Tuesday, March 15, 2011

For kids who want to be scientists, it's game on!

For kids who want to be scientists, it's game on!


For kids who want to be scientists, it's game on!

Posted: 14 Mar 2011 12:55 PM PDT

MIT Education Arcade
A mini-game within the soon-to-be-launched educational game "Vanished" teaches children about how organisms interact in an ecosystem.
updated 3/14/2011 3:36:48 PM ET 2011-03-14T19:36:48

President Barack Obama may have urged Americans to celebrate science fair winners as if they were Super Bowl champions during his 2011 State of the Union address, but American students still struggle with science. Now, researchers hope to ignite kids' interest in science by drawing them into an activity long loved by children: computer games.

On April 4, scientists at the Massachusetts Institute of Technology and the Smithsonian Institution plan to launch a first-of-its-kind "curated game" — funded by the National Science Foundation — that's designed to give middle-school students a peak into the process of science. The game, called "Vanished," is an environmental mystery game with a science-fiction twist, said Scot Osterweil, a game developer and creative director of MIT's Education Arcade. It's also an "augmented reality" game, meaning kids will do real-world experiments and activities that mesh with the fiction of the game.

"It is both a development and a research project," Osterweil told LiveScience. "What we want to see is whether, through this type of activity, kids evince real scientific reasoning."

Collaborative game play
An understanding of science and technology is important for many careers, but there's evidence that America's students aren't keeping pace. One recent national study found that only 30 percent of American eighth-graders achieve proficiency in science as measured by standardized testing.

Osterweil and his colleagues hope to inject some excitement back into science for kids in the middle-school age group. That's an important age, said Francis Eberle, the executive director of the National Science Teachers Association.

"It is a critical grade level for students making determinations about what they do in the future, in terms of courses and whether they pursue more science and mathematics," Eberle, who was not involved in the game development, told LiveScience.

Osterweil and his colleagues won't give away much of the plotline of "Vanished" – it is a mystery game, after all, and no one likes spoilers. They will say that the game draws on the popularity of TV shows such as "CSI" and "Bones," which capture the spirit, if not always the accuracy, of science.

"We want kids to think of science as something you do collaboratively. There's critical thinking involved," said Caitlin Feeley, the project manager of "Vanished" at MIT. "In a lot of ways, science is more like solving a mystery than anything you do in science lab."

Doing science online
Kids who sign up for the eight-week game will be given the outlines of the mystery and asked to collect real-world data – such as the temperature in their backyards at certain times of day – and then enter that data into an online database. An online forum moderated by MIT undergrads will give kids a place to spin hypotheses about the solution to the mystery. (The adult interaction is what makes the game "curated," the researchers said.)

Some challenges will require kids to go to one of 17 participating museums, which are scattered from California to South Carolina, and then share information with players not close to museums. The goal is to make those kids feel like experts and investigators, not just players, Feeley said.

For less-engaged players, "Vanished" features mini-games that don't advance the overall mystery but do teach the environmental themes of the story. The games should help keep kids involved even if they aren't the ones contributing the most work, Osterweil said.

  1. More science news from MSNBC Tech & Science
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      Science editor Alan Boyle's Weblog: How did Japan's post-tsunami nuclear crisis happen, and how could it end? To some extent, the experts' answers depend on how they feel about nuclear power.

    2. Japan's quake part of destructive cluster?
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In addition, researchers from the Smithsonian will participate in video conferences with players, helping them refine their hypotheses. Several Smithsonian scientists also have filmed short "day-in-the-life" videos to show the students what scientists do at work.

"It's exciting to see kids get an interest in science through what you can bring them," forensic anthropologist Karin Bruwelheide of the Smithsonian Museum of Natural History told LiveScience. "Having a middle-schooler myself, I know that it's an age where a lot of kids drop out of science."

Engagement and effectiveness
The game could be played as a class activity, Osterweil and Feely said, but they designed it as a standalone activity. That's in part because science teachers are already stretched thin, Osterweil said. In addition, most people don't get their science knowledge from school, but from informal activities such as reading and going to museums.

The game sounds "very engaging and sophisticated," Eberle said, praising the research aspect of the project. "I think it's clear that games have an engagement component and a motivation component, but we still don't know enough about their effectiveness," he said. "So building that in right up front is terrific. That will be a major contribution to the field."

Kids can sign up for "Vanished" at http://vanished.mit.edu/.

You can follow LiveScience senior writer Stephanie Pappas on Twitter@sipappas.

© 2011 LiveScience.com. All rights reserved.

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Monday, March 14, 2011

Keep kids entertained while they're off school with educational websites and games

Keep kids entertained while they're off school with educational websites and games


Keep kids entertained while they're off school with educational websites and games

Posted: 13 Mar 2011 09:37 AM PDT

"I'm bored!"

You can count on hearing those dreaded words if you're sticking close to home over March Break or going on a road trip or long plane ride.

Boredom busters to the rescue! Pack up some back-seat survival gear and beat off boredom with the latest in video games and wickedly entertaining websites:

Build brains with great animation software. Create cartoons with sound in mere minutes with Flip Boom Classics. Perfect for ages 6-12, kids bring cartoons to life by simply drawing and colouring a series of pictures, dragging and dropping sounds, and recording their own voice over the animation. Just press play and the characters start moving. Projects can be shared with friends on YouTube or via iPod. For ages 13 and up, check out Flip Boom All Star. Import digital pictures, draw using fun tools and drop in ready-to-animate drawings. Import MP3 files for sound and upload animation to Facebook, YouTube or iPods. Check out toonboom.com/kids.

March 6 mayhem! Nintendo DS launches Pokémon Black Version and Pokémon White Version. Players get to catch, train and battle more than 150 never-before-seen Pokémon in a whole new region in hopes of becoming the Pokemon League Champion. To do that, players fight other powerful trainers and work to expose the plans of the puzzling Team Plasma. The new Global Link feature lets players enjoy the action even while away from their DS. The black version uses a metropolitan area called Black City, while the lush White Forest is featured in the Pokémon White Version; up to five players in multiplayer modes, $34.99. Check out nintendo.com/ds.

