Hi. I have an "idea".
Edit.

***This is optional for kids to decide if they want it and/or their parents***

I don't consider it a one way avenue. Merely an idea. I think it may be beneficial in some respects depending on the circumstances.


Concept: "Augmented Reality Active Learning (ARAL)"

Let's explore some healthier alternatives to excessive video game time for adolescents, focusing on active, engaging, and educational experiences.

This concept leverages augmented reality (AR) technology to create dynamic, interactive, and educational physical activities.

Core Components:

AR Glasses:

These glasses overlay digital information onto the real world, creating an immersive experience.

They display:

Visual Cues:

An "invisible" ball or target with dynamically changing colors based on the user's performance (speed, accuracy, etc.).

Visual feedback on their movements, such as trails or effects.

Educational Content:

Positive affirmations and self-esteem-building phrases tailored to the adolescent's reading level and phonetic comprehension.

Educational facts related to various subjects (science, history, math, etc.).

Interactive prompts that combine physical activity with learning.

Game Mechanics:

Scoring systems that reward accuracy, speed, and teamwork.

Challenges and objectives that encourage problem-solving and critical thinking.

Physical Activity:

The AR experience is integrated with physical activities like:

Sports: Soccer, basketball, frisbee, or custom AR-based games.

Movement-based challenges: Obstacle courses, target practice, or dance routines.

Exploration: Scavenger hunts or geocaching with AR clues and objectives.

Parental Control:

A companion app allows parents to:

Customize the educational content and self-esteem phrases displayed in the glasses.

Set activity goals and time limits.

Monitor their child's progress and performance.

Control the types of games and activites that are available.

Filter content.

Example Scenario:

Imagine a group of adolescents playing a game of "AR Soccer."

They wear AR glasses that display an "invisible" ball.

The ball's color changes based on their kicking speed and accuracy.

Educational facts about the physics of motion appear on the lenses, and they must kick the ball towards the correct answer.

Positive affirmations like "You are a great team player!" or "Your speed is improving!" flash across the lenses.

Parents can adjust the difficulty of the facts, and the level of positive reinforcement.

Benefits:

Active Engagement: Combines physical activity with mental stimulation.

Educational Value: Integrates learning into gameplay.

Personalized Experience: Tailors content to individual needs and interests.

Positive Reinforcement: Promotes self-esteem and confidence.

Parental Control: Provides a safe and controlled environment.

Social Interaction: Encourages teamwork and cooperation.

Visual Representation:

+-----------------------------------------------------------------+
| |
| [AR Glasses on Adolescent playing outside] |
| |
| [Lenses showing: "Invisible" ball, changing colors, text:
| "Speed: 80%", "Fact: F=ma", "You are strong!"] |
| |
| [Adolescent kicking the "invisible" ball] |
| |
| [Parent using tablet to monitor and control AR glasses]
| |
+-----------------------------------------------------------------+


Font and Wording Considerations:

Use clear, easy-to-read fonts for text displayed in the AR glasses.

Employ positive and encouraging language in self-esteem phrases.

Tailor the complexity of educational content to the adolescent's age and learning level.

Use visual cues like color and animation to make the experience engaging.

By combining the power of AR technology with active physical activities and educational content, we can create engaging and healthy alternatives to excessive video game time for adolescents.

Integration with Broader Systems:

Connect this idea to larger transformative frameworks—perhaps incorporating principles from multisensory worship experiences or ethical analytics systems—to create a holistic ecosystem of positive digital transformation.

Excellent point! Let's weave the "Augmented Reality Active Learning (ARAL)" concept into broader transformative frameworks, enhancing its impact and creating a more holistic ecosystem.

1. Multisensory Worship & Embodied Learning:

Principle: Multisensory worship emphasizes engaging multiple senses (sight, sound, touch, movement) to create a deeper, more immersive experience.

Integration:

We can design ARAL activities that incorporate auditory feedback (e.g., sound effects, music, spoken affirmations), tactile elements (e.g., vibrations in the AR glasses or haptic feedback in wearable sensors), and even olfactory cues (e.g., scent diffusers linked to the AR system).

This multisensory approach enhances engagement and retention, making learning more memorable and impactful.

Embodied learning, a subset of this idea, focuses on learning through physical movement. ARAL is already set to do this, but adding in more sensory input enhances the embodied learning.

Furthermore, this can connect to the idea of "kinesthetic learning", which is learning by doing.

2. Ethical Analytics & Positive Data Feedback:

Principle: Ethical analytics systems prioritize data privacy, transparency, and the use of data for positive social impact.

Integration:

The ARAL system can incorporate ethical analytics to track and analyze user data (e.g., activity levels, learning progress, emotional responses) in a responsible and transparent manner.

This data can be used to:

Personalize the AR experience, tailoring content and challenges to individual needs.

Provide constructive feedback to adolescents and parents, highlighting progress and areas for improvement.

Identify patterns and trends in user behavior, enabling researchers and educators to develop more effective learning strategies.

Positive data feedback focuses on highlighting strengths and progress, fostering a growth mindset.

The data would be fully controlled by the parents, and the adolescent, and would be easily understood, and viewable by both parties.

The system would also be designed to protect privacy, and not sell any user data.

3. Gamification & Positive Psychology:

Principle: Gamification uses game-like elements (e.g., points, badges, leaderboards) to motivate and engage users. Positive psychology focuses on promoting well-being and flourishing.

Integration:

The ARAL system can incorporate gamification principles to make learning fun and engaging.

However, it's crucial to prioritize positive psychology principles, focusing on intrinsic motivation, collaboration, and personal growth rather than extrinsic rewards or competition.

