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	<title>play &#8211; Fountain Magazine</title>
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		<title>Gamification: A Tool for Motivating Children</title>
		<link>https://fountainmagazine.com/all-issues/2014/issue-102-november-december-2014/gamification-november-2014/</link>
		
		<dc:creator><![CDATA[Louima Cunningham]]></dc:creator>
		<pubDate>Sat, 01 Nov 2014 00:00:00 +0000</pubDate>
				<category><![CDATA[Issue 102 (November - December 2014)]]></category>
		<category><![CDATA[child]]></category>
		<category><![CDATA[children]]></category>
		<category><![CDATA[ClassDojo]]></category>
		<category><![CDATA[Education]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gamification]]></category>
		<category><![CDATA[jack]]></category>
		<category><![CDATA[Kahoot]]></category>
		<category><![CDATA[knew]]></category>
		<category><![CDATA[life]]></category>
		<category><![CDATA[parents]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[real]]></category>
		<category><![CDATA[Socrative]]></category>
		<category><![CDATA[soldiers]]></category>
		<category><![CDATA[students]]></category>
		<category><![CDATA[task]]></category>
		<category><![CDATA[time]]></category>
		<category><![CDATA[village]]></category>
		<category><![CDATA[work]]></category>
		<guid isPermaLink="false">http://107.21.79.195/all-issues/2014/issue-102-november-december-2014/gamification-november-2014/</guid>

					<description><![CDATA[Jack had been the ruler of the village for more than six months. He had many ups and downs during this time. He was not complaining, as he knew that he chose to take this responsibility and didn&#8217;t have the right to complain. But things were getting more difficult in the village. There were many [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Jack had been the ruler of the village for more than six months. He had many ups and downs during this time. He was not complaining, as he knew that he chose to take this responsibility and didn&#8217;t have the right to complain. But things were getting more difficult in the village. There were many things to do but he had only two capable workers in the village; this explained why constructions were going so slowly. All the villagers knew that, &#8220;Winter was coming.&#8221; &#8220;Winter&#8221; was not the season for them but it was the war, which meant more work, difficulties, and responsibilities, and so on.</p>
<p><span id="more-1710"></span></p>
<p>The ruler&#8217;s time was fading away. He needed to train soldiers and workers and find more resources. He also had to make some donations to the neighboring villages, as he knew that the more they all helped one another, the more likely they would be to defend their territory. Jack was still happy because they had at least put up walls around the village, built barracks for people, and two camps for soldiers. He was spending four or five hours checking the village every day, because he knew the ruler had to take care of his home. Suddenly, he heard the voice coming from the old and loyal tower. It was telling news of the war. Jack gathered all his soldiers because he was the only one to command them. Strategy was so important, because bad planning would mean the end of all the villages. After a brave speech, they started to march. All the soldiers&#8217; attention was directed to Jack, waiting for his commands.</p>
<p>But suddenly, Jack lost all his soldiers. He was mad and ran away from his room to check the router and saw that there was no internet connection. What was he going to do now? Jack sighed. He supposed he would do homework instead. Exams were getting closer; all his enthusiasm faded away.</p>
<p>It does not matter what age you are, most people find it difficult to concentrate on the task they are required to do. There are books, seminars and many activities to motivate people to finish their work. These all show that we face an important problem with handling our responsibilities.</p>
<p>This is also one of the key issues in education. Much research has focused on how to improve the engagement and motivation of young people towards their school work. As you have probably heard, it&#8217;s almost a cliché that most parents complain about young people&#8217;s irresponsibility regarding school work and work around the home. While this has been a problem standing in front of us for a while now, we must ask: what makes these kinds of distracting video games so appealing?</p>
<p>The story told above is happening every day. That video game has been downloaded more than 50 million times and is being played every day by millions of people of various ages. The first time I had heard of this game was when I conducted interviews with children using a tablet PC in school. Although my focus of the research was not about mobile games, this was brought up when I wanted to make informal conversation before initiating the interview. One boy was so enthusiastic when we started to talk about this game, that he mentioned he would stop playing the game, go to sleep, but set his alarm for five hours later &#8211; his worker would have finished the task he&#8217;d been assigned, and the boy would wake up to assign a new task Not finishing such a task would mean lagging behind his peers, for his village would not develop.</p>
<p>I asked him, &#8220;what is so nice about this game? You are just building and upgrading buildings and fighting against others.&#8221;</p>
<p>The answer was, &#8220;I don&#8217;t know; it is just fun.&#8221;</p>
<p>I also installed the game. I had played it for two months until I woke up at 3 a.m. with a notification. One of my workers had finished his work and I assigned him another task. Then I tried to sleep. I opened my eyes again after a couple of seconds and saw my wife&#8217;s shocked eyes. She could not believe I woke up just for this. It was the last time I played the game. But the question was still in my mind: how could we trigger our sense of responsibility by exemplifying the methods of the game in real life?</p>
