Press Releases
02-17-2005 Research Examines
Early Childhood Computer Use
02-17-2005 Study Looks
at Teens and Movie Heroes
02-11-2005 Children,
TV, Computers and More Media: New Research Shows Pluses , Minuses
Spring, 2002 Calvert
Gets NSF Grant for Study of Children and Media
Research Examines Early Childhood Computer Use
Although 77 percent of children have used a computer by the time
they are six years old, a socioeconomic and racial “digital
divide” affects early childhood access to computers and the
Internet, according to new research from Georgetown University's
Children's Digital Media Center (CDMC). In addition, a CDMC study
on early childhood interaction with computers found that over time,
children were most attentive to interactive computer stories when
they controlled the mouse, but user control did not translate into
better learning.
"As very young children develop in this world of new, emerging
technologies it is essential that researchers monitor the role of
these technologies and their impact on children's learning and development,"
said Sandra Calvert, professor of psychology and director of CDMC.
"These two studies present valuable information that contribute
to our understanding of early childhood use of computers."
In the first study, researchers led by Calvert looked at computer
use in children who were from 6-months to 6-years of age. They examined
variables such as age, gender, ethnicity, income, parental education
and family structure patterns in relation to children's access to
and use of computers.
Early Childhood Computer Use
The parents surveyed reported that very young children who had
access to computers were using them: 21 percent of children two
and younger, 58 percent of 3- to 4-year olds, and 77 percent of
5- to 6-year olds with computers in the home had used them. Children
who had used computers first did so on a parent's lap around age
2 ½ and used computers independently by 3 ½ years
of age. On average, children used a mouse to point and click by
age 3 ½.
Researchers also found that young children had considerable control
of their interactions with computers. Of children ages 6-months
to 6-years old who had used a computer, 70 percent or more could
do so without sitting on a parent’s lap and 86 percent or
more could use a mouse. Nearly 50 percent of children who had used
a computer could turn one on by themselves and insert a CD-ROM;
the likelihood of doing so increased with age.
In addition, 42 percent of children ages 6-months to 6-years with
computer experience visited Web sites for kids. Approximately 21
percent sent e-mail with the help of a parent; less than 2 percent
sent e-mail on their own.
Survey results showed that the vast majority of young children
were not frequent computer users. On a typical day only 18.3 percent
of 6-month to 6-year old children used a computer. Of those children,
the average amount of time spent on the computer was one hour.
Researchers also learned that computers are becoming an integral
part of U.S. households, with many parents supporting early childhood
computer use. Fifteen percent of parents surveyed said that their
child spent time playing computer games. Children who played computer
games did so for an average of 51 minutes. Nearly 7 percent of parents
reported that their child used the computer for something other
than games. A majority of parents -- 72 percent -- reported that
computer use is helpful and parents whose children spent the most
time playing computer games were more likely to perceive the computer
as beneficial to their child's learning.
Socioeconomic Statistics
In addition to observing early childhood computer use, researchers
examined the variables of parental educational attainment, income,
marital status and racial/ethnic background for survey participants.
Nearly 75 percent of respondents reported having a computer in
the home. Of those owning computers, 36 percent owned more than
one and 88 percent reported having Internet access in the home.
Despite these statistics, CDMC researchers found evidence of a socioeconomic
and racial "digital divide" in early childhood access
to computers and the Internet. In particular, researchers found
that Latino households were the most disadvantaged in computer and
Internet access.
Researchers found that families who reported higher incomes, higher
educational levels, and who reported being married were more likely
to own computers and to have Internet access. Latino families were
less likely to report owning a computer and both Latinos and African-Americans
were less likely to report having Internet access regardless of
income, education and family structure.
Among the entire sample, the likelihood of a child ever having
used a computer increased with age, household income and parental
education. Of families with computers in the home, African-American
parents were more likely than Caucasian or Latino parents to report
that their children had used a computer.
Researchers did not find a gender divide in early childhood computer
use. Boys and girls began to use computers around the same age and
were equally likely to have played computer games. The only gender
difference researchers observed was that boys were more likely than
girls to be able to load a CD-ROM by themselves.