Examples:

Team-based challenges that encourage cooperation and social interaction.

Personalized goals and progress tracking that celebrate individual achievements.

Story-driven narratives that connect learning to meaningful experiences.

Holistic Ecosystem:

By integrating these frameworks, we can create a holistic ecosystem of positive digital transformation:

Immersive Learning: Multisensory experiences enhance engagement and retention.

Ethical Data Use: Analytics provide personalized feedback and insights while respecting privacy.

Positive Motivation: Gamification and positive psychology foster intrinsic motivation and well-being.

Parental Empowerment: Parents have control and insight into their child's digital experiences.

Community Building: ARAL activities encourage social interaction and collaboration.

This approach transforms the ARAL concept from a standalone tool into a powerful platform for positive growth, learning, and well-being.

Sources and related content

(Can you help me with ideas to replace unhealthy activities for adolescents like video games? we can use subjects like active simultaneous educational physical rewarded activities, for instance, if you can imagine an augmented reality glasses group of kids outside playing a sport by literally kicking/throwing/etc an (invisible)/invisible ball which has changing colors in the glasses depending on their current playing prowess from moment to moment while also doing many other things such as filling the lenses with easily readable but semi-transparent positive and optimistic self esteem building words and/or phrases (depending on reading level and phonetic comprehension) as well as facts (which can be used in coercion with the physical game so that they have to kick the ball towards the fact or self esteem building phrase) and have it so parents have total control over what is able to be played or done with the lenses/glasses via another device. Elaborate on all that and intelligently organize the presentation both with wording and fonts and maybe a picture if you could?)
Senast ändrad av ZenithEpiphany; 28 apr @ 6:53
Ursprungligen skrivet av Ducks on Fire:
I have an idea: instead of putting VR glasses on kids and having them kick around an imaginary ball maybe just give them a ball and send them outside. You seem to want to bombard children with data and "positive reinforcement" rather than letting them have their own real life experiences and social interactions. Having a machine constantly dictating how they should view the world is not a way of fostering well being in children, or adults for that matter. It negates their natural sense of curiosity and desire to seek out and understand things that interest them by steering them toward whatever the machine algorithm decides they should focus on and possibly preventing the sort of trial and error learning that is so important to development.

And you are acting like all of this is some sort of grand new idea when in reality it's just an educational video game that requires a bit of physical movement. It's a glorified edutainment Wii game with some rather dystopian features. The issues with video games are largely that they are rather addicting due to their instant gratification nature leading to a preference towards playing them rather than seeking other, healthier experiences. Simply limiting your children's time spent playing them, and fostering healthy hobbies outside of them is all that needs to be done to deal with the negative aspects of them. Children still play outside and enjoy doing so. Children still read books or otherwise find ways of learning about things. Some just need a little more encouragement, some need help building the social skills needed to feel comfortable engaging with others, and some just need easier access to safe playing areas and environments that foster learning. They don't need a ♥♥♥♥♥♥♥ VR headset giving them artificial reinforcement while gathering data about them to have healthy, positive, and educational experiences.
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Nah. I'll stick to M+K.
Developers can already make VR games, educational stuff and software if they want to.
It's sick and disgusting. This is highly unethical and would be considered emotional abuse. Not to mention the potential to use it with malicious intent.

*Edit: this came out very harsh, I beg your pardon but take a step back and I'm pretty sure you can't miss the rather orvelian aspects of your idea.
Ironically, a lot of those mechanics are what makes video games so entertaining.

If the kids aren't happy with a ball there are tons of other more "contemporary" activities like climbing, deer hunting, taxidermy etc. - it doesn't even matter what it is since everybody has different necessities and needs.
Senast ändrad av Had Matter; 28 apr @ 8:05
I prefer to sit on my arse and play with K+M/controller, thank you. I also don't care about achievements/leaderboards/etc.
This idea is oddly similar to BDSM.
If there ever was a time for a tl;dr....
Suggest that to developers; this forum is for suggesting features for Steam Client and its services.
Denna tråds författare har markerat att detta inlägg besvarar det ursprungliga ämnet.
I have an idea: instead of putting VR glasses on kids and having them kick around an imaginary ball maybe just give them a ball and send them outside. You seem to want to bombard children with data and "positive reinforcement" rather than letting them have their own real life experiences and social interactions. Having a machine constantly dictating how they should view the world is not a way of fostering well being in children, or adults for that matter. It negates their natural sense of curiosity and desire to seek out and understand things that interest them by steering them toward whatever the machine algorithm decides they should focus on and possibly preventing the sort of trial and error learning that is so important to development.

And you are acting like all of this is some sort of grand new idea when in reality it's just an educational video game that requires a bit of physical movement. It's a glorified edutainment Wii game with some rather dystopian features. The issues with video games are largely that they are rather addicting due to their instant gratification nature leading to a preference towards playing them rather than seeking other, healthier experiences. Simply limiting your children's time spent playing them, and fostering healthy hobbies outside of them is all that needs to be done to deal with the negative aspects of them. Children still play outside and enjoy doing so. Children still read books or otherwise find ways of learning about things. Some just need a little more encouragement, some need help building the social skills needed to feel comfortable engaging with others, and some just need easier access to safe playing areas and environments that foster learning. They don't need a ♥♥♥♥♥♥♥ VR headset giving them artificial reinforcement while gathering data about them to have healthy, positive, and educational experiences.
Ursprungligen skrivet av rawWwRrr:
If there ever was a time for a tl;dr....
Turn physical activities into fun, educational games with positive feedback and parental controls, offering a healthy alternative to video games.
I think they do this at Guantanamo bay
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