<p>We &#8211; people in education, parents &#8211; spend a considerable amount of time and resources to nurture children in a manner so that they become aware of their responsibilities. However, schools, teachers, homework, etc. are seen as boring and something to be escaped by most children.</p>
<p>Gamification is a trendy jargon nowadays. It aims at transforming real life context in a manner that adopts game thinking in online platforms. From this perspective, it proposes to increase motivation, engagement, sense of enjoyment, and the positive attitudes of people towards work (Huanng and Soman, 2013). While there is much research in the sector of business, gamification is also widely recognized in education. The educational purpose of gamification is that instead of blunting the way children best learn, the way they enjoy to learn should be adapted in an educational context. This is not a new idea, as this was also expressed in other contexts. For example, Said Nursi touches on a crucial point:</p>
<p>One reason why preachers&#8217; advice is ineffective nowadays is that they invite people to change their nature. They advise: &#8220;Do not be envious or ambitious, do not feel enmity or be obstinate, do not love the world,&#8221; and so on. Such advice is useless, for it is against human nature. Instead, these energies can and should be channeled into good deeds and directed toward positive aims. (The Ninth Letter, p. 53)</p>
<p>If we want to apply this method in education, the first thing we should consider is what children like and enjoy most. Obviously, many of them enjoy playing games and any advice like, &#8220;Don&#8217;t play games! Don&#8217;t laugh during the lesson! Don&#8217;t spend time in front of the computer! Be quiet in class!&#8221; will be counter-productive. As in Said Nursi&#8217;s statement, this is asking the impossible from a child who is created to learn in an environment that offers play, social interaction, and competition.</p>
<p>Jean Piaget is a well-known theorist about play and the cognitive development of children. He emphasizes the importance of play and its contribution to healthy development of children (Sutton-Smith, 1983). Vygotsky (1967) also underlines social play and peer interaction in child development. However, while Vygotsky gives the example of a child who rides an imaginary horse with a stick, today&#8217;s children&#8217;s perception of play has changed and continues to change dramatically. Therefore, it should be understood how Jack&#8217;s and my sense of responsibility were piqued. While we both cognitively focused and spent a considerable amount of time on this game, we also enjoyed doing so.</p>
<p>From the perspectives above, the stimulating dynamics used in games could be transformed in a suitable manner into curriculum and the classroom environment could be redesigned. This can also be adapted into work environments, as in Google whose office buildings are colorful rather than plain, and there is even a slide for their workers to use instead of stairs. Their aim is to make the environment flexible so people in the firm do not perceive what they are doing as a work.</p>
<p>There is also educational technology that pays attention to gamification. ClassDojo is one of them. It is a simple but effective idea to attract student&#8217;s attention and change their behavior. Each student chooses an avatar that looks like a small monster and the teacher assesses various things on behalf of the students&#8217; avatars. Teachers can give immediate feedback to students. For example, when a student shows a negative behavior in class or solves a question, students will see the changes in his/her ClassDojo app on their mobile device. The children I interviewed showed great enthusiasm about this application and interestingly, they perceive this application as a game, although the only differences between this application and normal assessment sheets were the avatars and the template. Kahoot and Socrative are two other mobile applications that these students have experience with. These mobile applications are also perceived as joyful, competitive, and rich learning platforms.</p>
<p>While considering how to transfer the strategies of the game into the real life context, it should not be forgotten that there are parents and teachers who have serious reservations about games, as some of their children are addicted to these kinds of games. They are right to have these doubts and I do not think games are absolutely innocent. In fact, most strategy games, including the one that me and Jack became addicted to, have many negative messages, from stealing to killing people. But when it is impossible to avoid them completely, it is best to focus on the positive themes and actualize them for productive outcomes in schools and family life.</p>
<p>All in all, I am still thinking about the situation of my village and neighborhoods. The rulers of neighboring villages were sad and angry when I said that I was leaving: &#8220;Winter&#8221; was getting closer and they needed my donations and the soldiers I trained. I am now consoling myself as my wife, who is a child psychologist, assigned me to do cleaning and made me think of all the bacteria as my enemies and a big threat to our lovely village (home). As parents and educators, it is our duty to discover the way your children and students learn and produce your own real games.</p>
<p><em>Ahmet Tugra is a PhD candidate in the department of Learning, Technology and Education in the UK.</em></p>
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		<title>Hearing the Light</title>
		<link>https://fountainmagazine.com/all-issues/2012/issue-85-january-february-2012/hearing-the-light/</link>
		
		<dc:creator><![CDATA[Louima Cunningham]]></dc:creator>
		<pubDate>Sun, 01 Jan 2012 00:00:00 +0000</pubDate>
				<category><![CDATA[Issue 85 (January - February 2012)]]></category>
		<category><![CDATA[answer]]></category>
		<category><![CDATA[coming]]></category>
		<category><![CDATA[daughter]]></category>
		<category><![CDATA[didn]]></category>
		<category><![CDATA[don]]></category>