Survey participants included a national sample of 1,065 U.S. parents
of children ages 6-months to 6-years. Parents were contacted via
telephone using a list-assisted random-digit dialing methodology.
The target child was either the youngest or oldest child who was
6-months to 6-years of age. Interviews were conducted by Princeton
Survey Research Associates from April 11 to June 9, 2003 and consisted
of 59 questions about the target child and his or her access to
and use of media. The Henry J. Kaiser Family Foundation provided
funding for the study.
Effect of Computer User Control on Attention and Learning
In a separate study, CDMC researchers examined the effect of user
control on children's attention to and learning of content presented
in a computer story. The researchers found that over time, children's
attention to interactive media remained high when they controlled
the mouse, but user control did not affect retention of the story
content.
The study examined the effects of user control on 53 preschool-aged
children's comprehension of content presented in an online storybook.
The story was presented to the children four times in one of four
scenarios: a) an adult controlled the mouse and read the story as
the child observed; b) the adult and child took turns interacting
with the story; c) the child controlled the mouse as he or she interacted
with the program; d) a no-exposure session where the child never
saw or interacted with the computer program.
Researchers found that when children controlled the mouse and progressed
through the story, there was never a significant drop in attention.
By contrast, children's attention declined over the four sessions,
particularly when the adult controlled the mouse. Children retained
the same amount of content no matter who controlled the session.
In addition, researchers found that boys remembered visually presented
content more than girls, and boys made more efforts to control the
activity than girls did, particularly when adults were controlling
the progress of the story.
"These results suggest that control is an engagement feature
that pulls children into an activity," said Calvert. "The
study presents a lesson that may influence constructive early adult-child
interactions with educational computer software."
Findings from both studies were published in the January 2005 special
issue of American Behavioral Scientist edited by CDMC researchers
Ellen Wartella of the University of California at Riverside, Elizabeth
Wandewater of the University of Texas at Austin and Kaiser Family
Foundation Vice President Victoria Rideout.
Study Looks at Teens and Movie Heroes
Violence in the media and its long-term effect on viewers is under
constant observation by policymakers, parents and industry experts.
In a new study from Georgetown University's Children's Digital Media
Center (CDMC), researchers take a closer look at media heroes who
commit justified acts of aggression and examine the specific character
traits viewers admire and find worthy of imitation. Results indicate
that viewers admire the positive qualities heroes exhibit, and the
more viewers comprehend a movie's plot the more likely they are
to identify with the heroic characters in it.
"These findings suggest the importance of a mature understanding
of narratives by those who view them," said CDMC Director and
Professor of Psychology Sandra Calvert. "This is a serious
policy issue when one considers the number of youth who attend action-adventure
movies at theatres or who view them as DVD, videotape and eventual
television fare in their homes."
Researchers led by Calvert conducted a study involving 366 high
school and college age students from two cultures living with fears
of external threats, the U.S. and Taiwan. Students viewed the DVD
"Crouching Tiger, Hidden Dragon" in their native languages
and then completed a questionnaire about the film. Researchers examined
age, gender, cultural background and plot comprehension in relation
to students' identification with media heroes. Results are published
in the November-December 2004 special issue of the Journal of Applied
Developmental Psychology, co-edited by Calvert and University of
California at Los Angeles CDMC researcher Patricia Greenfield.
Study results indicate that both U.S. and Taiwanese students identified
with heroes' positive character traits rather than qualities such
as aggression or vengeance. Adolescents reported perceiving media
heroes as being more compassionate, as using their "heads before
their swords," and as being in control of their lives. Teenagers
did not perceive heroes as being evil or as seekers of revenge.
Students who considered characters as heroic also viewed them as
role models. U.S. students identified with heroic characters and
heroic ideals more than Taiwanese students did.
In addition, researchers found that viewer plot comprehension influenced
whether students identified more with heroic characters or villains.
Students with better plot comprehension were more likely to identify
with heroic characters and those who had a poor understanding of
the narrative were more likely to identify with the villain.
