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Playing Smarter in a Digital World: A Guide to Choosing and Using Popular Video Games and Apps to Improve Executive Functioning in Children and Teens Paperback – June 1, 2014

4.8 4.8 out of 5 stars 23 ratings

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A book to help parents to make their children's digital playtime educational

Digital play, when used appropriately, can be a powerful tool for learning skills such as planning, time management, cooperation, creativity, and digital literacy. The book’s clearly articulated strategies help parents use digital media in a more effective manner and, at the same time, set effective limits and implement a healthy “play diet” for their children. A section devoted to exploring specific strategies for using digital media with children in specific populations—such as children affected by ADHD, autism spectrum and learning disorders, and other mental health and educational issues—is also featured, as is a list of specific games, apps, and tools to make game-based learning most effective.

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Editorial Reviews

About the Author

Randy Kulman, PhD, is the founder and president of LearningWorks for Kids, an educational technology company that specializes in using video games to teach executive-functioning and academic skills. For the past 25 years, he has also been the clinical director and president of South County Child and Family Consultants, a multidisciplinary group of private practitioners that specializes in assessment and interventions for children with learning disorders and attention difficulties. He is the author of Train Your Brain for Success and is the coauthor of a chapter in the book Designing Games for Ethics: Models, Techniques, and Frameworks. He lives in Wakefield, Rhode Island.

Excerpt. © Reprinted by permission. All rights reserved.

Playing Smarter in a Digital World

A Guide to Choosing and Using Popular Video Games and Apps to Improve Executive Functioning in Children and Teens

By Randy Kulman

Specialty Press, Inc.

Copyright © 2014 Randy Kulman, Ph.D.
All rights reserved.
ISBN: 978-1-937761-15-8

Contents

Preface,
1 Parenting in a Digital World,
2 Digital Play and Learning,
3 Digital Media and the Development of Executive-Functioning,
4 Video Games and Learning,
5 Generalization: Transforming Game Skills into Real-World Skill,
6 The Need for a Healthy Play Diet,
7 Developmental Guidelines for a Healthy Play Diet,
8 Technology Time: How Much Is Too Much?,
9 Planning,
10 Working Memory,
11 Flexibility,
12 Focus,
13 Self-Awareness,
14 Self-Control,
15 Organization,
16 Time Management,
17 Video Games and Apps for Children with ADHD,
18 Video Games and Apps for Children Affected by Autism,
19 Parenting and Educating Digital Children,
Reference,
Footnote Reference by Chapter,
Index,


CHAPTER 1

Parenting in a Digital World


Our children are growing up in a digital world. They are surrounded by technology in their living rooms, classrooms, and playrooms. Their playtime is increasingly dominated by video games, apps, texting, and social media. Sometimes it may seem as if most of their free time is taken up by screen-based technologies, and it definitely feels as if they know more about the digital world than you do. There is no question that kids are learning from their digital-technology play, but what are they learning? How does their immersion in screen-based technologies affect their brains, social relationships, and capacity to problem solve, create, and learn? And what does this mean for parenting in the digital world?

Playing Smarter in a Digital World will help you understand your child's life with technology. Rather than focusing on the many risks and dangers of a digital world, this book will show you how to use game, app, and technology play for teaching the executive-functioning and 21st century skills that are needed for your children's future success. While I will not prescribe a one-size-fits-all strategy for the role that digital media should have in your child's life, this book emphasizes that parents need to be actively involved with and participate in their children's digital world. When you think about it, most thoughtful and supportive parents would choose to be knowledgeable and involved if their children were spending seven to eight hours a day on the newest dance, diet, or yoga craze. Yet these same parents often take a "handsoff" approach to their children's digital-media use. Many children spend as much as seven or eight hours a day on screen time, and harnessing even some of this digital time would provide a tremendous opportunity for learning and skill building. As with any activity, parents need to be informed, know how to set appropriate limits, and perhaps most importantly, find ways to make the most of their children's interests. With these things in mind, we can make children's favorite activities both productive and healthy. This book will help you to achieve these goals.