		<category><![CDATA[ears]]></category>
		<category><![CDATA[feel]]></category>
		<category><![CDATA[felt]]></category>
		<category><![CDATA[hand]]></category>
		<category><![CDATA[hear]]></category>
		<category><![CDATA[Literature & Languages]]></category>
		<category><![CDATA[mate]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[person]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[presence]]></category>
		<category><![CDATA[silence]]></category>
		<category><![CDATA[silent]]></category>
		<category><![CDATA[smile]]></category>
		<category><![CDATA[solitude]]></category>
		<category><![CDATA[tree]]></category>
		<guid isPermaLink="false">http://107.21.79.195/all-issues/2012/issue-85-january-february-2012/hearing-the-light/</guid>

					<description><![CDATA[On a Saturday morning, I was sitting in the nearby park in our neighborhood. It was especially lovely to do it at this time of the year. The birds start chanting after a winter-long silence, flowers spread their mesmerizing scents everywhere, and the wind sings operas of resurrection constantly in my ears. Many times, I [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>On a Saturday morning, I was sitting in the nearby park in our neighborhood. It was especially lovely to do it at this time of the year. The birds start chanting after a winter-long silence, flowers spread their mesmerizing scents everywhere, and the wind sings operas of resurrection constantly in my ears. Many times, I stop in the middle of my walk and just feel the touch of the air-on my nose, on my cheeks. Then on my ears and in my hair, I feel it with every cell on my head. Then as I resume my walk, I sometimes contribute to the solo of a flutist cardinal or keep my breath while a locust sings its sonata. Yes, I do all these and feel the coming of spring as a yearly renovation in my soul.</p>
<p>Funny though, sometimes while walking in the enchantment of the awakening nature around me, I run into a tree, and I hug it as if I met a friend. You can imagine how entertaining I am to the passers-by.</p>
<p>It was one of those days when I felt the presence of a second person near me. Strange enough, though, he wasn&#8217;t laughing at my hugging the tree.</p>
<p>&#8220;Hi fellow, what is wrong with you? Why aren&#8217;t you laughing at this lunatic who is in love with trees instead of people?&#8221; I asked.</p>
<p>I was shocked upon hearing his answer:</p>
<p>&#8220;The sight of people is of no value to me because I cannot see the light coming from them. But you are certainly shining through your voice.<br />&#8220;For me, people shine through their presence; they change my heart beat.&#8221;</p>
<p>I exhaled the air that was hiding in my lungs with anxiety, and teased: &#8220;So, I should be careful when I am talking to you since I cannot hide my true feelings from you!&#8221;</p>
<p>&#8220;You bet. But don&#8217;t worry; your voice is giving me positive signals.&#8221;</p>
<p>Then, I quickly returned: &#8220;I am happy to hear that. So, shall we play a game together?&#8221;</p>
<p>&#8220;Like what?&#8221;</p>
<p>&#8220;Alright. Only by listening, we are going to try to predict the coming of the next person.&#8221;</p>
<p>&#8220;I&#8217;ll take your challenge,&#8221; he said.</p>
<p>And, we kept silent in order not to miss the clues of an approaching person. Believe it or not, we waited for minutes and not a single person passed by. We could hear voices of kids running in the distance, wind rubbing the leaves, trunks of the trees squeaking as they swing, flies, birds flying or landing, etc., but not a single person passing by. Suddenly he said:</p>
<p>&#8220;Maybe we should play something else.&#8221;</p>
<p>&#8220;You know what? You are the ever first person with whom I can play the game of solitude. We are together but not like cans on a shelf. We are together like two flowers smiling at each other although we cannot see or hear one another. Outsiders may think we are lonely. But in essence, we are hand in hand in the depths of our hearts.&#8221;</p>
<p>&#8220;It is strange that you say this. Why should you enjoy solitude?&#8221; he asked.</p>
<p>I did not answer that question. Actually my silence was the answer; and I think, or hope, he got my answer. I didn&#8217;t want my discovery of a solitude-mate to disappear so abrupt.</p>
<p>&#8220;Here comes one!&#8221; he exclaimed. I could feel his joy of catching the first person. I smiled; and he felt it because I give out a warm and vibrating breath when I smile.</p>
<p>&#8220;It is so alive,&#8221; he said.</p>
<p>&#8220;What? The person?&#8221; I was startled. Why was he using &#8220;it&#8221; for a person?</p>
<p>&#8220;No, your smile. I don&#8217;t feel many smiles like yours. I usually hear frozen laughs and smiles of mass-production, which carry no sincerity.&#8221;</p>
<p>I was embarrassed by his compliment. Again I kept silent, but my face was burning up, and he felt that as well.</p>
<p>&#8220;Now you are as flushed as I was when we started talking.&#8221;</p>
<p>&#8220;Yeah, what had happened to you? Why were you so flushed earlier?&#8221; I inquired.</p>
<p>&#8220;I climb this tree often. I actually do this whenever there is nice weather. Sometimes, I feel the footsteps of someone, whom I want to catch. I rush down to the ground hoping not to miss the encounter. But always, I miss the person. Now, that spirit is standing before me.&#8221;</p>
<p>Once more, I was embarrassed. I didn&#8217;t know what to say. We both kept silent for a while. Then, I heard my daughter calling: &#8220;Dad, it&#8217;s time.&#8221;</p>
<p>She was the one predicted by my solitude-mate.</p>
<p>&#8220;Forgive me for disturbing your conversation,&#8221; she added.</p>
<p>&#8220;A conversation by presence cannot be disturbed by words,&#8221; replied my friend. We all chuckled.</p>
<p>I felt my daughter pulling my arm – an authoritative sign meaning &#8220;let&#8217;s go.&#8221; I grasped her hand firmly, turned back to my solitude-mate, and gave a goodbye silence, and he did the same to me. Then I gave him that lively smile, and he went through that shower of heat. I picked up my cane and started knocking on his ears again as I returned home with my daughter as my guide.</p>