Burn off the energy with Wii's Mario Sports Mix - featuring four fast-paced sports to entertain Mario fans with athletics and imagination. From volleyball, basketball, hockey and dodgeball, the action heats up in the Mushroom Kingdom with added challenges and twists like coins and special items for bonus points. Each character has a powerful special move - things get tricky when fields slide around on the DK Dock volleyball court. The basketball courts offers extreme point swings thanks to bonus circles; great for all ages, one to 4 players, $49.99. Check out mariosportsmix.nintendo.com.

Little Big Planet 2 gets rave reviews as a fantastic create-your-own video game marvel. Sackboy provides great magic and variety as players make their own advanced content in this whimsical adventure. The fun storyline lets players create endless activities, including racing games, mini games, action/adventure games and even multiplayer shooters; PlayStation 3, ages 6+, $59.99. Check out littlebigplanet.com.

The epic journey continues with Dragon Quest VI: Realms of Revelation. Nintendo DS fans will enjoy the thrills and spills of this classic-role playing adventure. Be a hero and recruit monsters to lend a hand as you explore multiple worlds in a bizarre alternate universe and face enemy monsters. Plus, take a stand against the villainous Murdaw, the face of terror and evil. Levelling up opens up new spells and skills. Special features include enhanced graphics and touch-screen mini-games; rated T for Teen, $34.99.

Coming to a screen near you - the Nintendo 3DS. A 3D hand-held gaming system that doesn't require special glasses. Not available until March 27, the dual screen system comes in Cosmo Black or Aqua Blue and the 3D effect can be modified by the player or even turned off completely. It comes pre-loaded with games, applications and features, including three cameras. Take photos in 3D and then the fun begins with the built-in game, the Face Raiders. There's a sound manipulation tool or enjoy listening to your MP3 music files; $249.99. Check out nintendo.com/3ds.

Keep kids safe and creative online with these top fun websites picked by familyfun.com:

The Travels of Wiglington and Wenks Virtual World (ages 7 and up): Avatars play games and delve into history; wiglingtonandwenks.com

Funbrain (ages 6 and up): Problem solving games build math and reading skills; funbrain.com

Kideos (ages 3 and up): Prescreened videos that entertain; kideos.com

NGAkids Art Zone (ages 7 and up): Fashion online masterpieces with cool tools and interactive activities; nga.gov/kids/zone

The Toymaker (ages 5 and up): Create whimsical paper toys and miniatures; thetoymaker.com

iTwixie (ages 8 and up): Express yourself on tween girl social networking site; iTwixie.com

Exploratorium (ages 8 and up): Interactive online exhibits entertain and educate; exploratorium.edu/explore

Shidonni (ages 3 and up): Sketch a creature and bring it to life - add habitat, food and sounds; shidonni.com

Activity TV (ages 6 and up): Learn how to juggle, make magic and even cartoon on this easy-to-follow activity site; activitytv.com

Fizzy's Lunch Lab (ages 4 and up): Good nutrition is fun through games, recipes and even dance-along clips; pbskids.org/lunchlab

Starfall (ages 3 to 7): Learn to read with phonics; starfall.com

National Geographic Kids (ages 5 and up): Fabulous photos, games and activities that educate and inspire; kids.nationalgeographic.com

PBS KIDS Island (ages 3 to 6): Learn to read with carnival-themed games and activities; pbskids.org/island

World of Cars Online (ages 4 and up): Design a four-wheeled vehicle, then race it against others - based on popular Disney/Pixar movie Car; worldofcars.com

Keep kids busy with these fun activity books:

Klutz Safety Pin Bracelets, $21.99, ages 8 and up: Pin-bling is the new thing! Spend your break making unexpectedly elegant jewelry. Safety Pin Bracelets show how anyone can craft an entire collection of brilliantly sparkling jewelry out of garden-variety safety pins. Book includes 12 unique bracelet designs, simple step-by-step instructions, hundreds of safety pins, a thousand glass beads and stretch silver cord.

Klutz Thumb Wars, $14.99, ages 8 and up: Bring on the sibling rivalry. Everything you need for a thumb-thumping throw-down is in this kit: an ultimate guide that covers everything from classic challenges, training exercises, fake outs, trash talk and never-before-played games. Comes with the sensational Sleeve of Doom - the ultimate instrument of combat, ensuring no one gets the upper hand.

Klutz Me versus You, $12.99; ages 8 and up: Add some competition to the backseat. Two little books, one epic competition! Just pick an activity, flip to the page and bam - bring it on! Enjoy like travel bingo, car window scavenger hunts, speed mazes, jumbles and more. A throwback to a time before ear buds and video screens.

Klutz - The Fabulous Book of Paper Dolls, $19.99, ages 4 and up: A classic pastime updated for a new generation. These paper people wear their clothes with the help of reusable, press-on, peel-off adhesive dots - no tabs. And no scissors, either - the dolls, clothes and accessories are perforated, ready to pop right out and play.

Klutz Kids Cooking, $19.99, ages 6 and up: If you're hanging around the house, teach kids to cook. Great kid-friendly recipes with plenty of safe ways for kids to contribute. Scoop up the fun - comes with a child's first set of measuring spoons.

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Sunday, March 13, 2011

Yes, It Counts: Kids Get Exercise with Video Games

Yes, It Counts: Kids Get Exercise with Video Games


Yes, It Counts: Kids Get Exercise with Video Games

Posted: 08 Mar 2011 01:12 AM PST

It's a win-win for parents and kids: if you're having trouble convincing your kids to follow the government's advice to get moving, a new study suggests you can just leave them alone with their video games.

Okay, so not all video games can boost children's exercise levels, but the latest research shows that games that require the most physical activity are enough to help youngsters break a sweat and reach recommended levels of moderate to vigorous activity.

Scientists at Brigham Young University and the University of Massachusetts report Monday in the Archives of Pediatric and Adolescent Medicine that activity-based video games, better known as "exergames," can help children expend at least as much energy — and with some games, even up to twice as much — as walking on a treadmill.

