Unit 9 Kids and Computers Digital Danger 课文翻译

更新时间:2023-05-04 03:56:25 阅读: 评论:0

Unit 9
Kids and Computers: Digital Danger
Alison Sperry
1.    There's a familiar saying, "Play is children's work." Through play, people who study child development tell us, children develop the skills and outlooks that determine the adults they will become.  Playing hou or school, for example, helps them "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 n of fair play.  Even solitary activities like reading connect children with the wider world, encouraging a n of empathy with the greater human 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 babies, a generation raid more on Virtual Boy and Mortal Kombat than baball 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 conclusions. As amusing and ingenious as electronic entertainment can be, children -- and society they live in -- are the lors when they rely阿奇和头孢的区别 on the forms of fun. Unlike traditional games and toys, "wired" entertainment encourages kids to be unimaginative, socially immature, and crudely densitized to the world around them.
3.    Watch a child take a ball of Play-Doh in her hand and begin to roll it experimentally. First it's a simple ball, then a snake. The snake might become a figure eight or a bracelet. She coils the bracelet on top of itlf to create a pot that she us for a make-believe tea party. Next she smashes the pot back into a ball, which may next morph into a snowman, a hor's head, a bunny, a a rpent, or a skyscraper. With nothing but her hands and an inexpensive chunk of flour and salt, she forms a univer in which she makes the rules and creates the inhabitants. When she tires of it, she can wad it back into a shapele
ss mass that awaits her next creative impul. The act of playing with the Play-Doh sparks other interests — maybe she'll work with modeling clay that she can bake into a permanent form, or paints, or papier-mch Although she doesn't give what she's doing a great deal of thought, she's learning 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 白色情人节 various choices at every turn — Which door will I go through? Which weapon will I u? What clue shall I read? — But they are choices in the same n that a pigeon's 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 becau it leads not to any genuine n of achievement but only to the hypnotic experience of watching someone el's creation unfold. Hand a ball of Play-Doh to a child reared on th还原网络设置 e sterile adventure of video games, and you're 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 don't create. I let someone el's creativity happen in front of me.
5.    It's a beautiful Saturday in autumn, and a group of kids are playing a pickup game of soccer. A dispute aris 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 raid; tempers flare. Maybe 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 ball was fair, or foul. Their willingness to compromi, 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 adolescents spend uncountable hours. On that same lovely Satu五月天倔强 rday, a young Internet queen hunches over her keyboard, alone in her room. Her buddy list includes dozens, even scores, of "friends" she's never met. Her fingers fly across the keyboard as she races from one dialogue box to another, keeping up multiple conversations. The are peculiar conversations, however, including none of the vulnerability that is part of real-wor
ld friendship. In the buddy-chat world, status is bad on the ability to keep up a rapid pace of one-liners, insulting zingers, caustic put-downs. The chat queen's most intimate friendships take the form of brief alliances with buddies who join with her to "flame" another chatter who has displead them. If that ally eventually becomes annoying, too, zap! She can instantaneously era him from her buddy list, or even block him so he is unable to contact her again. It's no great loss. There are literally millions of new acquaintances waiting to be picked up in a chat room to fill that void. The lesson: I shouldn't have to work at relationships. They come and go instantly and at my convenience. If someone displeas me, I can make that person disappear.
7.    When kids sit down to play Monopoly, they form a looly knit group that is still part of the world around it. When company arrives at the hou, it's no problem to halt the game briefly. The players can greet visitors, laugh together, talk about the game, even quickly rearrange it to include new players. Even after the game continues, chatting with other players and non-players is easily accomplished. Despite their involvement in the game, the players are not ruled by it. Human contact, courtesy, and communication are n
ot en as threats to their enjoyment. They are learning that they can enjoy their own activities and still be nsitive to the larger world around them.
8.    Contrast this board game scene with one that has become depressingly familiar in many living rooms. Visitors arrive at a home to find a child hunched in front of the TV t, video controls in his lap. Even when spoken to directly, he does not pull his eyes from the screen. "I'm playing!" is his furious respon if the visitors persist in trying to engage his attention.  Far too often, even his parents, intimidated by the high-priced, high-tech gadget that has sucked their child's humanity away, tiptoe around rather than disturb him. The game itlf is all too likely to be one that prents the most hideous suffering as entertainment, with the player in the role of psychotic killer -- maybe in Duke Nukem, with its "twenty-three levels of nonstop carnage!" or Bloody Roar, which offers the player "more ways to maim, crush, and devour your enemies than ever."

本文发布于:2023-05-04 03:56:25,感谢您对本站的认可!

本文链接:https://www.wtabcd.cn/fanwen/fan/82/522332.html

版权声明:本站内容均来自互联网,仅供演示用,请勿用于商业和其他非法用途。如果侵犯了您的权益请与我们联系,我们将在24小时内删除。

标签:
相关文章
留言与评论(共有 0 条评论)
   
验证码:
推荐文章
排行榜
Copyright ©2019-2022 Comsenz Inc.Powered by © 专利检索| 网站地图