We still have a great deal to learn about the positive and negative impact of digital media and technology on our children. The first section of this book provides the science and research about "why" parents need to understand the power of digital media for learning. It also stresses the importance of improving children's cognitive and problem-solving skills for the 21st century and how playing with digital tools and technologies contributes to these skills. The second section of the book takes a "how-to" approach that provides practical and specific recommendations for selecting and using games and technologies to help address your children's needs. Throughout the book I use terms such as video games, apps, digital media, screen-based technologies, technology, and digital technologies interchangeably. I also describe the core cognitive, social, problem-solving, communication, collaboration, and self-management skills that are crucial to children's success in future education and vocations. I primarily use two terms when discussing this array of skills: "21st century skills," which comes from the educational arena, and "executive-functioning skills," which comes from my background as a clinical psychologist.

Three major themes are repeated throughout this book. First, "digital play," by which I refer to the use of and engagement with video games, apps, digital media and other technologies, is here to stay and is an authentic form of play. As is the case with other forms of play, we know that digital play can lead to real-world learning. Second, digital play is seen as an opportunity to practice and acquire academic knowledge and the critical-thinking and self-management skills that psychologists refer to as executive functions. However, digital play alone is often inadequate to ensure the transfer of these skills to real-world activities. With proper guidance and direction, children can transfer these skills to real-world activities. This takes us to the third theme, that as screen-based technologies become an increasingly prominent part of children's personal, academic, social, and emotional lives, you will need to be involved with your children's digital play and know how to maximize its beneficial effects. As a parent, educator, or healthcare professional, you need to be knowledgeable and engaged in children's digital play to set appropriate limits and provide supervision. Perhaps more importantly, you will play an important role in assisting children in the transfer of digital learning to real-world activities and you will be helping your child master some of the technological skills that will be vital to 21st century jobs. Digital play is also a potentially very powerful educational tool for children with special needs such as those with Attention Deficit/Hyperactivity Disorder (ADHD); Autism Spectrum Disorder; learning disabilities; and other social, emotional, and learning issues.


Digital Technologies Are Here to Stay

Digital media is not going away. The latest research from the Kaiser Family Foundation in 2010 indicates that children from the ages of 8 to 18 spend an average of 7 hours and 38 minutes each day engaged with digital media. When multitasking (such as listening to music on a cell phone while watching television) is taken into account, the average time increases to 10.5 hours per day of digital-media involvement. These figures have gone up dramatically in the past decade. Media use for children ages 11 to 14 is highest, averaging 8 hours and 40 minutes per day. Total media exposure for this group (including multitasking) is 11 hours and 53 minutes per day.


Media Use Over Time

Among all 8- to 18-year-olds, average amount of time spent with each medium in a typical day:

[TABLE OMITTED]


There has been a dramatic increase in media use in just 10 years. Most of this is due to Internet access, as not only are computer and online video games more popular, but television content is also now being watched via the Internet on websites such as Hulu and Netflix. Even more startling is that the total media-use time cited in the Kaiser Foundation study does not count the amount of time young people spend texting or talking on the phone. With the proliferation of mobile digital devices, in particular smartphones and tablets, it is almost certain that kids will continue to have more access and engagement with a wider range of digital media. For example, in 2011, 36% of teens owned a smartphone, which increased to 59% in 2012 and to 70% in 2013. Ninety-three percent of homes have computers, 84% have Internet access, and in 2013 the United States surpassed ½ billion Internet-connected devices in homes.

These increases are not just for children over the age of 8. In my work, I meet 2- and 3-year-old children who are more than adept at playing on their parents' iPhones. An insightful 2013 report from Common Sense Media, "Zero to Eight," noted that 38% of children under the age of 2 had used a mobile digital device compared to only 10% in 2011. The acceptance of digital media as a viable tool for learning with preschoolers is now being supported by leaders in the field of early education., Just take a look at iTunes or Google Play to see the incredible array of apps and games directed at preschoolers. Many of the parents I see in my practice can't stop talking about how engaged their preschoolers are while mastering basic math and reading skills from educational apps.

