2022年UnitKidsandComputersDigitalDanger翻译 .pdf
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1、第 1 页 共 4 页Unit 9 Kids and Computers:Digital Danger Alison Sperry 1.Theres a familiar saying,Play is childrens work.Through play,people who study child development tell us,children develop the skills and outlooks that determine the adults they will become.Playing house or school,for example,helps th
2、em try on the roles of Mom or Dad or teacher.Athletic activities help kids develop coordination,learn to work as part of a group,and gain confidence and a sense of fair play.Even solitary activities like reading connect children with the wider world,encouraging a sense of empathy with the greater hu
3、man family.2.But in very recent years,other forms of entertainment have had an enormous impact on growing children.For many kids,computer activities and video games now take up much-even most-of the time formerly devoted to more traditional forms of play.Entering adulthood now are the first Nintendo
4、 babies,a generation raised more on Virtual Boy and Mortal Kombat than baseball and Uncle Wiggly.How have they been affected by this change in the concept of play?Social scientists,parents,and talk show pundits will be debating the question for years to come.But we can start drawing our own conclusi
5、ons.As amusing and ingenious as electronic entertainment can be,children-and society they live in-are the losers when they rely on these forms of fun.Unlike traditional games and toys,wired entertainment encourages kids to be unimaginative,socially immature,and crudely desensitized to the world arou
6、nd them.3.Watch a child take a ball of Play-Doh in her hand and begin to roll it experimentally.First its a simple ball,then a snake.The snake might become a figure eight or a bracelet.She coils the bracelet on top of itself to create a pot that she uses for a make-believe tea party.Next she smashes
7、 the pot back into a ball,which may next morph into a snowman,a horses head,a bunny,a sea serpent,or a skyscraper.With nothing but her hands and an inexpensive chunk of flour and salt,she forms a universe in which she makes the rules and creates the inhabitants.When she tires of it,she can wad it ba
8、ck into a shapeless mass that awaits her next creative impulse.The act of playing with the Play-Doh sparks other interests maybe shell work with modeling clay that she can bake into a permanent form,or paints,or papier-mach Although she doesnt give what shes doing a great deal of thought,shes learni
9、ng something valuable:I am a creator.I can give my ideas tangible form.4.A video game,on the other hand,is cynically programmed to give the illusion of creativity.The player is given various choices at every turn Which door will I go through?Which weapon will I use?What clue shall I read?But they ar
10、e choices in the same sense that a pigeons pecking at a lever to get a grain of corn is a choice.The player is as much a tool of the game as the joystick.Her momentary fun is unsatisfying because it leads not to any genuine sense of achievement but only to the hypnotic experience of watching someone
11、 elses creation unfold.Hand a ball of Play-Doh to a child reared on the sterile adventure of video games,and youre apt to get a blank look and the hesitant question,What do I do with it?The video game player learns her own lesson:I dont create.I let someone elses creativity happen in front of me.名师资
12、料总结-精品资料欢迎下载-名师精心整理-第 1 页,共 4 页 -第 2 页 共 4 页5.Its a beautiful Saturday in autumn,and a group of kids are playing a pickup game of soccer.A dispute arises about whether a kick went over the foul line.Some of the kids are sure it did;others insist that it did not.Voices are raised;tempers flare.Maybe
13、a hothead or two will stalk off the field.But the sky is crystal blue,and there are chores waiting at home.Making a quick calculation about the relative benefits of continuing the game,the players work out a solution.Maybe they replay the kick.Maybe they flip a coin.Maybe they agree to say that the
14、ball was fair,or foul.Their willingness to compromise,to accept the idea that such give-and-take is part of life,allows the game to proceed.The players move on,having learned a small lesson about getting along with others.6.Contrast that scene with the world of the Internet chat rooms,where many ado
15、lescents spend uncountable hours.On that same lovely Saturday,a young Internet queen hunches over her keyboard,alone in her room.Her buddy list includes dozens,even scores,of friends shes never met.Her fingers fly across the keyboard as she races from one dialogue box to another,keeping up multiple
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