Ida Byrd-Hill asked:


Four of every ten young-adult dropouts receive some government assistance. Dropouts are eight times more likely to be in jail, and half of all prison inmates are dropouts. (Milliken, 2008) Dropouts begin the dropping out process as early as fourth grade when it becomes quite apparent they cannot read well enough to keep pace with the curriculum. Or worse yet, when they can no longer handle the shame and embarrassment of special education.

These consequences translate into lost tax revenues and higher costs. We can only be economically vibrant when our residents are engaged in productive careers in this competitive global economy. Global competition begins with strong literacy skills.

Since the 1940s k-12 schools taught the whole language concept of reading- memorizing words, known as sight-reading. When we were a manufacturing society, sight-reading and memorization was the easy quick way to prepare people for the factory as basic reading skills were necessary. Unfortunately, whole language has virtually left generations of students functionally illiterate to struggle with reading every day in this highly complex world.

The saddest tragedy is that these students are naturally tech savvy and prefer self challenge skills that are necessary for today’s global society. Skills America needs to secure high demand businesses,” states Ida Byrd-Hill President of Uplift, Inc.

According to Claire Raines, author of Connecting Generations: The Sourcebook, Millennials, those ages 13 to 23 years of age, prefer to learn using teamwork, technology, structure, entertainment and experiential activities. These students are considered technical natives having been raised with cell phones, DVDs, and video game consoles since their birth. They are naturally technical savvy and prefer self challenge.

Millennials can be found manipulating video games – every day of the week for hours developing a skill of self challenge. This population loves the excitement and thrill of video games. Major game retailers, such as EB Games and Gamestop, have followed these Millennials, even to locations within the inner city.

Their curiosity, intensity and seriousness about their video games is refreshing. They have even joined informal clubs to compete. They read complicated gaming magazines to decipher how to move to the top level within any game.

According to Information Week 7/18/2008, “So far this year, retailers have sold $16.6 billion in video games, consoles, and related products, compared with $12.2 billion during the same period a year ago.” Video gaming is gaining momentum even in a shaky economy. Video gaming challenges a person’s brain especially since participants spend hours of time playing the game.

It appears many people believe this fact as sixty-five percent of American households play computer or video games. Eighty-five percent of all games sold in 2007 were rated “E” for Everyone, “T” for Teen, or “E10+” for Everyone 10+. Ninety-four percent of game players under the age of 18 report that their parents are present when they purchase or rent games. Sixty-three percent of parents believe games are a positive part of their children’s lives.

Imagine transporting the elements of video games to the reading arena. Gaming technology can revolutionize reading as it allows for fun repetitive review of concepts and vocabulary. Children could read and pass standardized test with ease. America could return to its dominance in education from its perch of 21 out of 25 industrialized nations where it slipped. Sounds like a pipe dream. Until one looks at STRONG READER.

STRONG READER is a cyber class that combines phonics, etymology and reading comprehension with video lessons, video games, avatars and puzzles to engage students to complete the process of reading development. Listen to a video lesson, answer a question correctly then play the video game. Most online literacy classes are textual based. Sample game below. Play 1 round

http://www.cyberschoolinc.com/Website game/HOOP SHOOT 11a.swf

This cyber class was created by Uplift, Inc. and evolved out of an English class developed at Hustle & TECHknow Preparatory High School, a cyber school catering to high school dropouts with this statistical makeup.

Student Body Makeup

93 Students 70 Boys, 23 Girls,

Ethnic Makeup

1% Asian 2% Caucasian 96% African American

Residential Makeup

91% Detroit Residents 9% Suburban Residents

Special Needs Makeup

30 % Adjudicated Youth 81% Economically disadvantaged

A cyber school is a brick -and-mortar school with part online/ part classroom instruction.

With this unique student body makeup, Hustle & TECHknow Preparatory High School achieved these successes:

Won Educational Program of the Year Automation Alley 2007

Collective Lexile reading scores moved from 4.2 grade to 7.8 grade in less than one year.

Three students qualified as 79 quarter finalists for the National Vocabulary Championship out of 10,000 participants

Three teams participated in the Think Quest Website design competition

Inaugural graduation rate 80% June 2007

100% post secondary enrollment

Managed Algebra, Geometry, Trigonometry and Pre-Calculus

Began Fencing Team with Compuware Coach

If your child struggles with the shame and embarrassment of special education resource rooms because they can not read subscribe to STRONG READER. If you struggle with reading as an adult subscribe to STRONG READER.

Subscription prices.

One time fee of $175 or $35 per month for 5 months.

Go to www.cyberschoolinc.com to subscribe. Subscription is Paypal secured.

Desire to review a demo, accept confidentiality agreement here. Instructions to the demo will popup. Keep in mind this demo is an 8th grade student assessed at reading level of 3.1.



