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educational games, educational children's games, educational childrens games, educational games for children, online activities for children, educational kids games, online games, educational games for kids

#edTech #edChat #k12 How long should #children play video #games? - Medical News Today

2016 Studying toxic behavior in online games
"It took less than a minute of playing League of Legends for a homophobic slur to pop up on my screen...Racist, sexist and homophobic language is rampant; aggressors often threaten violence or urge a player to commit suicide; and from time to time, the vitriol spills beyond the confines of the game...Riot Games in Los Angeles, California, sees [this] as an obstacle to attracting and retaining players. So the company has hired a team of researchers to study the social — and antisocial — interactions between its users."

ABOUT Alan Haskvitz
National Hall of Fame Teacher and Educational CyberPlayGround Ringleader

Traits of Great Teachers and the importance of imagination in teaching.

 

What Makes Great Teachers! by Alan Haskvitz -
LAUGH - PLAY - CREATIVITY - DANCE - STORIES - MOTIVATION

 

PLAYGROUND GAMES

 

INTEGRATE CHILDREN'S GAMES FROM THE NATIONAL CHILDRENS FOLKSONG REPOSITORY

 

Hand Jive - Hands & Speech / Gestures

Rock, Paper, Scissors (RPS)
is a playground game as popular in the US and UK as it is in Japan (where it dates to the 18th century at least). On a signal, two players simultaneously make one of three hand signs, chosen at will: rock (a fist); paper (an open hand, facedown, with fingers together); or scissors (a partial fist with the index and middle finger extended). An easily memorised rule determines the winner: “Rock breaks scissors, scissors cuts paper, paper covers rock.” In other words, a player who chooses rock beats one who chooses scissors; scissors in turn beats paper; paper beats rock. This yields a winner whenever the two players choose differently. When they choose the same sign, it's a tie. <the winning strategy>

Xbox and PS4 sales in China
Home entertainment market is looking forward to a new policy that allows foreign firms registered in Shanghai's Free Trade Zone to sell game consoles, industry officers said yesterday at a game forum. The game consoles, including Sony's PlayStation and Microsoft's Xbox, had been banned from selling in China for 13 years. The two firms, which have joint ventures with local partners in the FTZ, will sell them from September. Takehito Soeda, Sony China's vice president, told the CCG Expo forum that the FTZ helps the Chinese market get in line with the global home entertainment and device market. The revenue in the home entertainment market globally was US$35 billion to US$40 billion in 2013, accounting for almost half of the total game market of US$80 billion, analysts said. Sony's PlayStation (PS) 4, the world's most popular game console, will debut on the Chinese mainland soon after the Japanese company set up joint ventures with Shanghai Oriental Pearl Group to sell the device. Sales of Sony's PlayStation 4 have hit above 7 million units globally, followed by Microsoft XBox One's 5 million units. China's video-game industry is expected to generate about US$10 billion in sales next year, according to PricewaterhouseCoopers.

German mathematician Georg Cantor (1845-1918), the inventor of set theory, famously said "asking the right question is harder than answering it."

Jean Jennings Bartik - ENIAC Pioneer

 

Grace Hopper Explains Nanoseconds
 

 

Cootie Catcher Game
The history of those folded-paper finger manipulated toys

Cole Camplese, senior director for Teaching and Learning with Technology at Penn State.
Games provide students with something they can't get in a regular classroom: experience,” Stubbs said, “People learn in different ways. Some people need a hands-on approach. When you play a game, you participate in it -- as opposed to passively listening to something. Students are more likely to remember those experiences when they're out in the real world.” Instead of taking notes in a lecture hall or spending long hours at the library memorizing facts, Stubbs says students can use games as a way to practice problem-solving in real-life situations. ~ Chris Stubbs Penn State University.

Smart, Creative, Driven: The Women
Games Make Money for Everyone Who Builds them.

 

Misogyny as Social Game: The Way Women are portrayed in Video Games + a Classroom Curriculum that Teachers can use for free.

 

 

Educational Children's Games

Why is the sky blue?
Why are clouds colored?
Why don't the sun and moon fall down?
How does a washing machine clean clothes?
How did the universe begin?
Does the universe have a limit?

LEARNING TO CODE

Starting a K-12 Outreach Program

LEARNING TO CODE
Both Scratch and Alice allow students to easily create animations that are as unique as they are, both are appropriate for girls and boys.

STEM - ROBOTICS

Robotics is STEM, in particular engineering.
Legomindstorms is awesome stuff: From building a robot, to writing the software to control the robot.

STEM - School Robotics Regional Contacts - making the connection between what they are doing and what it can lead to.

A"scientific" approach which teaches scientific methodologies would
be to have the robots do something in particular. Some examples could be

  1. Build a robot that traverses an entire surface (like the rombo vacuum)
  2. A robot that can move through a maze reaching some end point, one that does it in the fewest steps
  3. Groups design robots that are able to move on ice, including the ability to turn quickly
  4. The ever popular build a robot that smashes robots

The Project doesn't matter a whole lot as long as you go through the scientific process to reach the solution. The idea is teaching kids to hypthosize, research, design, and test their solution.

Games can transform our approach to those things we know we should do. We crave, "satisfying work" that allows us to be "optimistic about our own chances for success"; that involves "social connection"; and that allows us to feel "curiosity, awe and wonder". ~ Jane McGonigal

The "work" of children is Play! Games help us develop valuable skills. Players are learning how to work together and stay optimistic in the face of adversity.

Parents often worry that their children are spending too long on the Internet, but fun online games and activities for children have proven educational value, so the longer they play, the more they learn.

Find interactive, educational games (math, grammar, science) for children and kids of all ages.

