Wednesday, September 17, 2008

Can games make your kid a better citizen?

Study: Game experiences can provide hands-on learning opportunities

Parents of video-gaming children, take heart: Your kid is not destined to become an anti-social hermit who lives at home until he’s 35. In fact, a new study shows that all that game time could actually be making him a better citizen. No, this isn’t a study funded by the video-game association. It’s from the respectable folks at the Pew Internet & American Life Project. And it’s the first, says study co-author Joe Kahne, to track the sorts of things kids do when playing — not just how much time they spend playing. “It’s really valuable to focus heavily on the quality of those experiences,” he says.

Kahne, a professor at Mills College in Oakland, Calif., worked with Pew to conduct this particular survey, which focused specifically on the relationship between gaming and civic experiences among teens. It was part of a larger, $50 million initiative by the John D. and Catherine T. MacArthur Foundation aimed at assessing how digital media is affecting how kids learn, play and participate in civic activities.

If high-school social studies are but a distant memory, a quick refresher: Anything that has to do with engaging in public life qualifies as a civic activity. Reading up on current affairs is one way to be civically involved; so is raising money for a walk-a-thon, or showing up at a protest. So, how can playing “Madden” or “World of Warcraft” influence your teenager to get psyched about the three branches of government? It’s not as incongruous as it might sound, says Kahne. Game experiences “can be quite valuable from the standpoint of civic and political engagement.”

Americans have been pulling away from civic engagement for decades — Robert Putnam wrote about the phenomenon in his 1995 essay “Bowling Alone: America’s Declining Social Capital.” Some academics tie this to increased distractions such as television, the Internet and video games — others, like Putnam, cite our lack of trust in government and the political process. Either way, participating in elections and public discourse has long been considered necessary for a healthy democracy.

Video games can provide hands-on learning opportunities for kids that can be much more meaningful than reading a textbook. For instance, you can play a mayor in “SimCity,” and get a close-up look at what it takes to build and maintain a community. Helping a newbie get his sea legs in a game simulates the real-world experience of volunteering. And playing games online can expose kids to people with worldviews that differ from their own — in positive and negative ways.

Many of the of the 1,102 teenagers polled said they’d encountered hostility, racism and sexism while playing online — stuff that can certainly happen offline too, says Kahne. “Just as some playground experiences are enriching and some are unpleasant for young people, one can imagine that that would be true in the game world.”

The fact is, video games are ubiquitous among today’s generation of kids, for both girls and boys. with girls and boys both. Virtually all of the teenagers polled — 97 percent — report playing games. So it’s important, says study co-author and Pew researcher Amanda Lenhart, for us to understand that games are “sitting at the table with all the rest of the media that children and teenagers are being exposed to.”

One commonly held stereotype paints teenage gamers as solitary, anti-social basement dwellers that can't socialize their way out of a paper bag. But Lenhart says their research ran counter to this notion. For the vast majority of the kids polled, games are a social experience, where they get to interact with their friends. Some kids play with other people in the room, and some play online. But regardless, teenagers view games as something they do with other people, and not just something they do when they’re alone.

It might also surprise you to learn that teenagers aren’t just into violent shoot-em-up games. In fact, 74 percent of the teenagers polled reported that racing games were their favorite, followed closely by puzzle games such as “Bejeweled,” “Tetris” and “Solitaire.” Sports titles such as the “Madden” and “FIFA” series were also cited as favorites.

That’s not to say that first-person shooters such as “Halo” or violent-themed action games such as “Grand Theft Auto” aren’t sought after — they definitely are. But daily gamers are more likely to play a wider range of game genres, according to the Pew study.

The fact that teens are interested in a diverse swath of game types presents an opportunity for parents — and educators, says Kahne. Most kids report learning about social studies through worksheets and classroom activities. But games provide a “whole new and potentially powerful way” to not only teach kids about civic issues, but get them thinking about them, too, he says.

“If we’re careful, we can harness young people’s interest in video games, and use them to connect them to a range of valuable experiences.”