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		<item>
		<title>Autism</title>
		<link>https://fountainmagazine.com/all-issues/2001/issue-33-january-march-2001/autism/</link>
		
		<dc:creator><![CDATA[Louima Cunningham]]></dc:creator>
		<pubDate>Mon, 01 Jan 2001 00:00:00 +0000</pubDate>
				<category><![CDATA[Issue 33 (January - March 2001)]]></category>
		<category><![CDATA[autism]]></category>
		<category><![CDATA[autistic]]></category>
		<category><![CDATA[behavior]]></category>
		<category><![CDATA[children]]></category>
		<category><![CDATA[communication]]></category>
		<category><![CDATA[developmental]]></category>
		<category><![CDATA[individuals]]></category>
		<category><![CDATA[parents]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[person]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[schopler]]></category>
		<category><![CDATA[show]]></category>
		<category><![CDATA[skills]]></category>
		<category><![CDATA[social]]></category>
		<category><![CDATA[support]]></category>
		<category><![CDATA[therapy]]></category>
		<category><![CDATA[training]]></category>
		<category><![CDATA[treatment]]></category>
		<guid isPermaLink="false">http://107.21.79.195/all-issues/2001/issue-33-january-march-2001/autism/</guid>

					<description><![CDATA[Autism is a complex developmental disability that affects some children either from birth or infancy, and leaves them unable to form normal social relationships or develop normal communication. It was first described in 1943 by a psychiatrist named Leo Kanner. Autism is four to five times more prevalent in boys than girls and knows no [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Autism is a complex developmental disability that affects some children either from birth or infancy, and leaves them unable to form normal social relationships or develop normal communication. It was first described in 1943 by a psychiatrist named Leo Kanner.</p>
<p>Autism is four to five times more prevalent in boys than girls and knows no racial, ethnic, or social boundaries.(1) Family income, life-style, and educational levels play no role in determining whether the child will be autistic or not. Kanner observed that many of the children with autism seen in clinic came from well-educated, intelligent parents from the middle and upper social classes.(2) Surveys conducted in different countries concluded that between 2 and 4 children in every 10,000 develop autism, usually in the ratio of 3 or 4 boys to each girl. The Autism Society of America&#8217;s (ASA) equivalent estimate is 300,000 to 400,000 individuals in America.(3)</p>
<h3>Diagnosing Autism</h3>
<p>Autism impacts the brain&#8217;s normal development in areas of social interaction and communication skills. Autistic children and adults typically have difficulties in verbal and nonverbal communication, social interaction, and leisure or play activities. The disorder makes it hard for them to communicate with others and relate to the outside world. Sometimes, aggressive and/or self-injurious behavior also may be present. Autistic people may exhibit repeated body movements (hand flapping, rocking), unusual responses to people or attachments to objects, and resistance to changes in routines. Individuals also may experience sensitivities in sight, hearing, touch, smell, and taste.(4)</p>
<p>Current research links autism to biological or neurological differences in the brain. Such medical conditions as phenylketonuria (PKU), tuberous sclerosis, and fragile X syndrome have been identified in some autistic children.(5) But not everyone with these conditions becomes autistic. As there are no medical tests for diagnosing autism, an accurate diagnosis requires observing the individual&#8217;s communication, behavior, and developmental levels. However, because many behaviors associated with autism are shared by such other disorders as mental handicaps and Asperger&#8217;s syndrome, various medical tests must be tried to rule out or identify other possible causes of the exhibited symptoms.</p>
<p>Since the disorder&#8217;s characteristics are so varied, ideally a child should be evaluated by a multidisciplinary team consisting of, among others, a neurologist, a psychologist, a developmental pediatrician, a speech/language therapist, a learning consultant, or another professional knowledgeable about autism. Diagnosis is difficult for practitioners with limited training or exposure to autism, and misdiagnoses do occur. Difficulties in recognizing and acknowledging this condition often lead to a lack of services to meet an autistic individual&#8217;s complex needs.</p>
<p>A brief observation in one setting cannot present a true picture of an individual&#8217;s abilities and behaviors. Parental (and other caregivers&#8217;) input and developmental history are important components of an accurate diagnosis. At first, some autistic people may appear mentally retarded, have a behavior disorder or a hearing problem, or even odd and eccentric behavior. To complicate matters further, these conditions can occur together with autism. However, autism must be distinguished from other conditions, since an accurate diagnosis and early identification can provide the basis for devising an appropriate and effective educational and treatment program.</p>
<h3><b>Indications of Autism</b></h3>
<p>Children within the pervasive developmental disorder spectrum often appear relatively normal in their development until the age of 24-30 months, when parents may notice delays in language, play, or social interaction. By themselves, any such delay would not result in a diagnosis of a pervasive developmental disorder. Autism is a combination of several developmental challenges. The following areas are among those that may be affected by autism (6):</p>
<p><b>Communication:</b> Develops language skills slowly or not at all, uses words without attaching the usual meanings, communicates with gestures instead of words, and has a short attention span.</p>
