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Common Core State Standard
SL.CCS.1/2/3/4 Grades 6-12: An essay of a current news event is provided for discussion to encourage participation, but also inspire the use of evidence to support logical claims using the main ideas of the article. Students must analyze background information provided about a current event within the news, draw out the main ideas and key details, and review different opinions on the issue. Then, students should present their own claims using facts and analysis for support. FOR THE WEEK OF OCT. 13, 2014 Video games can lift young players’ mood and social skills if not used excessively, new study suggests![]() ![]() Read a technology or entertainment article and summarize the main points.
![]() Pick coverage about young people and see if any are quoted. Discuss what their voices add, or could have added.
![]() Now try to find health or fitness news and tell how it does or doesn't relate to you or your family.
News flash: PlayStation, Nintendo, Xbox and Wii are good for you – well, up to a point. Youngsters who play video games for an hour or less each day tend to be slightly happier and better-adjusted socially than those who don’t touch video games or who regularly play for more than three hours, say psychologists who conducted a study. A majority of those heavy gamers reported more sadness and less satisfaction with their lives overall, says the University of Oxford research published recently in a medical journal. It's based on British surveys involving 5,000 boys and girls aged 10 to 15. The study team rated these factors: Satisfaction with their lives, how well they got on with other kids, how likely they were to help people in difficulty and levels of hyperactivity or inattention. Although the results suggest benefits from short daily gaming sessions, lead study author Andrew Przbylski says: "The small, positive effects we observed for low levels of play on electronic games do not support the idea that video games on their own can help children develop in an increasingly digital world." Possible links between video games and behavior are a regular topic of public discussion by educators, parents, politicians and journalists. President Obama has urged research into violent video games as a part of his gun control efforts. The type of game obviously matters. A U.S. study also published during August suggests that video games that promote "acting evil" may distort a teen's sense of right and wrong. Dartmouth College psychologist Jay Hull found that teens who play violent video games are more likely to drive recklessly, such as cutting people off while on the highway. "They might think 'I've done much worse things in these games,' " he says. "They're less likely to find things as being wrong that other people would find wrong." But teens who played aggressive games with noble protagonists – such as Spiderman II -- aren’t as likely to be risk-takers.
Front Page Talking Points is written by
Alan Stamm for NIEonline.com, Copyright 2025
Front Page Talking Points Archive►Courts try to halt rushed removals of alleged gang members, testing presidential powers ►U.S. Education Department shrinks as the president tries to 'move education back to the states' ►Batter up: Odd-looking 'torpedo bat' apparently can help players smash home runs ►Top U.S. officials mistakenly leaked Yemen attack phone chat messages before jets and missiles flew ►Trump stirs drama with talk of wanting Greenland, Canada and the Panama Canal ►Measles outbreaks bring reminders of need for childhood vaccines ►White House media policy changes spark lawsuit by AP and concerns about presidential access ►'America has turned:' Trump veers away from backing Ukraine in war against Russian invaders |
Step onto any school campus and you'll feel its energy. Each school is turbocharged with the power of young minds, bodies, hearts and spirits.
Here on the Western Slope, young citizens are honing and testing their skills to take on a rapidly changing world. Largely thanks to technology, they are in the midst of the most profound seismic shift the world has ever seen.
Perhaps no time in our history has it been more important to know what our youth are thinking, feeling and expressing.
The Sentinel is proud to spotlight some of their endeavors. Read on to see how some thoroughly modern students are helping learners of all ages connect with notable figures of the past.
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