Whale whisperer teaches beluga to 'talk'

Japanese researcher: Whale uses sounds to identify three different objects

TOKYO - A Japanese researcher says he has taught a beluga whale to "talk" by using sounds to identify three different objects, offering hope that humans may one day be able to hold conversations with sea mammals.

Nack, a whale at the Kamogawa Sea World marine park near Tokyo, emits a short, high-pitched sound when he sees a swimming fin, a long, high-pitched sound when he sees goggles and a short, low-pitched sound when he sees a bucket.

He correctly chooses the right object when the three sounds are played back to him. Tokai University professor Tsukasa Murayama started training Nack after he became dissatisfied with hand-signals currently used to communicate with dolphins and whales.

"I have always wanted to talk to whales, and as I thought more and more about it, I realized that they already communicated through sound," he told Reuters. "That is why I thought I could train them to name certain items using sounds they already make."

Murayama said he hoped one day to train whales to express their feelings in a way that humans could understand. "It would be great if they would be able to tell us not only of their likes and dislikes but also their desires, like whether they are hungry or if their backs are itchy. So the next step would be to teach them a wider range of vocabulary," he added.

However, to expand communication, Murayama said humans needed to use special equipment to produce and detect ultrasonic sounds. "At the moment we are only using limited sounds audible for us among their wide sound range. But whales communicate better through ultrasonic sounds than through human-audible sounds, especially underwater," he explained.

Japan has come under growing pressure from international environmental groups to put an end to whale hunts, which they say are cruel and violate a 1986 global moratorium on commercial whaling. Japan considers whaling to be a cultural tradition which it says it only undertakes for scientific research.

Meat from the hunts, which under rules set by the International Whaling Commission must be sold for consumption, is available in Japanese supermarkets and restaurants, although appetite for what is now a delicacy is fading.

Copyright 2008 Reuters. Click for restrictions.

Source: msnbc.msn.com

Driving while distracted can be deadly

It's suspected that the engineer of Metrolink train may have been texting

It’s suspected, but not known for sure yet, that that the engineer of a Los Angeles Metrolink commuter train may have been text messaging when the train ran a stop signal, crashing into an oncoming freight engine.

It will likely take the National Transportation Safety Board up to a year to investigate the tragedy, which resulted in 25 deaths, including that of the engineer himself, and 138 people injured.

If there was texting involved, it likely would not have been an approved activity. “Our operating rules prohibit employees operating the controls of a train from using cell phones or wireless electronic devices while on the job except in an emergency,” said Susan M. Terpay of Norfolk Southern Corp., which operates in more than 20 Eastern states. Calls made asking the same question of other rail lines were not returned yesterday.

No doubt, as soon as the texting possibility was raised, many of us thought about family members and friends who text with dexterity and with ease — and while driving a vehicle. In the United States so far, five states have banned text-messaging while driving: Alaska, Louisiana, Minnesota, New Jersey and Washington state, as well as the District of Columbia.

In 2007, Washington was the first state to pass such a ban. California is due to join the ranks soon. A state Senate bill banning texting and driving was approved in August, and is awaiting the governor’s signature.

Seven other states — New York, Ohio, Pennsylvania, Michigan, Massachusetts, Nevada and Delaware, “have bills pending that would ban text messaging by all or specific segments of drivers,” said Russ Rader of the national Insurance Institute for Highway Safety.

It seems like it should be obvious not to mix the two, which some call “DWD,” driving while distracted, a category that includes cell phone use, eating, and even changing the car’s radio station.

Yet there’s a human compunction to respond to a beep, a buzz or a ring going off from a nearby device, even if that device is in the car, and one’s hands are on the steering wheel. “The prevalence of driving while distracted can be attributed to technology and our societal mindset to be available at all times,” said Nationwide Insurance earlier this year, after doing a survey about the problem.

“No one should do it — period,” said Joseph Farren of CTIA-The Wireless Association, about text messaging while driving. Text messaging continues to set usage records, according to CTIA. The industry trade group said in June, there were 75 billion messages sent in the United States, a 160 percent increase over June 2007.

Source: msnbc.msn.com