<p><b>Social Interaction:</b> Spends time alone, shows little interest in making friends, and is less responsive to such social cues as eye contact or smiles.</p>
<p><b>Sensory Impairment:</b> May be sensitive to sight, hearing, touch, smell, and taste.</p>
<p><b>Play:</b> Shows a lack of spontaneous or imaginative play, does not imitate others&#8217; actions, and does not initiate pretend games.</p>
<p><b>Behavior:</b> May be overactive or very passive; throw tantrums for no apparent reason; show an obsessive interest in one item, idea, activity, or person; exhibit an apparent lack of common sense; may show aggression to others or self; and often has difficulty with changes in routine.</p>
<p>Some autistic individuals may have other disorders that affect the brain&#8217;s functioning (e.g., epilepsy, mental retardation, Down&#8217;s syndrome) or genetic disorders (e.g., fragile X, Landau-Kleffner, William&#8217;s, or Tourette&#8217;s syndromes). Many of those diagnosed with autism will test in the range of mental retardation. Approximately 25-30 percent may develop a seizure pattern at some point.(7)</p>
<p>As every autistic person is an individual having a unique personality and combination of characteristics, those affected show great differences. For example, some mildly affected individuals may exhibit only slight delays in language and greater challenges with social interactions. They might find it hard to initiate or maintain a conversation. Communication is often described as talking at others.</p>
<p>Autistic people process and respond to information uniquely. Educators and other service providers must consider each autistic person&#8217;s pattern of learning strengths and difficulties, when assessing learning and behavior, to ensure effective intervention. Individuals with autism can learn when information about how they receive and express information is addressed and implemented in their programs.</p>
<p>Their abilities may fluctuate daily due to difficulties in concentration, processing, or anxiety. Those who show evidence of learning one day may give no such indication the next day. Changes in external stimuli and anxiety also can affect learning. They may have average or above-average verbal, memory, or spatial skills but find it difficult to be imaginative or join in activities. Individuals with more severe challenges may require intensive support to manage the basic tasks and needs of daily life.(8)</p>
<p>Contrary to popular understanding, many autistic children and adults may make eye contact, show affection, smile and laugh, and exhibit other emotions, although in varying degrees.(9) Like other children, they respond to their environment in both positive and negative ways. Autism may affect their range of responses and make it harder to control how their bodies and minds react. Sometimes visual, motor, and/or processing problems make it difficult to maintain eye contact. Some autistic individuals use peripheral vision rather than looking directly at others.(10) Sometimes another person&#8217;s touch or closeness results in withdrawal even from family members. Anxiety, fear, and confusion may result from being unable to make sense of the world in a routine way.</p>
<h3><b>Therapies</b></h3>
<p>Therapies are available, among them applied behavior analysis, auditory integration training, dietary intervention, discrete trial teaching, medication, music therapy, occupational therapy, the Picture Exchange Communication System (PECS), physical therapy, sensory integration, speech/language therapy, Treatment and Education of Autistic and Related Communication Handicapped Children (TEACCH), and vision therapy. There are various approaches to psychological therapies, and each one follows a different path. Behavioral therapy would stress shaping such adaptive behaviors as toilet training and decreasing mal-adaptive behavior, analyzing behavior through its causes and consequences to identify factors that would reward or encourage appropriate behavior, and discouraging disruptive behavior. Rewards are usually based on the patient&#8217;s values.</p>
<p>Behavioral therapy seems to be the most effective, for it replaces inappropriate behavior with appropriate behavior and helps the person fit into society. Psychotherapy probably would not be very helpful, for it is based on the principle that parents must become better parents if the child is to develop emotionally. As parents cannot cause their child&#8217;s autism, this premise is invalid.(11)</p>
<h3><b>Functioning in Society</b></h3>
<p>Autistic adults can benefit from vocational training by acquiring job-related skills, and from social and recreational programs. They can live in settings ranging from an independent home or apartment to group homes, supervised apartment settings, with other family members, or in a more structured residential care. More autistic adult support groups are emerging around the country. Many self-advocates form networks to share information, support each other, and speak for themselves in the public arena. They frequently attend and/or speaking at conferences and workshops on autism. Others provide valuable insight into this disability&#8217;s challenges by publishing articles and books and appearing in television specials about themselves and their disabilities.(12)</p>
<p>TEACCH, a program established by Eric Schopler in North Carolina and widely used in America, includes language- and behavior-focused intervention programs, as well as school and other agency consultation.(13) This treatment also works with parents by encouraging parent training and counseling or facilitating parent support groups.</p>
<p>With appropriate treatment, some behaviors associated with autism may change or diminish over time. Communication and social deficits continue in some form throughout life, but other difficulties may fade or change with age, education, or level of stress. The person often begins to use skills in natural situations and to participate in a broader range of interests and activities. Many autistic individuals enjoy their lives and make meaningful contributions to their community. People with autism can learn to compensate for and cope with their disability quite well.</p>