(More on Time.com: Obesity: The First Lady Takes on the NRA (No, Not That NRA))

While previous studies have documented the benefits of games such as Dance Dance Revolution and others on the Wii and PlayStation systems, study co-author Bruce Bailey, a professor in exercise sciences at Brigham Young, wanted to learn more about how much impact the games could have on children's fitness. "We were interested in what can children get out of them," he says. "If they chose the right games and the right levels, could they improve their energy expenditure enough so they might have a positive impact on body weight and body composition?"

It turns out they can. Compared to the energy they used while remaining sedentary for 15 mins. in the lab, the 39 boys and girls in the study burned up to seven times as much energy after 10 mins. of playing the various exergames. Bailey and his co-author Kyle McInnis of University of Massachusetts studied six exergames, three that are popular on the consumer market, and three that are used widely in commercial children's fitness centers and schools.

Wii Boxing, the researchers found, involved the least energy investment, requiring as much as walking on a treadmill for 10 mins. The other five games tested, which included Dance Dance Revolution, Cybex Trazer Goalie Wars, LightSpace Bug Invasion, Sportwall and Xavix J-Mat, involved, in order, increasingly greater levels of energy expenditure. Kids used twice as much energy when they used the Xavix system, on which they played sports or games on a mat that detected their movements, as when they walked on the treadmill.

(More on Time.com: Are Working Moms to Blame for Childhood Obesity?)

Not only were the participants using more energy than when on a treadmill, but when Bailey and Innis asked the youngsters about how much they liked the games, not surprisingly they were all enthusiastic about the play. "We can put kids on a treadmill, but the likelihood over a long period of time is that it will be difficult to keep the children focused and interested," says Bailey. "If we use something like [exergames], where they want to participate and want to be involved, I think it might benefit both them and everyone trying to deal with the issue of improving physical activity levels."

The study is among the first to document that exercise during exergaming can reach levels of what experts define as moderate or vigorous physical activity, and the next step is to start testing these programs in schools to determine whether they can have a real impact on children's physical activity levels. Bailey was particularly encouraged by the fact that the overweight children in the study liked the exergames the most, which suggests that the video games could be an effective way to entice heavier children to start becoming more active. "If these activities can increase energy expenditure, they can reach some children who might not otherwise be reached by traditional PE programs," he says.

(More on Time.com: Is School Lunch Making Your Kids Fat?)

Tests in school systems will also help researchers get a better idea for how lasting the benefits might be. Children are notoriously fickle after all: they may become enamored of new and different exergame-based programs, but then may quickly tire of them, just as they get bored of the rote nature of physical education classes. In an editorial accompanying the study, James Sallis, a psychologist at San Diego State University, notes:

The effect on energy expenditure and health outcomes is determined by the frequency, intensity, duration and types of games used in everyday life. Findings to date regarding this topic indicate that regardless of how frequently adolescents play the games when they first obtain them, use typically declines within a few weeks or months.

As with any program aimed at children and teens, the key to exploiting the benefits of exergames may be in holding students' attention long enough to get them hooked on physical activity in general. By starting them out on video games, the hope is that kids will start to want to engage in other kinds of physical activity, such as sports or other organized activity outdoors. At some point, once children get bored with simulating exercise indoors, health officials hope they'll be motivate to get outdoors and do the real thing.

Related links:

Toddlers' Junk-Food Diet May Lead to Lower IQ

Babies Who Start Solids Too Early More Likely To Be Obese

Is My Baby Too Fat? Parents Put Infants on Diets

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Saturday, March 12, 2011

“Post Tech: Apple changes purchases policy to protect kids on iPad, iPhone games” plus 1 more

“Post Tech: Apple changes purchases policy to protect kids on iPad, iPhone games” plus 1 more


Post Tech: Apple changes purchases policy to protect kids on iPad, iPhone games

Posted: 10 Mar 2011 04:27 PM PST

Apple said Thursday that it changed its policy for how purchases can be made within applications on the iPhone and iPad, an attempt to protect users, particularly children, from accidentally racking up iTunes charges.

The Cupertino company's move affects users of its most recent operating system and comes amid growing concern by federal and state enforcement agencies that consumers, including children, were not adequately informed or aware that they were incurring charges on iTunes accounts because of a 15-minute period that allowed for purchases without a password.

Apple said its new device software, iOS 4.3, made available Wednesday, will come with a feature that requires a password when purchases are made within an application after it is downloaded.

Parents had complained to the The Post that in the 15-minute period after an app was downloaded, children were buying sometimes hundreds of dollars of purchases on games such as Smurfs' Village and Tap Zoo ¿ popular iTunes games that are also among the highest-grossing programs for in-app purchases.

"We are proud to have industry-leading parental controls with iOS," said Trudy Muller, a spokeswoman for Apple. She said users have always been able to use parental control setting and restrictions of in-app purchases to protect their iTunes accounts from accidental charges. "With iOS 4.3, in addition to a password being required to purchase an app on the App Store, a reentry of your password is now required when making an in-app purchase."

The Washington State Attorney General's office had sent a letter to Apple last December after receiving complaints from consumers. Federal Trade Commission Chairman Jon Leibowitz told lawmakers he would review the practice. Rep. Ed Markey (D-Mass) and other have called the practice deceitful marketing, and public interest groups question why $99 barrels for "snowflakes" and "Smurfberries" are in a children-focused game, when children may not understand that they are racking up real charges.

"This is a victory for consumers," said Paula Selis, senior counsel for State Attorney General Rob McKenna. "Our attitude about enforcement is that we are most effective with positive change without litigating, and talk an issue through with a company to affect change."

After charges are made through a password-protected prompt, Apple allows for users to conduct recurring charges within 15 minutes without having to reenter their password. The changes made this week by Apple protect users who were seeing recurring charges made after the download of an application.

The idea is that if a password is submitted to in-app purchases, the user is aware of the iTunes charges being made. Some users like the ability to quickly make multiple charges without the inconvenience of re-entering a password.

But some consumer protection experts say Apple's move may not extinguish concerns by regulators and lawmakers. Linda Goldstein, chair of the advertising and marketing division at Manatt, Phelps & Phillips law firm, said the in-app purchases cut across many consumer protection issues: marketing to children and recurring charges to a "non-traditional billing device."

