This is my first year at the middle school level. Today some students came in during their study period and asked if they could go on club penguin. Any advice?
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I'm having a hard time with this, too--not club penguin per se, but games/interactive websites in general. This is my first year at the middle school level as well, and the students seem used to playing games on the computers. I feel old-fashioned and mean, but I don't allow any of it. I think it's hard to make exceptions because once you start doing that it gets so hard to manage, and you have to look at each different game they're playing. My principal has hands-down said no games, period, so that makes it pretty clear for me. We have a very limited amount of bandwidth in our schools and the games use up too much of it. That's how I explain it.
I feel like there's so many articles out there about gaming in the library, but I have yet to see how this could work for me without things getting too out of control. I was thinking of possibly allowing games one day a week during lunch periods, like Game Day Fridays or something so there are definite limits for the students.
I know that doesn't answer your question about Club Penguin, but hopefully it helped...
Thanks. Yes, it does help to know how others are dealing with this. I am wondering too about those who do allow gaming and how they are able to manage it.
Sherri Foreman > Kathleen PappalardoOctober 21, 2008 at 4:36pm
I was a computer teacher for 8 years before I became a 6th grade teacher. I was a 6th grade teacher for 4 years. Then I became the facilitator for the Gifted and Talented Program for the K-12 grade students.
I have seen the progressive interaction of students with the digital equipment around them. They are of course "Digital Natives".
The computer websites young people like to visit are filled with problem solving, reading, listening skills, digital social interactions, multi-tasking skills, and memory building opportunities. Allowing this type of use by young people also let the students know you trust them to make good decisions and value their feelings about what they want to do on the computer. They will then in turn take into consideration your requests for appropriate behaviors in the classroom as well as the school overall. You should make sure that they are aware of ther basic rules of ettiquette and safety when using the internet overall. In Club Penguin, they can become "Agents" that monitor others use of the site to protect how everyone in using the Club Penguin site.
I use the computer as a tool overall for research and accomplishing academic assignments, but I also use them as a reward for finished work, improved and/or continued personal behavior management skills.
Some of my rules:
* Appropriate websites only (I do allow Club Penguin, my own 7 year old son has a paid account)
* Apply and monitor time limits to visit the sites, especially used in the classroom when there is a larger group of students. This will also apply when in the library to make sure everyone gets a turn to have fun.
* Another big issue is supervision. Make sure you are consistent and fair with every user. Make sure they know you will call them on inappropriate sites, activities, behaviors on the internet. Stick to your word and follow through with consequences. I've used losing computer time as a step in behavior modification (TL = Time Loss) Each student is different and I can remove the opportunity to use their favorite thing to help them make more appropriate decisions.
* Post all the rules that you enforce within visual proximity.
Replies
I feel like there's so many articles out there about gaming in the library, but I have yet to see how this could work for me without things getting too out of control. I was thinking of possibly allowing games one day a week during lunch periods, like Game Day Fridays or something so there are definite limits for the students.
I know that doesn't answer your question about Club Penguin, but hopefully it helped...
I have seen the progressive interaction of students with the digital equipment around them. They are of course "Digital Natives".
The computer websites young people like to visit are filled with problem solving, reading, listening skills, digital social interactions, multi-tasking skills, and memory building opportunities. Allowing this type of use by young people also let the students know you trust them to make good decisions and value their feelings about what they want to do on the computer. They will then in turn take into consideration your requests for appropriate behaviors in the classroom as well as the school overall. You should make sure that they are aware of ther basic rules of ettiquette and safety when using the internet overall. In Club Penguin, they can become "Agents" that monitor others use of the site to protect how everyone in using the Club Penguin site.
I use the computer as a tool overall for research and accomplishing academic assignments, but I also use them as a reward for finished work, improved and/or continued personal behavior management skills.
Some of my rules:
* Appropriate websites only (I do allow Club Penguin, my own 7 year old son has a paid account)
* Apply and monitor time limits to visit the sites, especially used in the classroom when there is a larger group of students. This will also apply when in the library to make sure everyone gets a turn to have fun.
* Another big issue is supervision. Make sure you are consistent and fair with every user. Make sure they know you will call them on inappropriate sites, activities, behaviors on the internet. Stick to your word and follow through with consequences. I've used losing computer time as a step in behavior modification (TL = Time Loss) Each student is different and I can remove the opportunity to use their favorite thing to help them make more appropriate decisions.
* Post all the rules that you enforce within visual proximity.
Let me know how things go with this issue.
Sherri Foreman