<p>Studies show that autistic people respond well to highly structured, specialized education programs tailored to their needs.(14) A well-designed intervention may include some elements of communication therapy, social skills development, sensory integration therapy, and applied behavior analysis delivered by trained professionals in a consistent, comprehensive, and coordinated way. The more severe challenges of some autistic children may be best addressed by a structured education and behavior program featuring a one-on-one teacher-to-student ratio or a small group environment. However, many other autistic children may succeed in a fully inclusive general education environment if they receive appropriate support.</p>
<p>Some autistic adults live and work independently, drive a car, earn a college degree, or get married. Others may be fairly independent and only need some support for daily pressures, while some depend on a great deal of support from family and professionals.</p>
<p>In addition to appropriate educational supports, autistic students should receive training in functional living skills at the earliest possible age. Learning to cross a street safely, buying something, or asking for help are critical skills that may be hard even for those of average intelligence. Tasks that enhance the person&#8217;s independence and give more opportunity for personal choice and freedom are important.</p>
<p>To be effective, an approach should be flexible, rely on positive reinforcement, be re-evaluated regularly, and provide a smooth transition from home to school to community environments. A good program also incorporates parent and caregiver training and support systems, along with general skills for all settings. Rarely can a family, teacher, or other caregiver provide effective help unless offered consultation or in-service training by an experienced specialist who is knowledgeable about autism.</p>
<p>Research into this puzzling condition continues. According to the Associated Press, (Nov. 28, 2000): Scientists have long theorized that about (15) different genes play a role &#8230; and now they&#8217;ve finally found one of those genes&#8230; The NIH [National Institutes of Health] called the finding a significant step in understanding what predisposes people to developing autism.15</p>
<h3><b><em>Footnotes</em></b></h3>
<ol>
<li>http://faculty.washington.edu/chudler/aut.html.</li>
<li>Simon Baron-Cohen and Patrick Bolton, Autism: The Facts (New York: Oxford University Press, 1996).</li>
<li>Ibid.</li>
<li>Michael Rutter and Eric Schopler, Autism, A Reappraisal of Concepts and Treatment (New York: Plenum Press, 1976).</li>
<li>Baron-Cohen and Bolton, Autism.</li>
<li>Rutter and Schopler, Autism.</li>
<li>Ibid.</li>
<li>Ibid.</li>
<li>Ibid.</li>
<li>Ibid.</li>
<li>Baron-Cohen and Bolton, Autism.</li>
<li>Rutter and Schopler, Autism.</li>
<li>Eric Schopler, Ph.D., is a professor of psychology, editor of the Journal of Autism and Developmental Disorders, and author of numerous books and articles on autism. TEACCH is the nation&#8217;s first and only comprehensive statewide program for the treatment and education of autistic and communication-handicapped children. (www.autism-society.org/package/edkids-erics.html) He developed TEACCH in the early 1970s. Also see Rutter and Schopler, Autism.</li>
<li>Ibid.</li>
<li>www.foxnews.com/scitech/112800/autism.sml.</li>
</ol>
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		<title>Computer And Video Games And Violence</title>
		<link>https://fountainmagazine.com/all-issues/2000/issue-31-july-september-2000/computer-and-video-games-and-violence/</link>
		
		<dc:creator><![CDATA[Louima Cunningham]]></dc:creator>
		<pubDate>Sat, 01 Jul 2000 00:00:00 +0000</pubDate>
				<category><![CDATA[Issue 31 (July - September 2000)]]></category>
		<category><![CDATA[children]]></category>
		<category><![CDATA[computer]]></category>
		<category><![CDATA[effects]]></category>
		<category><![CDATA[entertainment]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[media]]></category>
		<category><![CDATA[play]]></category>
		<category><![CDATA[playing]]></category>
		<category><![CDATA[problems]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[Science]]></category>
		<category><![CDATA[society]]></category>
		<category><![CDATA[software]]></category>
		<category><![CDATA[solving]]></category>
		<category><![CDATA[video]]></category>
		<category><![CDATA[violence]]></category>
		<category><![CDATA[violent]]></category>
		<guid isPermaLink="false">http://107.21.79.195/all-issues/2000/issue-31-july-september-2000/computer-and-video-games-and-violence/</guid>

					<description><![CDATA[Our world continues to advance rapidly, especially when it concerns technology. As computerization has many aspects, and since everyday routines revolve around computers, we must study its effects on people. Electronic and video games are one of the most important branches of technology entertainment. During the last several decades, interactive video games have emerged as [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Our world continues to advance rapidly, especially when it concerns technology. As computerization has many aspects, and since everyday routines revolve around computers, we must study its effects on people.</p>
<p>Electronic and video games are one of the most important branches of technology entertainment. During the last several decades, interactive video games have emerged as one of the most popular forms of entertainment, particularly among adolescents. Video game content is extremely varied. In addition to their entertainment value, reflected in their enormous popularity, video game proponents point to their constructive uses in education, medicine, and other fields.</p>
<p>However, some observers find certain game-playing trends disturbing. For example, newer generations of video games often feature graphic depictions of violence. This has intensified public concern of potential harmful effects.</p>