Mobile phones, she said, have "essentially become the equivalent of credit cards in the hands of children."

"When that happens and you have on top of that programs that inherently involved recurring charges, it's a recipe for for high FTC scrutiny," Goldstein said.

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Keep kids entertained while they're off school with websites and games that may just teach them something

Posted: 10 Mar 2011 11:23 PM PST

"I'm bored!"

You can count on hearing those dreaded words if you're sticking close to home over March Break or going on a road trip or long plane ride.

Boredom busters to the rescue! Pack up some back-seat survival gear and beat off boredom with the latest in video games and wickedly entertaining websites:

Build brains with great animation software. Create cartoons with sound in mere minutes with Flip Boom Classics. Perfect for ages 6-12, kids bring cartoons to life by simply drawing and colouring a series of pictures, dragging and dropping sounds, and recording their own voice over the animation. Just press play and the characters start moving. Projects can be shared with friends on YouTube or via iPod. For ages 13 and up, check out Flip Boom All Star. Import digital pictures, draw using fun tools and drop in ready-to-animate drawings. Import MP3 files for sound and upload animation to Facebook, YouTube or iPods. Check out www.toonboom.com/kids.

March 6 mayhem! Nintendo DS launches Pokémon Black Version and Pokémon White Version. Players get to catch, train and battle more than 150 never-before-seen Pokémon in a whole new region in hopes of becoming the Pokemon League Champion. To do that, players fight other powerful trainers and work to expose the plans of the puzzling Team Plasma. The new Global Link feature lets players enjoy the action even while away from their DS. The black version uses a metropolitan area called Black City, while the lush White Forest is featured in the Pokémon White Version; up to five players in multiplayer modes, $34.99. Check out www.nintendo.com/ds.

Burn off the energy with Wii's Mario Sports Mix - featuring four fast-paced sports to entertain Mario fans with athletics and imagination. From volleyball, basketball, hockey and dodgeball, the action heats up in the Mushroom Kingdom with added challenges and twists like coins and special items for bonus points. Each character has a powerful special move - things get tricky when fields slide around on the DK Dock volleyball court. The basketball courts offers extreme point swings thanks to bonus circles; great for all ages, one to 4 players, $49.99. Check out mariosportsmix.nintendo.com.

Little Big Planet 2 gets rave reviews as a fantastic create-your-own video game marvel. Sackboy provides great magic and variety as players make their own advanced content in this whimsical adventure. The fun storyline lets players create endless activities, including racing games, mini games, action/adventure games and even multiplayer shooters; PlayStation 3, ages 6+, $59.99. Check out littlebigplanet.com.

The epic journey continues with Dragon Quest VI: Realms of Revelation. Nintendo DS fans will enjoy the thrills and spills of this classic-role playing adventure. Be a hero and recruit monsters to lend a hand as you explore multiple worlds in a bizarre alternate universe and face enemy monsters. Plus, take a stand against the villainous Murdaw, the face of terror and evil. Levelling up opens up new spells and skills. Special features include enhanced graphics and touch-screen mini-games; rated T for Teen, $34.99.

Coming to a screen near you - the Nintendo 3DS. A 3D hand-held gaming system that doesn't require special glasses. Not available until March 27, the dual screen system comes in Cosmo Black or Aqua Blue and the 3D effect can be modified by the player or even turned off completely. It comes pre-loaded with games, applications and features, including three cameras. Take photos in 3D and then the fun begins with the built-in game, the Face Raiders. There's a sound manipulation tool or enjoy listening to your MP3 music files; $249.99. Check out nintendo.com/3ds.

Keep kids safe and creative online with these top fun websites picked by www.familyfun.com:

The Travels of Wiglington and Wenks Virtual World (ages 7 and up): Avatars play games and delve into history; www.wiglingtonandwenks.com

Funbrain (ages 6 and up): Problem solving games build math and reading skills; www.funbrain.com

Kideos (ages 3 and up): Prescreened videos that entertain; www.kideos.com

NGAkids Art Zone (ages 7 and up): Fashion online masterpieces with cool tools and interactive activities; www.nga.gov/kids/zone

The Toymaker (ages 5 and up): Create whimsical paper toys and miniatures; www.thetoymaker.com

iTwixie (ages 8 and up): Express yourself on tween girl social networking site; www.iTwixie.com

Exploratorium (ages 8 and up): Interactive online exhibits entertain and educate; www.exploratorium.edu/explore

Shidonni (ages 3 and up): Sketch a creature and bring it to life - add habitat, food and sounds; www.shidonni.com

Activity TV (ages 6 and up): Learn how to juggle, make magic and even cartoon on this easy-to-follow activity site; www.activitytv.com

Fizzy's Lunch Lab (ages 4 and up): Good nutrition is fun through games, recipes and even dance-along clips; www.pbskids.org/lunchlab

Starfall (ages 3 to 7): Learn to read with phonics; www.starfall.com

National Geographic Kids (ages 5 and up): Fabulous photos, games and activities that educate and inspire; kids.nationalgeographic.com

PBS KIDS Island (ages 3 to 6): Learn to read with carnival-themed games and activities; pbskids.org/island

World of Cars Online (ages 4 and up): Design a four-wheeled vehicle, then race it against others - based on popular Disney/Pixar movie Car; www.worldofcars.com

Keep kids busy with these fun activity books:

Klutz Safety Pin Bracelets, $21.99, ages 8 and up: Pin-bling is the new thing! Spend your break making unexpectedly elegant jewelry. Safety Pin Bracelets show how anyone can craft an entire collection of brilliantly sparkling jewelry out of garden-variety safety pins. Book includes 12 unique bracelet designs, simple step-by-step instructions, hundreds of safety pins, a thousand glass beads and stretch silver cord.

Klutz Thumb Wars, $14.99, ages 8 and up: Bring on the sibling rivalry. Everything you need for a thumb-thumping throw-down is in this kit: an ultimate guide that covers everything from classic challenges, training exercises, fake outs, trash talk and never-before-played games. Comes with the sensational Sleeve of Doom - the ultimate instrument of combat, ensuring no one gets the upper hand.

