Week 2 Readings

Children & Mass Media

  • Children under 2 do not learn as much from on-screen characters as physical ones.
  • They also have trouble determining what is pretend, and what situations can happen in real life.
  • Kids are more likely to learn if they relate to the characters.
  • Sesame Street is great for vocabulary, and this could be because it’s highly structures and it mimics real social interaction (by pausing and having kids respond).

  • When used appropriately, technology and media can enhance children’s cognitive and social abilities.

  • Moonbug (the company that makes children’s shows; acquired CoComelon) presents some shows in ASL.

  • Moonbug is expanding into a CoComelon game for ages 2-4 and their parents.

  • The technology itself is fine. What matters is what children do with the technology.
  • New technologies (telegraph, telephone, reading and writing) have always led to panicky speculation.

  • More screen time in children has been shown to correlate with less physical activity, sleep, and positive social interactions, along with correlations to more behavior problems, aggression, and sadness.

  • If parents spend lots of time on social media, so do their kids.
  • Kids of parents with high social media use have a higher chance of depression.
  • Distracted parents can’t give kids their full attention, with may stunt their growth.
  • “Less social media” is not a blanket solution to depression.
    • Adolescents with strict social media rules are more likely to be depressed.

  • It may be harder to lower time on devices because Covid made them used for school, friends, etc.
    • Similar to how it may be hard to quit drinking at the bar because someone’s made friends through it.

  • Sichuan broadcasted lessons on TV during Covid because they were worried about children’s computer use.
  • New Jersey produced TV education during Covid for the 300,000 children without internet.

  • Children love, and get many benefits from, discussing the media they watch with their parents.
    • Idea: child plays a game, then the parent gets a text about how they can continue the conversation (“Timmy matched five rhymes! What other words can you think of that rhyme with ‘life’?”).

  • Touchscreens allow children to affect the media they’re seeing, and get that feeling of “I did that”.
    • Children love feedback loops (like dropping things from high chairs and having them picked up again).