It's not just children who are playing and using technologies. According to an Entertainment Software Association study, the average age of "gamers" is 30, and "women 18 or older represent a significantly greater portion of the game-playing population (31%) than boys age 17 or younger (19%)." Many parents model technology involvement when they check their cell phones obsessively, text while driving, or spend hours surfing the Internet or working on their computers from home. Interestingly, parents who spend much of their time using technology are often not tuned into their children's use of games and apps, so they may not help their children benefit from their involvement with digital media. Not only are digital media here to stay, they will be vital to jobs and education in the coming decades. Educators frequently talk about the 21st century digital literacy skills, which involve using, evaluating and applying digital technologies to learning and work settings. Children will need to master such skills in order to be successful in their future lives and careers.


Digital Play Equals Learning

For children, play equals learning. Prominent developmental psychologists such as David Elkind (in his book The Power of Play) and Dorothy and Jerome Singer (in their book Imagination and Play in the Electronic Age) have identified play as the core ingredient for learning in a child's world. Early works by Elkind and the Singers did not mention digital play or consider video games and electronic toys as tools for learning. However, in their more recent writing, these authors acknowledge the potential of screen-based media for learning, although they continue to express a preference for traditional unstructured and free play. But if play is going to continue to be a major tool for children's learning, we need a better understanding of how and what they might learn from video games, apps, and technology. American children now spend 50% less time outdoors than they did in the 1980s and less than 30 minutes per day in unstructured play., This is due in part to the demands of school and families with two parents working outside the home. But some of this change can be attributed to the increasing proportion of children's play that revolves around the use of electronics and screen-based media. In this book I describe these activities as "digital play."

As with traditional play, there is compelling evidence that children learn from digital play. There is a common misconception that children's involvement in digital media is a waste of time and that it holds little or no educational value. This "we did things differently when I was a kid" perspective is clearly unsupported by the vast amount of literature and research in this area. Video games have been demonstrated to reinforce the learning of academic content; improve working-memory and processing capacities; assist children in developing visual-spatial skills, leadership, and communication skills; and enhance creativity and task persistence.

Much of children's use of digital media is just another form of play and, as with any other form of play, it leads to learning. Some types of digital play are typically more productive than others. Searching the Internet and engaging in puzzle, strategy, and educational games generally have more educational potential than watching television sitcoms or playing first-person shooter or fighting games. Nonetheless, there is a clear consensus that even some of the more "mindless" video games and technologies can lead to learning. Traditional play and digital play change the structure of the brain and lead to the acquisition of factual knowledge; the development of physical, social, and emotional skills; and a variety of cognitive capacities.

Digital play can directly teach reading, math, and spatial skills as well. Thousands of apps and games have been designed to practice and improve skills that support academic progress. Games such as Reader Rabbit (a reading game with animation and puzzles) and Math Blaster (a computer game that combines saving the world with completing math problems) date back to the 1980s. But such games are considered antiques in today's rapidly changing digital world. Now many of the best academic games and apps can be found online. These include Brainpop, Brainpop Jr., Curiosityville, ABC Mouse, Whyville, IXL Learning, DreamBox Learning, and the Khan Academy.

Digital play is also an opportunity for indirect learning and the development of skills such as working memory, problem solving, organization, creativity, and cognitive flexibility. For example, the process of learning how to "beat" a video game or to use a video camera and Photoshop to create a YouTube video requires a variety of critical-thinking skills such as planning, sustained focus, and time management. Popular video games and social networking often require learning how to handle frustration, appropriately collaborate or compete with others, and apply social skills. Increasingly, educators and childcare experts are recognizing that these skills, even more so than academic knowledge, are the crucial competencies for future academic and vocational success.


Games Are Not Enough

For all the talk about how video games and electronic media are the answer to our educational woes or the key to 21st century job and life skills, just playing games and apps is not enough! To benefit from technology, it is critically important to know how to take the skills that are practiced in digital play and apply them in other arenas.

