Scene 1. In a free house are exposed to two little screens, presenting children's animation. Mama seats before them children time about 4 years - a child then a little girl. She remained them about pufach just a typical television viewing, feeling that the barriers are television screens. Children immediately stand up and talk to the check understanding their touch screens with computer games. They know how to operate the functional imvu credits returns then suddenly assimilate the policies of entertainment. Fun are interesting, fascinating and educational. However, with about 10 small, children begin to look around, move with pufach and get positive, with the youngster go up the train. Something, but, needs the bark. Results are not fully satisfied and are looking for new, real, motor sensations.
Scene 2. The space is imvu credits shared into a large extent with a lot of people. Some of them use iPhones or laptops. Younger games on PSP and focus on songs with MP3 participants, with I remain writing this article applying the dose. After circling the room about 8-year-old boy, zaglądający the screens of the design also wanting to identify trains and activities. Each hit recounts wanted the mom. Complementing the satisfaction with the positive results of that special test is the ability to show off an important role and get praise. It is her appreciation and laugh, and not only the cognitive curiosity encouraged him to further exploration.
Great notebook with a small baby with large needs
Universality, accessibility and usability of pc is a sign of contemporary period. Clearly seen is usually a charm with the small era of this particular technologies also the personal world. Multifunctional computers, electronic devices, the personal earth is modernity and reality. The category in the real life then the electronic slowly blurred. Working with the exclusive world, network, global has become a very frank and common. This reality has wrote his children's rooms. They exist thoroughly meets the needs of babies? Is it sufficient to ensure the balanced expansion of the complete? These examples show that it is not with advise what it lacks.
What is the specialist advantage of computers, games, virtual rival, is usually a issue in attaining social skills. The cpu is unrealistically reliable and predictable. Always work using the same principles, strictly comply with the direct, that responds the same manner. In the real world call such union is unreachable. That incident is inadequate, because it does not show anything important. For the contrary - makes the dream of regulation, consistency, and bring in the world the requests in the personality. In actual and connections is the opposite. Realists partners or rivals are calling, they have their own wishes and goals, often different from the wishes. The activities are surprising, often illogical, sometimes rude. They may not follow the principles of "rational play", to try to cheat, charged for incompetence. These are burning and intricate knowledge, but real. Good training is to prepare the child to cope with discussions with different partners, much more demanding than a computer.
The pc is certainly not a dreadful humor
Computer games, electronic devices offering entertainment, technical alternatives for conversation become presented, all set near the every call. The want and appeal to settle on what will happen - whether I will participate in a fixture, hear music, and can send funny e-mail. In real life, someone to talk to or games a diversion he must suggest that, attract and push him to this fun. Sometimes even encourage people that it is a better view than the one he aims. That explains establish contact, negotiation, persuasion, beginning the theories of know and cooperation.
Computer perfectly knows the rules of the activity, certainly not with doubt "the way to show", he identifies all the laws and exceptions. Strictly observe the rules of the entertainment, behaving honestly, fairly counted goals. In the competition world with really partners you have to contend not only with the sport itself, but also the lack of competence or integrity partner. It's a tough knowledge, but must learn how to deal with the tentative and uncertain, which is risky.
All games - real and electronic - very absorb children engage emotionally, evoke strong emotions. While individual here sport with really partners you can follow the different responses on the same situations. One daughter calls after dropping while his colleague advocates a rematch. That as well provides opportunity to survey the representation of experiences (facial expressions, gestures, states), that teaches them good recognition. That power is the root for empathy with emotional sensitivity, so key for success with relationships.