Klutz Me versus You, $12.99; ages 8 and up: Add some competition to the backseat. Two little books, one epic competition! Just pick an activity, flip to the page and bam - bring it on! Enjoy like travel bingo, car window scavenger hunts, speed mazes, jumbles and more. A throwback to a time before ear buds and video screens.

Klutz - The Fabulous Book of Paper Dolls, $19.99, ages 4 and up: A classic pastime updated for a new generation. These paper people wear their clothes with the help of reusable, press-on, peel-off adhesive dots - no tabs. And no scissors, either - the dolls, clothes and accessories are perforated, ready to pop right out and play.

Klutz Kids Cooking, $19.99, ages 6 and up: If you're hanging around the house, teach kids to cook. Great kid-friendly recipes with plenty of safe ways for kids to contribute. Scoop up the fun - comes with a child's first set of measuring spoons.

This entry passed through the Full-Text RSS service — if this is your content and you're reading it on someone else's site, please read our FAQ page at fivefilters.org/content-only/faq.php
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Friday, March 11, 2011

Parents face challenges in keeping kids from violent video games

Parents face challenges in keeping kids from violent video games


Parents face challenges in keeping kids from violent video games

Posted: 11 Mar 2011 02:00 AM PST

Published: March 11, 2011

TAMPA - The first level in the wildly popular video game "Call of Duty: Black Ops" requires players to storm a fortress, mow down guards with a barrage of machine-gun fire, then assassinate Fidel Castro as he holds a scantily clad woman hostage.

Michael Evdemon, 11, wants to play the mature-rated game. His mother, Laura Evdemon, won't let him.

He mentions "Call of Duty" every day. His friends are playing it and he feels left out, he tells his mother. Michael, a history buff, talks about the game's Cold War-era setting. He mentions an option to turn off the blood and gore.

And if he's not old enough to play the game at age 11, he argues, he will be next year when he's 12, right?

"Or at least 14 or 15," Michael said. "I think I'll be mature then."

Not a chance, his mom says.

"He's really, really trying to negotiate these mature-rated games," Laura Evdemon said. "It's a challenge, but I've absolutely put my foot down."

Welcome to video wars, where the real-life battle is kids vs. parents, not gamers vs. bad guys.

Parents are finding it increasingly difficult to select games with content appropriate for children and monitor their kids' playing habits.

Today's high-tech home gaming consoles pump out graphics that realistically depict blood and gore. Violent shooting games have skyrocketed in popularity, and it's become the norm for gamers to meet others online and play against them.

Melissa Ryan of Tampa said she was not expecting to monitor the video game habits of her son, Michael, so closely.

"How did we ever get involved in this level of negotiation?" Ryan said. "We're already overwhelmed with monitoring what kids do."

Evdemon said she's thankful for the ratings system. She scrutinizes every game her son wants to play, checking the rating and its accompanying description for blood, sexual content, drug use and profanity.

"We rent a lot of games first," she said. "If it's offensive, we won't keep it in our library."

* * * * *

Ratings are assigned by the Entertainment Software Ratings Board, a self-regulating body of the $10 billion-a-year video game industry. The board approves ratings for about 1,800 games a year and ensures advertisers market games to the audience the titles were rated for, president Patricia Vance said.

Games rated T, or Teen, have content appropriate for age 13 and older and contain what the ratings board describes as minimal blood, suggestive themes and violence.

Titles rated M, or Mature, are recommended for age 17 and older and contain intense violence, blood and gore, sexual content and strong language.

The ratings are voluntary for retailers; there are no citations or fines if retailers break the rules. But this year, the U.S. Supreme Court will decide if selling mature-rated games to minors should be penalized by law. In California, if a mature game is sold to a child, the penalty is a $1,000 fine.

About 87 percent of parents are aware of the ratings and 75 percent check the ratings before making a purchase, according to a study by the ratings board.

Michael Evdemon said classmates with parents who let them play "Call of Duty," or have watched older siblings who do, tell him how awesome the game is.

"They're like, 'Michael, get this game. It's fun,'" he said. "And I'm like, 'Dude, how many times do I have to tell you I can't get those games?'"

Here's how the Entertainment Software Ratings Board describes "Call of Duty: Black Ops," which has raked in $1 billion in sales since its release in November:

"Players use a wide variety of weapons such as pistols, rifles, machine guns, and explosives to injure/kill enemies. Combat can generate pools of blood and dismembered limbs. Players can use enemy bodies as human shields and execute them at close range. In one sequence, broken glass is placed into the mouth of a man while he is repeatedly punched, causing blood to spill from his mouth."

A spokeswoman for Activision-Blizzard, the publisher of the "Call of Duty" franchise, did not respond to requests for comment.

"Call of Duty" and other popular M-rated franchises such as "Halo" and "Assassin's Creed" aren't allowed in Evdemon's and Ryan's homes, but the mothers know their sons could play the games at a friend's house, away from their supervision.

Ryan said she calls the parents of her son's friends and tells them he's not allowed to watch or play games with adult-oriented content.

"I was very grateful they supported that," Ryan said. "But I'm a bit surprised how many kids his age are playing that game."

Ryan said her son had visited a friend's house and saw an older child playing "Call of Duty." Michael Ryan told his mother the intense violence made him uncomfortable.

"You just have to communicate with your child," Ryan said. "You have to tell them no and tell them why."

* * * * *

Violent video games can increase children's aggression, according to the American Psychological Association. But the results of various studies "keep on changing as the games change and the platforms change," said Henry Shapiro, a developmental behavioral pediatrician at All Children's Hospital.

"There's heightened aggression in the short term," Shapiro said. Violent games will have more impact on children who already have anger, aggressive feelings or are predisposed or attracted to violence, he said.

"I don't know whether playing a video game by itself can tip you over, especially when you're oversaturated with other media," Shapiro said. "But it does interfere with other activities kids could be doing."

The key for parents is moderation, the doctor said.

"Leisure time and entertainment has its place, but like everything, it has to be used wisely," he said. "Do you want your kid to be programmed just as a consumer? It's something you have to set time limits on. Some families have a hard time getting there. If a kid reacts so violently to you setting a time limit, there's probably a bigger issue there."