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Carrie Lauth asked:


A review of Video Games & Your Kids – How Parents Stay in Control by Hilarie Cash, PhD and Kim McDaniel, MA

Like many parents, I’m concerned about my kids not spending too much time in front of a screen. Whether that screen is television, computer, or video games matters little. One reason for this is because I have seen how screen time interferes with other, more important activities. Activities like reading, spending time with family, helping around the house, even daydreaming.

It seems that boys in particular have a hard time accepting limits around video gaming and computer time. Since I have two sons, I didn’t want any part of the constant fighting over the video game system between themselves and refusing to accept boundaries and limits that I see in other families. I’ve also observed kids missing a lot of sleep and even social interaction with peers because of spending too much in an artificial world, with detrimental effects both short and long term.

Video Games and Your Kids gathers much of the current research, science and data about why parents should be concerned about their kids spending excessive time playing video (and computer) games. Rather than being the greatest invention since the baby wipe, video games aren’t always just harmless fun.

For one, video games are highly addictive. In fact they are designed to be so – marketers call it the “sticky factor”. The longer the child plays, the better in their estimation. Another reason they are addictive is because of the fast moving images on the screen and the way they stimulate the brain. This sounds like a benefit but it is not. It leads to the child having difficulty with other types of learning – the kind that comes from listening and discussing and solving problems that take more time.

Secondly, video games have negative effects on the body and the brain – not only do video games contribute to a sedentary lifestyle (possibly contributing to childhood obesity) but they also retrain the brain and the way it thinks. This has deleterious effects on how a child learns and their ability to learn outside the game.

Parents sometimes believe that video and computer games are “educational” but the evidence does not support that assessment. In fact, some studies point to the opposite effect and have shown a correlation between computer games and decreased vocabulary.

Video games can also lead to a reduced attention span and reduced ability to deal appropriately in social situations. Video games can also lead to eye and vision problems, headaches, sleeping difficulties, and carpal tunnel syndrome. Kids who spend a lot of time gaming even develop poor posture and shallow breathing.

Interestingly, the authors aren’t totally opposed to video games but remind parents that they must be very careful about their use. This book is helpful to a parent as it gives us research to back up those gut feelings we have. Allowing a child to have unrestricted access to video games is a bad thing. It also gives you some pointers from these experts on how to spot video game addiction and how to get help for your child – and even yourself or a spouse if you are the ones with a problem.



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Lily Morgan asked:


Setting guidelines for video games can be difficult. Most kids would play for hours – at least until the bathroom or the refrigerator calls them away. So how do you determine what is fair and safe for your child?

Time Limits

Your child may prefer to spend every waking moment plugged into a video game console, but healthy kids need a balanced schedule. Homework, chores, outdoor play, and family time need to take precedence over video games. Video games are a reward for completing tasks. Set a time limit for each day’s maximum gaming time.

A good guideline for children aged 5-10 is 30-60 minutes a day, with a few extra minutes allowed on weekends. Up to two hours per day is appropriate for teens and pre-teens, as long as homework and chores are completed.

An egg timer is a good tool for tracking game time. The timer begins once play starts. When the bell sounds, the child must save and exit the game immediately. Parents may be tempted to allow the child to finish the current game or level when the alarm sounds, but some children are crafty. They take advantage of this lenience to extend playing time.

Monitoring Video Game Content

A standardized rating system tags each video game to levels of appropriateness for different age ranges. This rating system is a general guideline only. Just because a game is rated “E” for everyone does not mean the game is free of offensive language, actions and themes.

Each family must decide what is unacceptable. Discuss and draft these family guidelines with your children. Spell out clear consequences for violating guidelines. These guidelines apply to the child whether the game is played at home or at a friend’s house, as well as when other children bring games into your home.

If you are unsure of a video game, rent the game and play it when the child is not present to preview the content. Most salespersons at gaming stores are very knowledgeable of many of the games they sell. They can usually tell you if a particular game violates your family’s guidelines. You can also check the annual Video Game Report Card produced by the National Institute on Media and the Family. The Entertainment Software Rating Board website contains in-depth information about the video game rating system as well.

One of the best ways to monitor your child’s video game habits is to play with them. Plug in an extra controller once a week and spend a few minutes appreciating your child’s video game skills. This can be a period of bonding even into the troublesome teenage years.

Video games do have some redeeming qualities. They are entertaining for your child, encourage fantasy play, build imagination, increase eye/hand coordination, teach strategy, and can be educational. They also teach younger children to share, lose, and win gracefully. Time spent with a video game controller also strengthens the small muscles in a child’s hands, resulting in better handwriting and small motor control.

Video games are a popular pastime for children, but they require parental supervision the same as other areas of your child’s life. Become involved, get informed, set limits, and reap the benefits of your child’s love of video gaming.



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