Abstract
My Abstract has gone through many
revisions over the past few weeks. Originally, I intended to research the
effects of technology on the development of children as laid down by theorists
Jean Piaget and Lev Vygotsky. After some research on this rather broad topic I
found that it was difficult to pinpoint a specific question that I wanted to
address. I came to my new topic of 'Children's play and technology' by
analyzing the nature of these two theorists. The basis of children's growth and
learning in the early stages of life is play, in which they discover their
world and build schemes of their environment. Therefore I felt that the perfect
aspect of child development and technology to cover would be that of play.
Technology is affecting so many aspects of modern life, but the preschool age
is when people are first introduced to it in the form of online games,
digitally interactive toys, etc. This evidence made me wonder- Could this
influence of technology be affecting children's cognitive development? Are children
losing their imagination and ability to pretend when a digital world such as
'webkinz' is blatantly placed in front of them? I address these conversations
and my new perspectives in my revised abstract. We, as adults who produce and
foster children, have the responsibility of thinking about these concepts and
doing what is the most beneficial to the upcoming generations for their
complete well-being.
Technology
is everywhere. In today's older generations, technology was something new and
exciting, a science that was not present in their day to day lives until they
moved into adolescence. Video games and electronic toys are a relatively new
form of play and expression for children that are just as popular as there
non-technological counterparts. Many children today reach a level of
mastery at computers and video games along with learning the motor skills
required to play in other forms, such as with building blocks. A prime
example of this is the emergence and popularity of 'webkinz,' which turn the classic
stuffed animal into a gateway to the technological world. By looking at the
popularity of such technological toys, we can then ask: How is play
changing for children? Will the emergence of new forms of play be
detrimental to children's cognitive growth or foster new learning? Are children
losing their imagination and ability to pretend when they no longer are
tangibly playing with puzzles but clicking them into place with a mouse in
online gaming? By finding the appropriate balance in exposure to technology
we can assure that children reap the benefits that technology has to offer
without the negative effects.
Footballs vs. Furbies: is technology hurting our children?
Ms. Kristen Marie Revello
ENGL
202
12:30-1:45
Fall 2009
Dr. Kenneth Sherwood
Intro
Imagine an elementary classroom. It
is after lunch and time for activity inside. This is a typical room, with a
desk for every student, a blackboard in the front- a standard school setting
that has been in place for decades. But something exists in this generations
classroom that would be new for many adults who have gone through the
educational institution. Computers. Electronic toys that act out for you by
pushing buttons. Building blocks and stuffed animals that lie untouched in the
corner while the children frantically line up to get their turn to play in a
virtual world. Imagine this same classroom letting out for the day and Billy,
one of the students, goes home where he spends the evening playing his v-smile, watching t.v., or onlne gaming. Compared to generations
past, this sounds like a science-fiction story, in which all leisure activity
is revolved around technology. Unfortunately, in many cases, this scenario is
true.
Children aged 2-5 spend at least 32
hours a week in front of the television. Forty percent of American homes own
some sort of gaming system. The percent of children aged 3 to 11 that use
webkinz or some other form of 'virtual world' is predicted to rise from thirty-seven
percent to fifty-four percent over the next four years. Perhaps this scenario
is not a science fiction but a science reality.
If so, what are the consequences? Are children's minds being affected by all of
this technological exposure? By looking at existing theories of child
development laid down by Jean Piaget and Lev Vygotsky, do we see a clash with
technology or does it fit in with their developmentally appropriate practices?
Sources
As of now, the majority of my current sources are journal articles
and websites. I've found that the highest quality of research on this subject
can be found in scholarly journals where researchers and professors have
applied their knowledge of theory in case studies. As for the popularity of
technology aspect, websites for products such as webkinz and empirical
observation of children and technology are helpful. So far I am finding most of
my sources to be balanced on the issue of how technology affects children. In
other words, many of them do not take one 'side' of the conversation but rather
they are a balanced perspective on how technology can be helpful or detrimental
depending on how it is used. I hope to find a few more sources that present
statistics that strongly defend either technology use or no use. Also, I am
finding many books that discuss the two theorists Piaget and Vygotsky, and am
in the process of deciding which ones will give me the right kind of
information I need. I will also include
my personal fieldwork into these sources.
Vandewater EA; Rideout VJ; Wartella
EA; Huang X; Lee JH; Shim MS. "Digital childhood: electronic media and
technology use among infants, toddlers, and preschoolers." Pediatrics
2007 May; Vol. 119 (5), pp. e1006-15. Journal Article
Davis, Lisa. "Interactive Toys
like Webkinz are drawing young kids, worrying some parents" Fort Worth
Star-Telegram 28 September 2007: Article.
"Technology has mixed effects on
Child Development, Research Suggests." infopackets.com John Lister Web. 30
January 2009
Dr. Mary Ann Coe, Dr. Martha Burger, Dr. Michael Land, Dr.
Bambi Bailey, Dr. Stan Hartzler,Dr. Robert Redmon. Vygotskian Viewpoint:
Technology and Constructivism." Midwestern State University, April
2004. Web.
Frank
Baker.Media Literacy Clearing House. http://www.frankwbaker.com/mediause.htm Web.
1 Nov, 2009.
"25 most influencial People
in Children's Lives" www.childrenshealthmag.com Robert Love
http://www.childrenshealthmag.com/big-kids/The_25_Most_Influential_People_in_Our_Children_s_Lives.php
Fieldwork Statement
The
nature of my topic slightly hinders me from doing the types of research that I
would like; Including going into a classroom and observing children's
technological use and interviewing them individually to ask about there
preferences when it comes to technology vs. 'standard' toys. I do not yet have
the Pennsylvania required clearances to enter a classroom and do this kind of
work or the appropriate connections. But, I feel that if I find willing
parent-child volunteers I could administer a survey/interview that asks
different questions to them:
For parents
1.