Hype and advertising contribute more to children wanting to play mature titles than the thrill of breaking rules and going against the rating system itself, said Rick Hall, who teaches video game programming and design at the University of Central Florida.

"For kids, the rating system is an impediment," said Hall, who worked in the gaming industry for 15 years before joining UCF's Florida Interactive Entertainment Academy. "It's more for the parents. And it's a pretty stringent ratings system."

Lost amid the marketing blitz of violent games such as "Call of Duty," "Halo: Reach" and "Battlefield: Bad Company 2" is that titles rated for all ages, such as "Super Mario Galaxy 2" and "Donkey Kong Country Returns," dominate sales charts as well, said Vance, the ratings board president.

Hall said a small number of games are rated mature or adult-only.

"Eighty-two percent of games are rated teen or below," he said. "Violent games appeal to a niche group."

Shane Temple-Butcher, the owner of R.U. Game on Fowler Avenue, said when a parent brings a mature-rated game to the register, he asks whether they know what they're buying.

He said he refuses to sell an M-rated game to a minor unless the parent or guardian buys the game and is aware of the rating and content.

"Some parents will say, 'Oh, he sees it on TV all the time anyway,'" the video game seller said. "It's all on the parents."

About 80 percent of retailers across the nation deny sales of mature-rated games to minors, according to a 10-year study by the Federal Trade Commission.

But the ultimate form of regulation should come from parents, Vance said.

Evdemon and Ryan said they schedule nights for the family to play board games and other activities. The mothers said they limit their sons' time to play video games and use the computer to about two hours a day, especially closer to the weekend.

Games, computers and other similar pastimes should be presented as privileges or rewards for children attaining success in real world endeavors, Shapiro, the pediatrician, said.

Evdemon said she makes sure her son understands that concept.

"We talk about that a lot, how it's a privilege," she said. "When he misbehaves, computers and video games are the first things to go."

And if her son tries to sneak violent games past her?

"He knows he's not allowed," she said. "I have to trust him."

Ratings are assigned by the Entertainment Software Ratings Board, a self-regulating body of the $10-billion-a-year video game industry. Introduced in 1994, the ratings are designed to provide information about content in computer and video games to consumers, especially parents.

Rating symbols are found on front of a game's packaging. Descriptors, which include intense violence, drug use, language and sexual content, are found on the back of a game's box.

EC, Early Childhood: Content suitable for age 3 and older. Contains no material that parents would find inappropriate or offensive.

E, Everyone: Games suitable for age 6 and older. Games in this category may contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.

E10+, Everyone 10+: Games suitable for age 10 and older. Titles in this category may contain more cartoon, fantasy or mild violence, mild language and/or minimal suggestive themes.

T, Teen: Games suitable for age 13 and older. Titles may contain violence, suggestive themes, crude humor, minimal blood, simulated gambling and/or infrequent use of strong language.

M, Mature: Suitable for age 17 and older. Titles may contain intense violence, blood and gore, sexual content and/or strong language.

AO, Adults Only: Games that should only be played by people age 18 and older. Titles may include prolonged scenes of intense violence and/or graphic sexual content and nudity.

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Wednesday, March 9, 2011

“Video Games That Make Kids Move Burn Calories” plus 1 more

“Video Games That Make Kids Move Burn Calories” plus 1 more


Video Games That Make Kids Move Burn Calories

Posted: 08 Mar 2011 09:18 PM PST

By Maureen Salamon
HealthDay Reporter

Latest Exercise & Fitness News

MONDAY, March 7 (HealthDay News) -- Interactive video games that require high-energy movement raised middle school kids' metabolisms to levels typically seen with moderate or vigorous exercise, a new study finds.

Researchers evaluated the effect of six forms of so-called "exergaming" on energy expenditure in 39 children of various body-mass indexes (BMIs) at a youth fitness research and training center at the University of Massachusetts.

The children, whose average age was between 11 and 12, had their metabolic rates measured after walking on a treadmill at 3 miles per hour and after 10 minutes on each of six exergames. The digital games included home and commercial versions such as Dance Dance Revolution, Nintendo Wii Boxing, LightSpace Bug Invasion, and Cybex Trazer Goalie Wars, Xavix J-Mat and Sportwall.

The researchers noticed that children with higher BMIs -- which included 21 children who were either overweight or at risk of becoming overweight -- enjoyed the exergames more than children of normal weight, though all of them expended similar amounts of energy.

"They obviously enjoyed all the games a lot and it's another tool for parents and practitioners to use to increase physical activity in children," said study author Bruce W. Bailey, an assistant professor of exercise sciences at Brigham Young University. "As far as energy expenditure, if you choose the right levels and the right games, you can get some decent physical activity."

The study is published in the March 7 online issue of the Archives of Pediatrics & Adolescent Medicine.

Because "screen time" -- the use of television, videos, computers or video games -- is usually sedentary, it has been associated with the nation's 19 percent childhood obesity rate. But, recent interest in activity-promoting video games may be a viable addition to more traditional exercise, Bailey said.

The exergames produced a fourfold to eightfold increase in energy use compared to resting, the study said, and four of the six games tested resulted in higher energy expenditure.

"I think it's interesting and potentially useful," he said. "Will [kids] substitute these games for other games? That's an interesting question. If they can, it would have at least an impact on energy expenditure."

Elizabeth DiRico, an exercise physiologist for Cigna Healthcare in Findlay, Ohio, said Bailey's findings mirrored the results of a similar study she did with college-age students in 2008.

The exergames are "way better" than sedentary digital games and introduce kids to other forms of exercise they may not have tried, said DiRico, who works on health coaching, counseling and preventive care with corporate clients.

"The thing with kids is not only that they're sitting in front of video games, but there's often a lot of mindless snacking going on. This makes it harder to snack while they're doing it," she said. "I think the major thing is that this is an alternate or supplement to traditional exercise plans."

MedicalNewsCopyright © 2011 HealthDay. All rights reserved.

