Scene 1. In the public place are exposed to two tiny screens, presenting children’s animation. Mama seats in front of them kids time about 4 years – a child and a child. She stayed them at pufach just a normal television viewing, feeling that the projects live tv screens. Children immediately wake up and advance the screen understanding the contact projects with computer games. They learn how to control the active imvu credits meadows then briefly assimilate the principles of matches. Fun are colorful, interesting with educational. But, like almost 10 minutes, children begin to look around, swing at pufach and get positive, plus the lad climbs the tracking. Something, however, lacks the bark. Results are not quite satisfied and are looking for new, real, motor sensations.
Scene 2. The space is imvu credits divided into a large room with a lot of folks. Some of them use iPhones or laptops. Younger play in PSP and hear song with MP3 players, and I happen writing this article working the supplement. After circling the room about 8-year-old boy, zaglądający the displays these plan with wanting to find plans with ready. Each hit recounts wanted his mother. Complementing its satisfaction with the positive outcome of that unique test is the ability to show off an important one and get praise. This is her consent and laugh, but not merely the cognitive curiosity pushed him to help exploration.
Great computer and a smaller daughter with extreme needs
Universality, accessibility and simplicity of computers is a image of advanced era. Clearly visible can be a charm with the small cohort associated with this engineering with the digital world. Multifunctional computers, electronic design, the virtual world is modernity with reality. The type in the real life then the exclusive slowly blurred. Aiding the virtual world, community, global has become a quite real and pervasive. This fact has recorded his children’s places. They are fully meets the needs of adolescents? Is it sufficient to guarantee the fit progress of the full? These cases show that it is not and propose exactly what it requires.
What is the practical advantage of computers, games, virtual rival, can be a issue in getting social skills. The notebook is unrealistically reliable and predictable. Always work using the same principles, strictly comply with the principles, it responds the same method. In the real world call such direction is unreachable. That incident is useless, because it does not show something important. On the contrary – figures the impression of sort, consistency, also deliver the world the aspirations with the individual. In real life and links is the opposite. Realists spouses or rivals are calling, they have their own aspirations and purposes, often different from your hopes. Their behaviors are surprising, often illogical, sometimes rude. They may not follow the policies of „fair play”, to cheat, held accountable for incompetence. These are burning with awkward experience, but really. Proper education is to prepare the child to deal in conversations with some other partners, much more demanding than a computer.
The notebook is certainly not a dangerous humor
Computer games, electronic devices offering entertainment, technical solutions for transfer are open, prepared to help our every ask. Our essential with desire to help decide what will happen – whether I will enjoy a video game, listen to music, and can send funny message. In actual, someone to talk to or enjoy a ready he must deliver it, encourage and push him for this fun. Sometimes even tell people that it is a better idea than the one he aims. That teaches establish contact, negotiation, persuasion, determining the opinions of value with cooperation.
Computer perfectly knows the rules of the competition, never with doubt „exactly how to join in”, he identifies all the judges and different. Strictly follow the rules from the game, behaving honestly, fairly counted items. In the activity planet with frank partners you have to contend not merely with the game itself, but also the lack of competence or integrity partner. It’s a tough experience, but must learn how to handle the tentative and ambiguous, which is risky.
All games – real and exclusive – very absorb children engage emotionally, evoke strong feelings. While individual in games with really partners you can watch the different problems to the similar situations. One child cries after spending while his friend advocates a replay. This too provides opportunity to keep the manifestation of experiences (facial expressions, gestures, comments), that shows them right recognition. That power is the core for understanding with emotional sensitivity, so notable for star with relationships.