This process, what psychologists refer to as generalization, is the key to learning from play. Generalization takes place when children perform kicking and passing drills at soccer practice and then use these skills effectively in a game. It occurs when children take the planning and flexibility skills they developed while playing chess and apply them in developing real-world strategies for completing a complex science project. It is important to recognize that certain concrete skills and competencies such as learning to play a sport or an instrument, or "hands-on" skills such as fixing an engine, can be taught more directly and are more readily generalized than "softer" behavioral, cognitive, and interpersonal skills such as problem solving, creativity, or adaptability.

The technological and gaming skills acquired while playing with one video game or app are often directly transferred to expertise with other games and apps. The same type of ready transfer from game to real-world skills can also be observed in the generalization of specific academic content such as when a child learns to solve long division problems on Brainpop and then is able to solve the same type of problems in school. However, softer skills such as organization, time management, and decision making are not as easily generalized because the manner in which these skills are used in gameplay differs from how they might be applied in real-world activities. In other words, while players might need to use organizational skills to have all the necessary items to complete a "quest" in World of Warcraft, this activity is not directly connected to an organizational skill used in daily routines.

Generalization of soft skills from game play to real-world activity often requires intentionality and active teaching strategies. The good news is that games and apps often give rise to exceptional levels of attention, persistence, and curiosity. As such, they are powerfully motivating tools for teaching. In this book, I show you how to use this motivation to take the skills that are being used in video-game and app play and transform them into real-world skills.


What You Can Do

Parents, educators, and healthcare professionals can supply the missing ingredient to help children generalize what they learn with digital media and apply it to their daily lives. Organizations such as the Joan Ganz Cooney Foundation (originators of Sesame Street) and the Fred Rogers Center are now discussing the role of parents and educators in "joint media engagement" and supervision in the "digital playground." Similarly, this book's notion of "responsible digital mentoring," referring to the important role parents play in guiding and teaching their children about the digital world, reflects the importance of parents and other caring adults in turning digital play into real-world learning.

Digital media can be a powerful and positive force in the lives of our children. However, it does pose challenges. Parents, educators, and healthcare professionals must help guide children away from the potential hazards and toward the many possible benefits of technology. We need to proceed with caution when we use digital media with our children just as we would proceed with caution when allowing our children to use automobiles or to take medications that have both great benefits and potentials for danger. Parents would not allow their 16-year-olds to drive without instruction, practice, and supervision. Similarly, we need to establish and apply standards when children use digital media and screen-based technologies.

I do not view digital technologies as a panacea or as the key to enlightenment or enhancement, as authorities such as Jane McGonigal (author of Reality is Broken) and James Paul Gee (author of What Video Games Have to Teach Us About Learning and Literacy) might assert. Technologies are, however, a major force in the lives of our children and provide an opportunity for incredible learning. They also represent a major shift in our relationships with our family, friends, and people all around the world. While this book does not focus on these broader issues, the magnitude of change that is due in good part to this digital revolution is something that needs to be understood and addressed by parents.


(Continues...)Excerpted from Playing Smarter in a Digital World by Randy Kulman. Copyright © 2014 Randy Kulman, Ph.D.. Excerpted by permission of Specialty Press, Inc..
All rights reserved. No part of this excerpt may be reproduced or reprinted without permission in writing from the publisher.
Excerpts are provided by Dial-A-Book Inc. solely for the personal use of visitors to this web site.

Product details

  • Publisher ‏ : ‎ Specialty Press/A.D.D. Warehouse (June 1, 2014)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 240 pages
  • ISBN-10 ‏ : ‎ 1937761150
  • ISBN-13 ‏ : ‎ 978-1937761158
  • Item Weight ‏ : ‎ 12.8 ounces
  • Dimensions ‏ : ‎ 5.5 x 0.7 x 8.5 inches
  • Customer Reviews:
    4.8 4.8 out of 5 stars 23 ratings

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Customer reviews

4.8 out of 5 stars
4.8 out of 5
23 global ratings

Top reviews from the United States

Reviewed in the United States on November 12, 2014
As the mother of a two-year old girl (going on three), I can already see how big of a role digital media is going to play in her life. We read children's books together on our iPad, play interactive spelling games with Super Why! on PBS Kids, and listen to songs together on Spotify. Rather than isolate her from technology, our family decides to embrace it.