SOURCE: Bruce W. Bailey, Ph.D., assistant professor, exercise sciences, Brigham Young University, Provo, Utah; Elizabeth DiRico, exercise physiologist, Cigna Healthcare, Findlay, Ohio; March 7, 2011, Archives of Pediatrics & Adolescent Medicine, online


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Active Video Games Help Kids Burn Calories

Posted: 09 Mar 2011 03:21 AM PST

Study Shows Kids With the Highest BMIs Enjoy 'Exergames' the Most

March 7, 2011 -- Video games that mix entertainment with exercise can help kids burn calories and have fun at the same time, a new study shows.

The study had 39 middle-school aged kids play six different kinds of "exergames" -- video games that require a player to move around.  

The games included games such as trying to keep up with a cartoon Jackie Chan as he hurdled down the streets of Hong Kong, boxing a virtual opponent, and chasing colored lights on a mat, either to follow dance moves or stomp on bugs.

Researchers compared the energy required to play those games or walk on a treadmill at a speed of 3 miles per hour to energy expended at rest.

Researchers found that exergames increased the amount of calories each child burned 400% to 800% over their resting metabolic rate, an amount that was at least as good as treadmill walking.

Exergames and Kids With High BMIs

Although all the kids said they had fun, the kids with the highest BMIs were the ones who reported liking exergames the most.

"I think that's important," says study researcher Kyle McInnis, ScD, a professor in the department of exercise and sports sciences at the University of Massachusetts in Boston.

"Typically, these kids with higher BMIs might be less exposed to sports or have a history of being less successful in activity-based games just because it's more difficult to move around," McInnis tells WebMD.

"It was capitalizing on their ability to be successful. In other words, it was kind of built-in positive reinforcement."

Other experts say they have noticed the same phenomenon.

"If you're in grade three or four and you're the last one picked for the team, that doesn't do a lot for your self-confidence," says Larry Katz, PhD, professor of kinesiology and director of the Sport Technology Research Laboratory at the University of Calgary in Canada.

"The nice thing about the exergames is that because it's individualized, you can improve relative to yourself," says Katz.

The study is published in the Archives of Pediatric & Adolescent Medicine.

Previous studies have shown that active video games can help kids increase their physical activity, but experts who reviewed the study for WebMD noted that this one was one of the first to look at how hard kids are working when they play.

"One thing that was unique about their study that I haven't seen in other studies was metabolic measurement," Katz says, because you're actually measuring intensity, which is nice because people talk about it, but now you can actually measure whether it's moderate to extensive," he says. Katz has studied the effect of exergames on kids, but was not involved in the current study.

The study was also one of the first to measure enjoyment of exergaming, experts say.

"People, in general, tend to participate in activities they enjoy. That's true of adults, but it's probably more true of children," says study researcher Bruce W. Bailey, PhD, assistant professor of exercise and sports science at Brigham Young University in Provo, Utah.

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Tuesday, March 8, 2011

“Yes, It Counts: Kids Get Exercise with Video Games” plus 2 more

“Yes, It Counts: Kids Get Exercise with Video Games” plus 2 more


Yes, It Counts: Kids Get Exercise with Video Games

Posted: 08 Mar 2011 01:12 AM PST

It's a win-win for parents and kids: if you're having trouble convincing your kids to follow the government's advice to get moving, a new study suggests you can just leave them alone with their video games.

Okay, so not all video games can boost children's exercise levels, but the latest research shows that games that require the most physical activity are enough to help youngsters break a sweat and reach recommended levels of moderate to vigorous activity.

Scientists at Brigham Young University and the University of Massachusetts report Monday in the Archives of Pediatric and Adolescent Medicine that activity-based video games, better known as "exergames," can help children expend at least as much energy — and with some games, even up to twice as much — as walking on a treadmill.

(More on Time.com: Obesity: The First Lady Takes on the NRA (No, Not That NRA))

While previous studies have documented the benefits of games such as Dance Dance Revolution and others on the Wii and PlayStation systems, study co-author Bruce Bailey, a professor in exercise sciences at Brigham Young, wanted to learn more about how much impact the games could have on children's fitness. "We were interested in what can children get out of them," he says. "If they chose the right games and the right levels, could they improve their energy expenditure enough so they might have a positive impact on body weight and body composition?"

It turns out they can. Compared to the energy they used while remaining sedentary for 15 mins. in the lab, the 39 boys and girls in the study burned up to seven times as much energy after 10 mins. of playing the various exergames. Bailey and his co-author Kyle McInnis of University of Massachusetts studied six exergames, three that are popular on the consumer market, and three that are used widely in commercial children's fitness centers and schools.

Wii Boxing, the researchers found, involved the least energy investment, requiring as much as walking on a treadmill for 10 mins. The other five games tested, which included Dance Dance Revolution, Cybex Trazer Goalie Wars, LightSpace Bug Invasion, Sportwall and Xavix J-Mat, involved, in order, increasingly greater levels of energy expenditure. Kids used twice as much energy when they used the Xavix system, on which they played sports or games on a mat that detected their movements, as when they walked on the treadmill.

(More on Time.com: Are Working Moms to Blame for Childhood Obesity?)

Not only were the participants using more energy than when on a treadmill, but when Bailey and Innis asked the youngsters about how much they liked the games, not surprisingly they were all enthusiastic about the play. "We can put kids on a treadmill, but the likelihood over a long period of time is that it will be difficult to keep the children focused and interested," says Bailey. "If we use something like [exergames], where they want to participate and want to be involved, I think it might benefit both them and everyone trying to deal with the issue of improving physical activity levels."

The study is among the first to document that exercise during exergaming can reach levels of what experts define as moderate or vigorous physical activity, and the next step is to start testing these programs in schools to determine whether they can have a real impact on children's physical activity levels. Bailey was particularly encouraged by the fact that the overweight children in the study liked the exergames the most, which suggests that the video games could be an effective way to entice heavier children to start becoming more active. "If these activities can increase energy expenditure, they can reach some children who might not otherwise be reached by traditional PE programs," he says.

(More on Time.com: Is School Lunch Making Your Kids Fat?)

