Monday, December 16, 2013

Arriva If ..., the video game that defeats the bullying - Reuters

is inspired by the new discipline (Sel) for the control of emotions and the development of empathy. But do not get bored promises the author, a former Apple developer and EA

If you try to foist your child an educational computer game is likely to find yourselves under a table leg or buried in the dust on a bedside table. Trip Hawkins, a former Apple developer then point man for the Electronic Arts video game developer, has taken up the challenge with an ambitious project: more than learning numbers or the alphabet, or the table of elements, its product is to integrate the new discipline known as Sel (social emotional learning) in a game with all the trappings that fascinate and entertain the kids.

Hawkins met Sel thanks to the children. In their school ( Nueva School ) is studying this discipline, that would teach children and adolescents the value and control of their emotions, empathy, social relations. Come on guys, he admits in an interview with cnet.com, he learned the value and effectiveness of this method of teaching, which has been keen to try to play in a game.

complex challenge, as they say. For a long time we talk about “gamification” of learning processes, meaning the effort to make education fun and entertaining, but with the results we mentioned above.

Thus, in addition to his faithful team of game developers, Hawkins is working with educators of the Nueva School, researchers from the universities of Yale and Stanford, and other organizations. One of the counselors is Roger Weissberg, administrator CASEL.org (Collaborative for Academic, Social and Emotional Learning) at the forefront in promoting emotional and social development. According to Weissberg, the SEL creates “the processes through which children and adults acquire knowledge and learn to apply the skills and expertise needed to understand and manage emotions, set and achieve positive goals, feel and show empathy for others, establish and maintain positive relationships and make responsible decisions. ”

waving supporters of this discipline research that demonstrate its effectiveness in reducing risk behaviors such as drug use, violence and bullying, it also produces improvements in school learning and therefore prospects for success in the business world .

in the fight against bullying and cyberbullying believes Hawkins, now in charge of a new company named, not mince words, “If You Can Company” (“If you can company”), which will launch in January, its first product: IF … It’s a game for iPad aimed at children between 6 and 12 years old, inspired by a famous (and overused) Kipling’s poem (“If you can keep your head when all about you Are losing theirs and blaming you …), which should help children in pre-adolescent age to strengthen the skills that can improve their EQ, emotional intelligence quotient.

video games, therefore, always at the table because the defendants would induce aggressive behavior, or because impigriscono and addictive, seeking redemption and a new mission. Their power, in fact, is large. A study of ‘ American Psychologist argues that “gambling can produce psychosocial benefits in the real world,” and stresses that “Video games are ubiquitous in the lives of most children and adolescents, with 97 per cent who use them for at least an hour a day in the United States. ”

But the study goes further, arguing that the positive effects of electronic games are also seen with titles that have not been specially created for educational purposes. Titles appearing in the pantheon of gamers, such as World of Warcraft, Minecraft and Starcraft 2, would help to reinforce the need to socialize, learn new skills and develop complex relationships.

Into the game designed to Hawkins, children face the challenges in the fictional town of Greenberry when you need to make decisions that reinforce the learning objectives and require the management of emotions such as frustration and disappointment as well as the ability to show empathy toward others . Released in January, the first chapter will be free, while subsequent ones will be available for $ 5 per month. Additional discounts will be possible thanks to the collaboration with youth organizations. Much of the operation of the development was funded by contributions from the so-called “business angels”, for a total of $ 3 million.

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