"Heroic narratives are embedded in cultures throughout the
world," writes Calvert in the journal. "How narratives
present, modify and use this formula is integral to the socialization
of our youth, to the character of our nation, and to our views about
the potential for good and evil in other people as well as the moral
struggles we face within ourselves."
Children, TV, Computers and More
Media: New Research Shows Pluses , Minuses
Benefits and problems are related to developmental
stages, family context
A consortium of researchers has reported that very young children’s
interactions with TV and computers are a mixed bag of opportunities
and cautions, while teenagers’ Internet use has changed so
much that the myths of several years ago need to be debunked.
Said Amy Sussman, program manager for the National Science Foundation
(NSF), which funds the five-site Children’s Digital Media
Center (CDMC), “Reaping the benefits of various media while
avoiding pitfalls is no easy task. Parents and policymakers need
to inform their decisions about whether and how to guide their children’s
media use through scientific knowledge. Different developmental
stages call for different strategies. These and other research studies
can help create needed guidance for children at all ages.”
Scientists affiliated with five locations of the center reported
the results of 14 research studies in special issues of The American
Behavioral Scientist and the Journal of Applied Developmental Psychology.
Editors for the special issues included Sandra L. Calvert from Georgetown
University, who heads up the CDMC; Patricia M. Greenfield, who leads
the research at UCLA; Elizabeth A. Vandewater, who heads the research
at the University of Texas-Austin, and Ellen Wartella, who leads
the research at the University of California-Riverside. Barbara
J. O’Keefe, who heads the research at Northwestern University,
contributed to the research articles.
In the case of very young children – up to 6 years old –
research fills an important gap in our knowledge of how TV and computer
use affect these developing human beings. Several individual studies
support the 1999 recommendation by the American Academy of Pediatrics
that parents do not expose children to electronic screens until
they are 2 years old.
One important distinction is between “background TV”
and “foreground TV” – that is, TV programs that
are playing when young children are around (for example, because
the TV is always on in the house) or TV programs designed for young
children (for example, Teletubbies). Over a third of the households
with children from birth to 6 years old had the TV on most or all
of the time, in a study reported by Vandewater and colleagues. Children
in these “heavy-television households” watched TV more
and read less than other children. In addition, research summarized
by Daniel R. Anderson and Tiffany A. Pempek indicates very little
evidence that children younger than 2 years old learn much from
even so-called “educational” programs and videos, and,
furthermore, that background TV may be associated with poorer cognitive
outcomes.
In the study led by Vandewater and funded by NSF and the Kaiser
Foundation, two-thirds of the parents limited the time their children
from birth to 6 years old were allowed to watch TV, but more (88
percent) regulated what programs their children could watch. Children
whose TV time was limited tended to watch less TV, as one might
expect – but children who watch only certain programs tended
to watch with their parents and to spend more time playing outdoors.
Contrary to most people’s expectations, family stress does
not necessarily affect how well children learn from TV’s educational
programs. Not enough money, family conflicts, and maternal depression
all take their toll on the home's learning environment. But only
family conflict disrupts both parenting practices and educational
television use. Said Vandewater, “These results suggest that
families who are stressed may find that pointing children towards
educational shows helps everybody cope while the child learns.”
Children use computers at very young ages – 21 percent of
children 2 years and younger, 58 percent of 3- to 4-year-olds, and
77 percent of 5- to 6-year-olds, in a study led by Calvert and funded
by NSF and the Kaiser Foundation. According to their parents, children
began to use computers on their parents’ laps at about 2-and-a-half
years and independently at about 3-and-a-half years.
The socioeconomic and racial “digital divide” has persisted.
Children in more affluent, better-educated families were more likely
to have used a computer. Latino children were less likely than white
children to have used a computer.
However, the researchers did not find a gender divide at these
young ages. Boys and girls begin to use computers at about the same
age.
