shame and embarrassment of special education.

These consequences translate into lost tax revenues and higher costs. We can only be economically vibrant when our residents are engaged in productive careers in this competitive global economy. Global competition begins with strong literacy skills.

Since the 1940s k-12 schools taught the whole language concept of reading- memorizing words, known as sight-reading. When we were a manufacturing society, sight-reading and memorization was the easy quick way to prepare people for the factory as basic reading skills were necessary. Unfortunately, whole language has virtually left generations of students functionally illiterate to struggle with reading every day in this highly complex world.

The saddest tragedy is that these students are naturally tech savvy and prefer self challenge skills that are necessary for today’s global society. Skills America needs to secure high demand businesses,” states Ida Byrd-Hill President of Uplift, Inc.

According to Claire Raines, author of Connecting Generations: The Sourcebook, Millennials, those ages 13 to 23 years of age, prefer to learn using teamwork, technology, structure, entertainment and experiential activities. These students are considered technical natives having been raised with cell phones, DVDs, and video game consoles since their birth. They are naturally technical savvy and prefer self challenge.

Millennials can be found manipulating video games – every day of the week for hours developing a skill of self challenge. This population loves the excitement and thrill of video games. Major game retailers, such as EB Games and Gamestop, have followed these Millennials, even to locations within the inner city.

Their curiosity, intensity and seriousness about their video games is refreshing. They have even joined informal clubs to compete. They read complicated gaming magazines to decipher how to move to the top level within any game.

According to Information Week 7/18/2008, “So far this year, retailers have sold $16.6 billion in video games, consoles, and related products, compared with $12.2 billion during the same period a year ago.” Video gaming is gaining momentum even in a shaky economy. Video gaming challenges a person’s brain especially since participants spend hours of time playing the game.

It appears many people believe this fact as sixty-five percent of American households play computer or video games. Eighty-five percent of all games sold in 2007 were rated “E” for Everyone, “T” for Teen, or “E10+” for Everyone 10+. Ninety-four percent of game players under the age of 18 report that their parents are present when they purchase or rent games. Sixty-three percent of parents believe games are a positive part of their children’s lives.

Imagine transporting the elements of video games to the reading arena. Gaming technology can revolutionize reading as it allows for fun repetitive review of concepts and vocabulary. Children could read and pass standardized test with ease. America could return to its dominance in education from its perch of 21 out of 25 industrialized nations where it slipped. Sounds like a pipe dream. Until one looks at STRONG READER.

STRONG READER is a cyber class that combines phonics, etymology and reading comprehension with video lessons, video games, avatars and puzzles to engage students to complete the process of reading development. Listen to a video lesson, answer a question correctly then play the video game. Most online literacy classes are textual based. Sample game below. Play 1 round

http://www.cyberschoolinc.com/Website game/HOOP SHOOT 11a.swf

This cyber class was created by Uplift, Inc. and evolved out of an English class developed at Hustle & TECHknow Preparatory High School, a cyber school catering to high school dropouts with this statistical makeup.

Student Body Makeup
93 Students 70 Boys, 23 Girls,

Ethnic Makeup
1% Asian 2% Caucasian 96% African American

Residential Makeup
91% Detroit Residents 9% Suburban Residents

Special Needs Makeup
30 % Adjudicated Youth 81% Economically disadvantaged

A cyber school is a brick -and-mortar school with part online/ part classroom instruction.

With this unique student body makeup, Hustle & TECHknow Preparatory High School achieved these successes:

Won Educational Program of the Year Automation Alley 2007
Collective Lexile reading scores moved from 4.2 grade to 7.8 grade in less than one year.
Three students qualified as 79 quarter finalists for the National Vocabulary Championship out of 10,000 participants
Three teams participated in the Think Quest Website design competition
Inaugural graduation rate 80% June 2007
100% post secondary enrollment
Managed Algebra, Geometry, Trigonometry and Pre-Calculus
Began Fencing Team with Compuware Coach

If your child struggles with the shame and embarrassment of special education resource rooms because they can not read subscribe to STRONG READER. If you struggle with reading as an adult subscribe to STRONG READER.

Subscription prices.

One time fee of $175 or $35 per month for 5 months.

Go to www.cyberschoolinc.com to subscribe. Subscription is Paypal secured.

Desire to review a demo, accept confidentiality agreement here. Instructions to the demo will popup. Keep in mind this demo is an 8th grade student assessed at reading level of 3.1.

Ida Byrd-Hill is the President of Uplift, Inc, a 501(c)3 non profit Idea Incubator reconstructing cities One Idea at a Time. She is the author of Breakin’ Out of Your Financial Funk and creator of the cyber class STRONG READER. She can be reached at http://www.upliftinc.org.