<h3><b>Video Game Violence</b></h3>
<p>Video games first appeared during the 1970s. In the last 3 decades, they have gone from bouncing a little white ball from side to side on a screen to virtual reality games in which one is a character in the game itself. Newly emerging on-line games enable a person to play and compete with many others in cyberspace. The majority of games developed with this evolving technology are entertaining, engaging, and appropriate for children.</p>
<p>One segment of the market, however, features violence as a theme. Its depiction of violence has evolved from early shooting games blasting mostly spaceships out of the sky to gory violence, where characters literally tear each other apart with all the realistic details accompanying the act. Many of these games often require the use of increasing levels and intensities of violence to advance through the levels. Thus, violence is used as a problem-solving technique.</p>
<h3><b>Toys and Children</b></h3>
<p>Toys are commonly associated with children. Technology has produced many electronic toys, more specifically, computer and video games. Since there is no extensive body of research on the effects of video game violence, some people state that it does not harm children. The same argument was used to defend television violence for more than 3 decades.</p>
<p>Others assert, theoretically, that video violence actually may benefit children, because it gives them an outlet for aggression. This “catharsis” hypothesis was advanced in the earliest days of the television violence debate, and even compared to the violent elements in literature and art. After many years of research, however, it was abandoned. In Shakespeare the violence is offstage; we see the effects and learn the evil of violence without seeing the act. Classic mystery dramas focus on crime solving, not crime commission; the chief weapon against the villain is intellect, not brute force; and a hero is selected for his or her strength of character, not his or her physical power to dominate. Today’s video game “heroes” often show a violent response as the only effective-and frequently first-response to any conflict.</p>
<h3><b>Is There Any Impact?</b></h3>
<p>There are a few reasons why the games are violent. One is economics: violent games really bring in the quarters for an arcade. Many modern games are designed to let a player fight for a certain amount of time, then compulsively buy more coins to continue. Another reason is that they let you do something that, in real life, is impossible, which is the whole idea of virtual reality and simulation anyway. If you want to unwind after a tough day at work, you cannot take your AK-47 and destroy McDonald’s. However, you can go to an arcade, sit down at an X-Men console, fight a few hundred bad guys and then leave thinking about your game instead of your worries.</p>
<p>Games are just that-games. But when applying these concepts to children, the picture changes, for young children are in immediate danger of copying antisocial behavior. Values are formed very early, and antisocial programming negatively impacts one’s respect for authority, for others, and for self. Given this, parents are asking what effect video violence has on their most frequent players: children 8 to 14 years old and younger.</p>
<p>Research is beginning to give us a picture of what these effects might be. Due to the recent arrival of ultra-violent video games, few studies are available. Research done by the Mediascope Nonprofit Organization shows that heavy exposure to entertainment violence negatively affects children.</p>
<p>Research done by the Media Analysis Laboratory in Simon Fraser University shows that 95 percent of teens surveyed had access to either a video game machine or a home computer, and a similar proportion (90 percent) said they owned at least some video games. The majority said that playing computer games produced a pleasant, exciting, challenging, and interesting experience. Many also felt gaming to be involving (77 percent) and sometimes frustrating (63 percent). Boys and girls experienced games differently, with boys more likely to associate positive emotions with play (e.g., pleasing, exciting, and involving) and girls more likely to associate negative emotions with play (e.g., frustrating, boring, and stressful).</p>
<p>Jeanne B. Funk and her colleagues surveyed the video game habits of more than 900 teenagers, primarily fourth through eighth graders. They found that almost half of the favorite games chosen were of the fantasy violence or human violence type. Girls more often chose games with fantasy violence; boys preferred games with human violence.</p>
<p>A 1998 study examined thirty-three popular video games, and found that almost in 80 percent of them, kids preferred to have violence or aggression as part of the play. Almost half of this violence was directed toward other characters. Twenty-one percent of the games had violence toward women.</p>
<p>There seems to be an imitative effect of playing and observing video game violence, especially among young children. For example, researchers found that in a group of 5 to 7 year olds, children imitated during free play what they had just been exposed to on video games. Children playing active but nonviolent games reflected that in their play, while children playing games with violent themes showed more aggression. The followings facts are taken from Screen Smarts:A Family Guide to Media Literacy by Gloria DeGaetano and Kathleen Bander:</p>
<p><b>Violent video games send the following messages:</b></p>
<p>• Problems can be resolved quickly and with little personal investment.</p>
<p>• The best way to solve a problem is to eliminate its source.</p>
<p>• Problems are basically black or white, right or wrong.</p>
<p>• It is acceptable to immerse oneself in the video game’s rule-driven reality without questioning the rules.</p>
<p>• It is better to use instinctual, rather than thoughtful, responsible behaviors to react to problems.</p>