How much time does your
son/daughter spend watching t.v. everyday?
2.
Does your child use Webkinz?
If so, do you know the pets name and details about there online world? What
kind of activities does your child participate in in the Webkinz world? Do you
play with your child online or offline with the pet?
3.
How are your children's
grades?
These
are a few of the topics I would like to ask some parents of young children. The
reasoning behind these questions is to see not only the quantity of time there
kids spend online, but if they are aware of what they are doing in terms of
technology.
For Children
1.
Do you have a webkinz?
Explain what you do with it online/offline.
2.
What are your favorite toys
to play with?
Overall,
I want to get a general understanding of how children and parents view their
use of technology and apply it to the research I have already done/will do.
Scenario 1: find children who have webkinz and interview them. have the actual stuffed animal by the computer and there webkinz site pulled up beside it. Ask them if they want to play with my webkinz and see if the child is more interested in the actual animals or the computer.
more realistic?:
*Scenario 2: talk to different age groups that play with webkinz and ask what there favorite thing to do with the webkinz is (the actual animal or the online world)
Abstract
Technology is everywhere. In today's older generations, technology was something new and exciting, a science that was not present in their day to day lives until they moved into adolescence. Video games and electronic toys are a relatively new form of play and expression for children that are just as popular as there non-technological counterparts. Many children today reach a level of mastery at computers and video games along with learning the motor skills required to play in other forms, such as with building blocks. A prime example of this is the emergence and popularity of 'webkinz,' which turn the classic stuffed animal into a gateway to the technological world. By looking at the popularity in such technological toys, we can then ask: How is play changing for children? Will the emergence of new forms of play be detrimental to children's cognitive growth or foster new learning? By finding the appropriate balance in exposure to technology we can assure that children reap the benefits that technology has to offer without the negative effects.
-it will appeal to educators, parents, and those interested in child growth and technology- finding the effects of technology
2. What approaches to the conversations I have chosen will allow me to act as an interpreter or inquirer?
3. How can one could tap into these conversations? (Is it represented in journals, in the media? Will it require interviews, observation, a survey?)
4. Complete these questions:
Who , in terms of age groups, is this technological play affecting the most? (preschool? kindergarten?)
What can chil
Why is technological play more appealing to children?
When is the age that children are getting actively involved in technology?
Where are children spending the most with technology (home? school?)
Could play technology be affecting the cognitive growth of preschool children?
Would
Should parents encourage there children to take part in play that does not involve technology?
4. Based on the list above, choose or revise a single question that seems most promising:
Could/Is the combination of technology and play for young children limiting there potential for cognitive growth?
Abstract
(1)Technology is everywhere. In today's older generations, technology was something new and exciting, a science that was not present in their day to day lives until they moved into adolescence.(2) Many children today reach a level of mastery at computers and video games before middle childhood than many of their parents and grandparent ever had or will. (3) A prime example of this is the emergence and popularity of 'webkinz,' which turn the classic stuffed animal into a gateway to the technological world. (4) From a theoretical perspective of child development, these changes in childhood experiences are different than those discussed by developmentalists Jean Piaget and Lev Vygotsky. When analyzing these theories, one finds that the expected course of experiences in life for children is based on what society offers the child, both tangibly and culturally. (5) Therefore, when looking at the state of what children have in the world today to explore and be exposed to in terms of technology, one begs the question: (6) When studying the course of child development today, are the older popular theories of Piaget and Vygotsky being ignored with the presence of technology? And are teachers/parents using developmentally appropriate practices defined by these two theorists by incorporating technology into their children's lives? Or is the incorporation of technology able to fit into our used theories? (6) We can see the effects of this by going into classrooms and comparing their learning as a result of technology with the 'guidelines' of Piaget and Vygotsky. (7)
Narrow to
classroom and specific problem (kindergarten and webkins- while other toys
unused
- Describe your topic: Technology and play in children. The switch in recent years from traditional toys and games that are tangible and require imagination (playing house, etc) to online games and technologically interactive toys like webkinz.
- What are some of the most interesting conversations taking place surrounding this topic? s -are these technologies promoting higher cognitive development or are they detrimental to childrens learning?
-Child development theorists
-'Piagetians' and 'Vygotskyians'
-Developers/scientists behind these educational games/technologies
-Teachers/Parents
-
3. Can you imagine any relevant conversations you have missed?
-
4. If you could get representatives of just two groups into a room, what pair would make for the most interesting matchup?
-the promoters of these technological advances vs. those who are against the influence of technology
5. Of these, which one has the fewest limitations for a student researcher like myself(ex. Theoretical Physics is fascinating but hard to break into)?
promotion of technology use
6. Of these, which best lend themselves to first-hand research?
technology use in classrooms
7. Of these, which best lend themselves to discussion in terms of the assignment theme--digital culture-- exposing the unfamiliar or surprising dimensions?
8. Based on these answers, the most relevant conversations are:
Based on the answers above, an interesting, relevant research question would be
What evidence exists that technology use is good/bad presence in classrooms?
Are children's cognitive development suffering because of overexposure to technology in there play time/toys/games.
I am interested in how studies and theories of normal child development will be changed by the increased use of technology at younger and younger ages. When we study theorist such as Piaget and Vygotsky,we have more traditional ideas of what children are exposed to and how they discover the world/society. But, with the regular use of television, computer games, and systems such as the 'v-smile,' how can/should these stages and ideas of development adapt?

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