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Very first of all you can find different ratings for video games just like movies are rated. You have rated “E” for everybody, “T” for teens and “M” for mature. The fact that there is really a rating program for video games lets you understand that they are made for different grow older groups. So with that being said would you allow a 5 season old kid go see a rated R movie? Odds are you would not because there’s going to be adult language and violence. Well, the same principles utilize to video games. Some games are developed for children, while other people are developed for mature players ages 18 and up. Consider for example Grand Theft Auto IV by Rockstar Game titles. This really is a fantastic video online game, however I would not allow my children perform it. The primary reason being the online game includes a M rating. There is much more violence and graphic language in this online game than a Terrantino film. The graphics and also the online game perform are awesome, not to mention the online game includes a excellent story line to it but this really is meant for a mature audience. My level is, some video games were created particularly for older players.

I don’t play video games. I am not a gamer. So when I was asked to try out this new game Brain Age™ by Nintendo I was dubious. Will it be frustrating for me?

After decades of exercising players’ thumbs, Nintendo is now moving to their minds. Brain Age™: Train Your Brain in Minutes a Day for Nintendo DS™ will help players flex their mental muscles. Brain Age represents the first in a series of U.S. brain-training titles that already have taken Japan by storm.

Brain exercise has been a hot topic lately. Baby Boomers and test-prepping school kids alike want to challenge themselves. In fact, a recent Time magazine article cited Brain Age in its exploration of the trend of people looking for ways to exercise their brains.

But Baby Boomers picking up a video game system? It’s not as far-fetched as you might think. Three separate titles in the brain-training series are currently a huge craze in Japan. Each of them has achieved sales of more than 1 million units, with the most recent title hitting that milestone in less than a month. The craze has been fueled largely by older players, many of whom had never played a video game system before.

Brain Age (known as Brain Training in Japan) was inspired by the work of Professor Ryuta Kawashima, a prominent Japanese neuroscientist. His studies evaluated the effect of performing reading and mathematic exercises to help stimulate the brain.

“Young or old, everyone looks for ways to get a mental edge,” says Reggie Fils-Aime, Nintendo of America’s executive vice president of sales & marketing. “Our brain-training series, led by Brain Age, builds on the popularity of word and number puzzles and acts as a treadmill for the mind.”

Brain Age presents players with a series of fun mental brain-training challenges that incorporate word memorization, counting and reading. It even includes sudoku number puzzles, which have become extremely popular features in newspapers around the country. The distinctive touch screen of Nintendo DS lets users write their responses, just as though they were using a PDA. Players even turn the Nintendo DS sideways to make it feel more familiar, like a book. The more often users challenge themselves, the better they become at the tasks and the lower their estimated DS “brain age.”

Nintendo’s brain-training series of games represent a cornerstone of Nintendo’s aim to expand the world of video games to new audiences. The second title in the series, Big Brain Academy (known as Brain Flex in Japan) offers players 15 fun activities that test their brain powers in areas like logic, memory, math and analysis. Up to eight people can play with a single game card, and each activity takes less than a minute to complete.

Brain Age: Train Your Brain in Minutes a Day is rated E for Everyone and launched on April 17, 2007. Big Brain Academy is Rated E for Everyone and launched May 30, 2007.

Lorren Repton has written for several trade and lifestyle publications in the U.S.

Daxter




Daxter gives the co-star of the popular Jak & Daxter games his own adventure! Play from his animal perspective, chronicling his back-story during the two years spent alone in Haven City. As Daxter is an ottsel and not a human, players will have a unique moveset with agile abilities, as Daxter can crawl on all fours, fit in small places and maneuver vehicles. You’ll need all those abilities to get through this unique platformer!

User Ratings and Reviews

4 Stars Good beginner game
This game was fun to play until you beat it. Then there really isn’t anything to do unless you want to go back and try to get every single egg that you ever missed……

Decent game to package a PSP with.

Some of the levels didn’t really have any real sense of direction to them so many beginners may feel overwhelmed/ get frustrated.

I found a dead end in the Ice level that frustrated me for quite a while.

4 Stars Bought for my step grandson
We bought this game for my step grandson because he said that he liked it. That’s all I know. He also loaned it to his cousin, so I assume he would recommend it.

4 Stars Good PSP Platformer
This game is the platformer by which other PSP platformers should be judged. I believe that handheld games should be easy to pick up for a few minutes and then put down. It seems like so many PSP games are simply PS2 games for the small screen, but I generally don’t play my PSP for hours at a time. Anyway, the game is generally fun and intuitive but some portions seem based more on memorization than they should be.

2 Stars it sucks
This game is not action packed, its really really slow and boring.

This game may be fun for kids but definitely not for a teen.

Don’t waste your money on this game, it looks fun, but when you actually play the game, its really really very very slow and boring.

Overall:

Don’t buy it, its slow and boring for teens.

2 Stars Good kid’s game
Daxter is a great game to keep the kids occupied, but offers little in the way of adult entertainment.

Buy/More Info

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