<p>• Personal imagination is not an important problem-solving skill.</p>
<p>In contrast, playing maze games, puzzles, and simulation or treasure hunt video games teaches children that:</p>
<p>• Problems are solved through patience, personal initiative, perseverance, tolerance, and flexibility.</p>
<p>• Gathering information requires work, and information must be analyzed carefully so that informed decisions can be made.</p>
<p>• Problem definition and solving require the use of complex skills.</p>
<p>• A solution in one instance might not be suitable in another one.</p>
<p>• It is important to use such critical and creative mental skills as planning actions, organizing information, predicting outcomes, experimenting with trial solutions, evaluating ideas, and analyzing solutions and their consequences.</p>
<p>• Use imagination and thinking abilities to cocreate, with the game’s writer, inventive situations.</p>
<p>• Use personally-generated, thoughtful responses to solve problems.</p>
<p>In Time magazine’s cyberguide, video games were classified according to their educational value and violence. The authors write that the most child-appropriate hardware is that which encourages them to think and formulate ideas. Games like Carmen San Diego and Where in the USA? make learning fun. Even though the battles are bloody, children learn fast with strategy games like Age of Empires and Warcraft, because looking ahead, plotting strategy, and husbanding resources are the only ways to win.</p>
<p>In any computer hardware store, you also will find a lot of so-called splatter games. Unfortunately, there is a huge diversity in choice for such games. Games like Doom and Quake put guns in the hands of players and reward them for blasting everything that moves. Residential Evil is nothing less than blowing off a zombie’s head and hacking off its limbs. Home computer games can be even more disturbing: I once saw a 14-year-old kid playing a game in which the winning creature actually urinates over its victim’s body.</p>
<h3><b>Rating Systems and Other Alternatives</b></h3>
<p>With the progress of technology and consequently video games, society began to express concern about growing violence. Funk et al’s report stated that in late 1993, video game and software manufacturers began discussing a rating system. Two eventually emerged: the video game system sponsored by the Interactive Digital Software Association (including Nintendo and Sega) and a set of age-based categories developed by Entertainment Software Ratings Board (ESRB) (formerly the Interactive Digital Software Ratings Board). They developed joint content-based guidelines for video games through the Recreational Software Advisory Council (RSAC).</p>
<p>The ESRB initially proposed four rating categories: Universal (appropriate for all ages), Teen (13 and older), Mature (17 and older), and Adults Only. The board then responded to the concerns of professionals, including the first author, that the categories were too broad at the lower age levels by adding an Early Childhood (ages 3 and older) category. The ESRB also changed Universal to K-A (Kids to Adult, suitable for 6 and older), and added content descriptors that give a general indication of the level of violence, sexual themes, and crude language.</p>
<p>Although such ranking and debating appears to be designed to stop producing violent games, their main purpose should be to let parents know exactly what they are buying. Parents usually purchase the software and decide what games their children will play. Many video games are toxic and inappropriate for children. The best antidote is to teach children to find such games repugnant.</p>
<p>It also is crucial to teach them nonaggressive problem solving techniques through discussions with adults about the consequences of using violence to solve problems. While living in Japan, I noticed that Japan has almost as much entertainment violence as the United States. However, Japanese society is far less violent. The key may be that Japanese films, television programs, and society as a whole tend to show the consequences of violent acts, whereas their American counterparts do not. Finally, trying to keep children from seeing violence in the home, community, and media is the most effective method of ensuring that they grow up mentally normal.</p>
<h3><b>Conclusion</b></h3>
<p>This article points out how much our lives revolve around computerization. Computers dominate the lives of adults, children, and adolescents. At the same time, American youth have become increasingly involved in extremely violent crime, both as victims and offenders. Every aspect of our society, starting with parents, schools, and organizations to the mass media, the entertainment and software industries, and the federal government should be involved in controlling, rating and, if necessary, prohibiting interactive violent video and computer games. Not to sound too clichÃ©, but it is our children who will have to adapt, live, and survive in this automated world. The “game medium” may be an obstacle in achieving their survival.</p>
<h3><em><b>References</b></em></h3>
<ul>
<li>DeGaetano, Gloria and Kathleen Bander. Screen Smarts: A Family Guide to Media Literacy. Boston: Honghton, 1996. (Taken from: Media Awareness Network. March 1999 ).</li>
<li>Funk, Jeanne B., et. al. “Rating Electronic Games” Youth &amp; Society (March 1999). (Taken from: Masterfile Premier. 24 May 1999 &lt;http://gw11.epnet. com/st.asp?key=ehbeuwg&amp;site= ehost&gt;).</li>
<li>Qnittner, Joshua. “Are Video Games Really So Bad?” Time (10 May 1999): 50-59.</li>
<li>“The Social Effects of Electronic Interactive Games: An Annotated</li>
<li>Bibliography.” Oct. 1998. (Taken from: Medioscope Network 25 May 1999 &lt;http://www.mediaecope.org/vidbib.htm#Excerpts&gt;.</li>
<li>“Video Game Culture: Leisure and Play Preferences of B.C. Teens.” (Oct. 1998). Simon Fraser University. (Taken from: Media Awareness Network. 25 May 1999. http://www. media-awareness.ca/eng/issues/violence/resource/reports vgames.htm).</li>
</ul>
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