This book lays out some common-sense guidelines for using and understanding the role technology should play in our children's lives. It features some great recommendations for games and apps that kids can use to tackle issues like inattention, organization and planning, as well as real-world activities parents can do with their kids to build up these important skills.

I think the important thing to take away from this book is that it is the responsibility of us, the parents, to take charge of our children's relationship with technology, not just to stand idly by and let technology happen to them.

I highly recommend this book to geek moms (and dads), as well as any tech-resistant parents out there. We're all looking to better understand the way modern life will shape our children's minds, and the digital world is here to stay. The better we understand it, the better we can use it to benefit our children's emotional, social and academic success.
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Reviewed in the United States on July 20, 2014
I originally saw this book on display at a panel at ISTE 2014 and have since picked it up, as I was a bit on the fence. After a first read through, I have to say I was pleasantly surprised. Although I am not actively looking into any sort of parenting materials, the concept of training your brain through gaming was very interesting. Furthermore, the psychological reasoning behind the book and the premise, "Playing smarter in a digital world" was definitely sound and interesting. As I said, I am not a father but I can say after this read through, there are some great things I will carry over to when I am a father.

Pros: Research and Expertise is sound
Outside the box thinking with the digital age
Training Executive Functions Advice

Cons: Not in Hard Cover
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Reviewed in the United States on August 18, 2014
Great book! It is a practical guide on the benefits of digital play, and how to create a "digital play diet" which is balanced. The overview of executive functions is very clear and succinct. However, later the the book a subset of executive functioning skills are matched with several current popular games and apps. This allows the reader to identify games that would be great to help someone who struggles with one of the skills, like flexibility. I would recommend this book to any parent or teacher who is interested in learning more about digital technology for their children. I would also recommend this book to adolescents seeking to improve their executive functioning skills. Finally, this book is a great example of applied psychology and would be worthwhile addition to other psychological specialists that work with children.
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Reviewed in the United States on September 6, 2014
As an adult who was diagnosed with Attention Deficit Disorder at the age of 6, and started video gaming even earlier, I couldn't help wishing my parents had this book as a resource for overseeing my technology usage when I was growing up. I came away with such an understanding of ADHD as an "executive function disorder," and even at my age I have found learning about what those executive functions are, and how video games call upon them, extremely useful. Even for parents whose kids are not affected by ADHD or Autism Spectrum Disorders, this book provides excellent tools for making sure children's natural attraction to digital play doesn't just occupy them, but actually benefits them.
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Reviewed in the United States on July 25, 2014
I found this book very useful. The "play diet" concept Kulman recommends is one our family can definitely get behind. The chapter on all the different ways to restrict kids use of electronics, with all the pros and cons, was a godsend for dealing with our budding teen. The writing style is accessible and doesn't talk down to parents, as some in the parenting genre do. I would highly recommend it to anyone!
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Reviewed in the United States on February 26, 2018
Dr. Randy Kulman could not be more spot on when discussing how children can benefit from playing video games. He provides great insight into how important it is to work on executive functioning skills. The book also provides readers with a great understanding of the play diet. I loved this book and can't wait to read more by Dr. Kulman. Great Work!
Reviewed in the United States on July 20, 2014
With rapid technology developments occurring in our world everyday, there is little written on the subject of how to use technology and video games with our children in a positive way. Dr. Kulman provides a clear and useful guide for managing technology usage with our children. He also provides tools on how to use video games, apps and technology to enhance executive function. This book is a valuable resource for parents, educators, therapists and just about anyone who deals with children.
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Reviewed in the United States on September 11, 2014
I've spent so much energy as a parent fighting what I'm understanding as my kids' natural tendency to 'game'. The book really made sense and it was a great relief to understand that not only is there is a place for gaming, but that there are ways it can help to develop teenage brain. One of my children has a learning disability. The other doesn't. This book was relevant to both.
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