Tests in school systems will also help researchers get a better idea for how lasting the benefits might be. Children are notoriously fickle after all: they may become enamored of new and different exergame-based programs, but then may quickly tire of them, just as they get bored of the rote nature of physical education classes. In an editorial accompanying the study, James Sallis, a psychologist at San Diego State University, notes:

The effect on energy expenditure and health outcomes is determined by the frequency, intensity, duration and types of games used in everyday life. Findings to date regarding this topic indicate that regardless of how frequently adolescents play the games when they first obtain them, use typically declines within a few weeks or months.

As with any program aimed at children and teens, the key to exploiting the benefits of exergames may be in holding students' attention long enough to get them hooked on physical activity in general. By starting them out on video games, the hope is that kids will start to want to engage in other kinds of physical activity, such as sports or other organized activity outdoors. At some point, once children get bored with simulating exercise indoors, health officials hope they'll be motivate to get outdoors and do the real thing.

Related links:

Toddlers' Junk-Food Diet May Lead to Lower IQ

Babies Who Start Solids Too Early More Likely To Be Obese

Is My Baby Too Fat? Parents Put Infants on Diets

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Active Video Games Help Kids Burn Calories

Posted: 07 Mar 2011 04:49 PM PST

Study Shows Kids With the Highest BMIs Enjoy 'Exergames' the Most

By Brenda Goodman
WebMD Health News

March 7, 2011 -- Video games that mix entertainment with exercise can help kids burn calories and have fun at the same time, a new study shows.

The study had 39 middle-school aged kids play six different kinds of "exergames" -- video games that require a player to move around.  

The games included games such as trying to keep up with a cartoon Jackie Chan as he hurdled down the streets of Hong Kong, boxing a virtual opponent, and chasing colored lights on a mat, either to follow dance moves or stomp on bugs.

Researchers compared the energy required to play those games or walk on a treadmill at a speed of 3 miles per hour to energy expended at rest.

Researchers found that exergames increased the amount of calories each child burned 400% to 800% over their resting metabolic rate, an amount that was at least as good as treadmill walking.

Exergames and Kids With High BMIs

Although all the kids said they had fun, the kids with the highest BMIs were the ones who reported liking exergames the most.

"I think that's important," says study researcher Kyle McInnis, ScD, a professor in the department of exercise and sports sciences at the University of Massachusetts in Boston.

"Typically, these kids with higher BMIs might be less exposed to sports or have a history of being less successful in activity-based games just because it's more difficult to move around," McInnis tells WebMD.

"It was capitalizing on their ability to be successful. In other words, it was kind of built-in positive reinforcement."

Other experts say they have noticed the same phenomenon.

"If you're in grade three or four and you're the last one picked for the team, that doesn't do a lot for your self-confidence," says Larry Katz, PhD, professor of kinesiology and director of the Sport Technology Research Laboratory at the University of Calgary in Canada.

"The nice thing about the exergames is that because it's individualized, you can improve relative to yourself," says Katz.

The study is published in the Archives of Pediatric & Adolescent Medicine.

Previous studies have shown that active video games can help kids increase their physical activity, but experts who reviewed the study for WebMD noted that this one was one of the first to look at how hard kids are working when they play.

"One thing that was unique about their study that I haven't seen in other studies was metabolic measurement," Katz says, because you're actually measuring intensity, which is nice because people talk about it, but now you can actually measure whether it's moderate to extensive," he says. Katz has studied the effect of exergames on kids, but was not involved in the current study.

The study was also one of the first to measure enjoyment of exergaming, experts say.

"People, in general, tend to participate in activities they enjoy. That's true of adults, but it's probably more true of children," says study researcher Bruce W. Bailey, PhD, assistant professor of exercise and sports science at Brigham Young University in Provo, Utah.

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Video Games That Make Kids Move Burn Calories

Posted: 07 Mar 2011 01:03 PM PST

MONDAY, March 7 (HealthDay News) -- Interactive video games that require high-energy movement raised middle school kids' metabolisms to levels typically seen with moderate or vigorous exercise, a new study finds.

Researchers evaluated the effect of six forms of so-called "exergaming" on energy expenditure in 39 children of various body-mass indexes (BMIs) at a youth fitness research and training center at the University of Massachusetts.

The children, whose average age was between 11 and 12, had their metabolic rates measured after walking on a treadmill at 3 miles per hour and after 10 minutes on each of six exergames. The digital games included home and commercial versions such as Dance Dance Revolution, Nintendo Wii Boxing, LightSpace Bug Invasion, and Cybex Trazer Goalie Wars, Xavix J-Mat and Sportwall.

The researchers noticed that children with higher BMIs -- which included 21 children who were either overweight or at risk of becoming overweight -- enjoyed the exergames more than children of normal weight, though all of them expended similar amounts of energy.

"They obviously enjoyed all the games a lot and it's another tool for parents and practitioners to use to increase physical activity in children," said study author Bruce W. Bailey, an assistant professor of exercise sciences at Brigham Young University. "As far as energy expenditure, if you choose the right levels and the right games, you can get some decent physical activity."

The study is published in the March 7 online issue of the Archives of Pediatrics & Adolescent Medicine.

Because "screen time" -- the use of television, videos, computers or video games -- is usually sedentary, it has been associated with the nation's 19 percent childhood obesity rate. But, recent interest in activity-promoting video games may be a viable addition to more traditional exercise, Bailey said.

The exergames produced a fourfold to eightfold increase in energy use compared to resting, the study said, and four of the six games tested resulted in higher energy expenditure.

"I think it's interesting and potentially useful," he said. "Will [kids] substitute these games for other games? That's an interesting question. If they can, it would have at least an impact on energy expenditure."

Elizabeth DiRico, an exercise physiologist for Cigna Healthcare in Findlay, Ohio, said Bailey's findings mirrored the results of a similar study she did with college-age students in 2008.

The exergames are "way better" than sedentary digital games and introduce kids to other forms of exercise they may not have tried, said DiRico, who works on health coaching, counseling and preventive care with corporate clients.

"The thing with kids is not only that they're sitting in front of video games, but there's often a lot of mindless snacking going on. This makes it harder to snack while they're doing it," she said. "I think the major thing is that this is an alternate or supplement to traditional exercise plans."

More information

The U.S. Centers for Disease Control and Prevention has more on childhood obesity.

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