Monday, September 30, 2013

Do Video Games Belong In the Home?

In home video games have been in existence for the last 30 years. They allow the player to enter into a virtual world and become part of the game’s reality. Today, the quality of these games has greatly evolved. The realistic features in some of the characters and environmental settings mimic real life scenarios, making it sometimes hard for impressionable children to understand the difference. So, are all video games bad?
            Video games aren’t all bad. Playing games for a limited amount of time can improve dexterity, promote computer literacy, and help language development in younger gamers. Companies have now created learning games that promote the mental development of small children. They are able to recognize letters, shapes, numbers, and objects, which all help memory. With advancements in technology, some of the games talk back to the players, improving language and listening skills. Following instructions is also important when playing. The gamer must plan, think quickly, take risks, and concentrate. In order to advance to a higher level, all qualifications must be fulfilled, which includes problem solving and logic.
            Alternatively, some video games encourage violence and danger. The more interactive the game is, posing realistic violent situations, the more problematic they become. Ironically, Grand Theft Auto V, a violent virtual reality game recently hit store shelves and made almost one billion dollars internationally within first weekend sales. While the rating on the game is “Mature”, for consumers 17 years of age and older, many parents bought the game for younger children. What do violent video games impose on impressionable youth? They have the potential to promote violence outside of the game, confuse reality and fantasy, encourage social isolation, and could enable impulsive behavior.
            Choosing which video games to purchase for children can be challenging. While some seem to have positive learning features, those games are purchased in a lesser volume than violent games. Is the influence of peers causing children to ask for these games at home, or are parents and caregivers unaware of the intense negative nature of some of the more violent games? If children ask to play specific video games, do research, discuss, and make suggestions to decide whether those games actually belong in the home.

Thursday, September 19, 2013

Trust: An Employee/Employer Building Block

Welcoming someone new into your home requires trust. Who is this person coming in, what will they bring to the table, and how can I feel completely secure when they are caring for my child alone? Those are all relevant, and important, questions that can run through a parent’s mind when hiring a nanny. Now ask, how can a caregiver ease the process?

Set common goals. Let parent’s feel secure by knowing that there is a nanny/parent team. Set an agenda and follow through.

Establish credibility. Following through on a consistent basis will help the parent trust that the nanny’s word is fact. If she says she is going to do something, it will get done.

Listen and follow directions. Parents know what they want done, when they are out of the home. When going over the day’s plans, take notes, ask questions, and reiterate important details to ensure accuracy.

Add input when needed. Being at home all day allows caregivers to be more aware of scheduling conflicts, amount of downtime, more hectic times of the day, and more. Observe, express concerns, and offer suggestions to employers.

Be a strong communicator. Nannies are the eyes and ears of the home when parents are away. Try keeping a notepad that recaps the day so parents are updated when they come home. The outcome is a smooth transition from day into evening for kids.

Earning an employer’s trust may be instantaneously or take time. Once a relationship is established, parents will feel more at ease. A strong foundation is built on trust.