Another study, also led by Calvert, undermined the common notion
that children will learn more if they can control the situation
in which educational content is presented. Although children’s
attention dropped when adults controlled the situation, particularly
on repeated material, overall attention levels were high (often
more than 90 percent), and children remembered the same amount of
content no matter who controlled the session.
What happens when children become teenagers?
Research findings reveal that teens’ Internet use focuses
on identity, sexuality, social attitudes, and values – issues
perennially associated with the teenage years. Online dangers include
pervasive pornography and other sexually explicit material, disembodied
strangers who may pursue others or express hate and racism, and
rampant commercialism. However, teenagers also find information
they may be hesitant to seek elsewhere, good communication channels
with their friends, and advice and support.
Kaveri Subrahmanyam, Greenfield, and Brendesha Tynes found that
teens use Internet exchanges to “pair off” (exit from
a chat room to engage in one-on-one instant messaging) by providing
“a/s/l” (age, sex, and location) information. For example,
one chat room participant’s message said, “if there
r any m/13/Tx in here if so im me” (that is, any 13-year-old
males from Texas send me an instant message). Pairing off in this
way allows teens to socialize in a relatively anonymous and gender-equal
medium.
Other CDMC studies of teenagers and the Internet cover sexual information
and pornography, race as a topic of discussion, teenage activities
online (instant messaging with friends tops the list) and advice
for parents. The press release from UCLA (see link) provides more
detail on these studies.
Movies influence teenagers as well. Calvert, Katherine J. Murray,
and Emily E. Conger studied U.S. and Taiwanese teens’ reactions
to the popular movie “Crouching Tiger, Hidden Dragon.”
Teenagers from both cultures who understood the movie identified
with characters who showed compassion and thought before using force.
Those who did not understand the narrative tended to identify with
the villain, Jade Fox – a finding that has important implications
for age recommendations or standards.
O’Keefe and Zehnder’s study of video games emphasizes
the ways in which game developers control the player’s point
of view. A player seeks to master the game by overcoming resistance,
so designers need to both challenge the player and provide accommodation
through how much a player can see and know. Three-dimensional games,
for example, are better adapted to humans than 2-dimensional games.
Moreover, a game can provide one of several points of view, both
limiting and enabling a player.
Taken together, the studies conducted by CDMC researchers advance
the scientific knowledge of how children and teenagers use and are
affected by various media – TV, computers, the Internet, movies,
and video games.
Calvert Gets NSF Grant for Study of Children and Media
Psychology Professor Sandra Calvert and a team of researchers were
awarded a five-year, $2.45 million grant last semester from the
National Science Foundation to study how new interactive media affect
children's learning.
Calvert hopes to gain a greater understanding of how interactive
digital media experiences relate to children's long-term social
adjustment, academic achievements and identity construction. The
research also will determine what kinds of interactive digital technologies
affect learning.
"At a broader cultural level, this program of research has
the potential to inform policy decisions as well as impact the kinds
of digital programs that are available for children to use,"
Calvert said. "Too often media policies and children's programs
are created without a sound database to inform those decisions.
Our research will facilitate the work of policymakers and computer
programmers who seek to create a world where delightful, quality
interactive digital media for children flourishes.
An increasing amount of children's media experience involves digital
interactive entertainment technologies, including the Internet,
Calvert says. Knowing how to use these interactive technologies
will be a necessary skill for the 21st century, she adds, and may
be a gateway to studying science and technology.
The Georgetown-based Children's Digital Media Centers also will
include two centers at the University of Texas at Austin, a center
at Northwestern University and a center at the University of California
at Los Angeles. The interdisciplinary team will involve researchers
from the fields of psychology, communications, human development,
sociology, anthropology and medicine.
The newly funded project will include collaborative center work
on Calvert's already-developed research project called TVTOWN. In
TVTOWN, children construct their own identities and unique personality
characteristics and then interact with Calvert's staff of researchers
or with other children online.
Georgetown researchers also will look at how interactive online
computer stories and games affect preschooler's learning. While
many think interactivity helps children learn, Calvert says researchers
don't yet clearly understand how that process happens.
American Psychology Monograph Article
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