GAMES / PLAY / WORK

Children's Play is Work:
Playing games is fun only when it provides experiences of mastery, and competence not extrinsic goofy rewards.

PLAYGROUND GAMES

Games with a Purpose

FOR THE SURVIVAL OF THE HUMAN SPECIES

21 BILLION HOURS A WEEK OF GAME PLAY BY THE NEXT DECADE.

Jane McGonigal: Gaming can make a better world

Games aren't replacing something we do in real life, they're serving as a springboard to a goal we might have in real life, like learning to play an instrument or play with other kids. There's also research that shows if you play even for just 90 seconds with an avatar that is powerful or attractive in a virtual world, that that changes our confidence levels for the rest of the day. Games that make you feel good about yourself are good games to be playing. Positive stress is another important thing that we get from games, a physiological activation that gets adrenaline going, charges up our attention center we can really focus. [source]
Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how.

 

Urgent Evoke created for the World Bank Institute that challenged players to come up with practical, local solutions to global problems, like food security and sustainable energy.

Katie Salen

http://www.lpinc.org/tedxlp/presenters/Salen.asp
http://www.youtube.com/watch?v=ZRJ1sM_IvHU
http://www.youtube.com/watch?v=ToQYE7A
http://www.youtube.com/watch?v=FnfMx6RTvIA

An Entire NY Charter School Devoted to Games by Katie Salen
Chair, Digital Media and Learning Conference 2011
Katie is a game designer, Professor of Design and Technology, and Director of the Center for Transformative Media at Parsons the New School for Design. She is also the Executive Director of a non-profit called the Institute of Play that is focused on games and learning, as well as the founder and Executive Director of Design of Quest to Learn, a new 6-12th grade public school in New York City. The school uses a game-based learning model and supports students within an inquiry-based curriculum with questing to learn at its core. Katie is co-author of Rules of Play, a textbook on game design, The Game Design Reader, and editor of The Ecology of Games: Connecting Youth, Games, and Learning, all from MIT Press. She was an early advocate of the then-hidden world of machinima and continues to be interested in connections between game design and transformative modes of play


Quest to Learn NY Charter School
Humanities Educational Complex
351 West 18th Street, 4th floor
New York, NY 10011
(212) 488-3645

Game Theory Society

In a deal, you give and take. You compromise. Then you grab the cash and catch the next train out of town . . . - Irving "Swifty" Lazar.

Susan Athey Professor of Economics Department of Economics, Harvard University Cambridge, MA 02138-3001 Phone: (617) 496-1939. Fax: (617) 496-7730
Professor Athey, an elected member of the Council of the Game Theory Society is an expert in a broad range of economic fields including industrial organization, econometrics, and microeconomic theory and has used game theory to examine firm strategy when firms have private information. She has analyzed dynamic games and contracts with hidden information; applications include collusion and competition among bidders at auctions, ongoing trading relationships among privately informed traders, and the question of how much discretion to give a privately informed central banker in setting monetary policy.

Computer Games

Children's use of computer games and the speculation of how games will "play out" as educational tools.

GWAP Games with a purpose
A game with a purpose (or GWAP) is a game played on a computer that serves some purpose for the people setting up the game by harnessing human abilities in an entertaining setting. GWAP falls under the category of Serious Games.


Example Alter Ego The game started with you as a baby and you would have choices to make (you're hungry do you cry to get attention or coo) and the next questions would build upon your answers and build the rrow of person you become. Very long game, but it did provide a great outlook on how each decision you made could alter your life.Alter Ego for Mobile


"The Game of Life" boardgame: the players have the opportunity to gamble and to use credit cards. The one with the most money at the end wins. You can use this to teach people that gambling is usually not profitable, and that things you buy cost more in the long run if you have buy them with borrowed money.

Hackers have already found a way around Ubisoft's Internet DRM that's used on Silent Hunter 5 and


Assassin's Creed II

Games / Bullies

Gorillas 'play games of tag like humans'
Footage of playing gorillas taken from five zoos, over a period of 3 years by Dr Davila Ross, said the team found examples of this behaviour on 86 occasions. Hitting represents an inequity.

Gorillas are Not Bullies: The researchers also found three occasions where the gorillas did not run if they had hit another ape very gently, suggesting that they could judge how roughly they were playing, and alter what they do next accordingly


Tips For Parents

Tips for Healthy Kids and Teens

COLORING BOOKS

DOWNLOAD AND PRINT OUT FREE COLORING BOOKS TO USE AT HOME published by our own wonderful USA Government.

Pingu Coloring Pages

Crayola Digi-Color

Peppa Pig Colouring Pages

Thomas and Friends Online Colouring

Teletubbies - Print To Color

Crayola

computer
Games for
Little Kids

FOR OLDER KIDS

video games

2012 Rumours: Microsoft, Sony looking to kill used video games market
http://www.osnews.com/story/25752/Rumours_Microsoft_Sony_looking_to_kill_used_games_market
The "problem" of used games sales. Companies that sell used games, like GameStop in the US or GameMania in The Netherlands are doing very well. The "problem" is that games studios and distributors do not benefit from these used games sales. The RIAA, the games industry equates every used games sale as a lost new game sale, and as such, we're actually pirates, just without the ability to legally or morally declare us so. The next PlayStation and the next Xbox all talk of measures to disallow used games sales. The latest round of rumours about the next PlayStation state that Sony wants to tie every game you buy to your PSN account, making it impossible to sell them on, effectively killing the used games market. It could be that buying a used game will have it locked in a trial mode, unlockable to the full version for a fee. On top of that, it would also kill the ability to loan games to friends. Of course, the future of console gaming is digital distribution only, much like current mobile games, which would also kill all these abilities.