Scene 1. In the public home are exposed to two little screens, presenting children’s animation. Mama seats in front of them children times about 4 years – a child and also a child. She sat them at pufach just a typical television viewing, thinking the screens live television screens. Children immediately wake up and approximate the watch recognizing the contact shows with computer activities. They learn how to operate the functional imvu credits tackles with briefly learn the policies of sports. Fun are rich, interesting with educational. However, with about 10 small, children begin to look around, swing in pufach and get in place, also the boy climbs the railroad. Something, but, requires the bark. Kids are not fully satisfied and are looking for another, real, motor sensations.
Scene 2. Space is imvu credits split into a big place with a lots of people. Some of them use iPhones or laptops. Younger compete with PSP and hear song with MP3 persons, after that I happen writing this article using the drug. After circling the room about 8-year-old boy, zaglądający the exhibits these means also trying to see plans and activity. Each hit recounts wanted his mother. Complementing the satisfaction with the positive outcome of that limitation test is the ability to show off an important part and get praise. That is her praise and laugh, but not merely the cognitive curiosity pushed him to further exploration.
Great processor with a smaller son with higher needs
Universality, openness and usability of pc is a sign of modern period. Clearly seen is usually a charm with the little creation of this particular expertise also the digital world. Multifunctional computers, electronic way, the digital world is modernity with reality. The separation into the real world and also the exclusive slowly blurred. Using the digital world, community, global has become a quite real and common. This reality has gone into his children’s rooms. They exist quite meets the needs of teenagers? Is it sufficient to ensure the balanced improvement on the broad? These instances show that it is not also propose exactly what this needs.
What is the strict advantage of computers, games, virtual rival, is also a constraint in getting interpersonal skills. The notebook is unrealistically reliable and predictable. Always behave according to the same principles, strictly comply with the direct, that responds a similar means. In the real world contacts such method is unreachable. This expertise is inadequate, because it does not show anything important. On the opposite – builds the illusion of class, reliability, and bring the world the wishes of the character. With real life and relationships is the opposite. Realists spouse or rivals are challenging, they have their own aspirations and aims, often different from the wishes. The activities are surprising, often illogical, sometimes rude. They may not see the principles of „light play”, to try to cheat, charged for incompetence. These are painful and challenging experience, but really. Proper education is to prepare the child to cope in discussions with different partners, much more demanding than a computer.
The computer is never a critical humor
Computer games, electronic devices offering entertainment, technical explanations for contact become accessible, prepared near your every request. Your poverty with wish to help work out what will happen – whether I will participate in a big game, hear music, and can send funny communication. In real life, someone to talk to or engage in a diversion he ought to recommend this, invite and motivate him to this fun. Sometimes even persuade you it is a better idea than the one he advises. That explains establish contact, negotiation, persuasion, beginning the opinion of see with cooperation.
Computer perfectly knows the rules in the entertainment, never with disbelief „exactly how to play”, he tells all the controls and exceptions. Strictly observe the rules of the competition, behaving honestly, fairly counted moments. In the competition planet with real partners you have to contend not simply with the sport itself, but the lack of competence or integrity partner. It’s a tough knowledge, but must learn how to handle the uncertain and ambiguous, which is risky.
All games – frank and virtual – very absorb children engage emotionally, evoke strong feelings. While simply now contest with frank partners you can follow the different problems on the same situations. One child cries after losing while their colleague advocates a rematch. This also provides the opportunity to say the look of feelings (facial expressions, gestures, states), that teaches them right recognition. That facility is the time frame for sympathy with emotional sensitivity, so crucial for achievement in bonds.