In The Works
Longitudinal Study of
Media Exposure
The Children's Digital Media Center and the Georgetown Early Learning
Project have been working together on this naturalistic longitudinal
study to examine the relationship between early media exposure and
preschool outcomes.
Parents completed detailed TV viewing diaries and questionnaires
when their children were infants and again when they were preschoolers.
At age 4, all children were visited in their homes and watched two
popular children’s programs, read two children’s books,
and played two children’s computer games. The children also
completed a serious of cognitive tasks.
The Relation between Infant Exposure to Television and Executive
Functioning, Cognitive Skills, and School Readiness and Age Four
in a Low-risk Sample:
We found no relationship between children’s amount of exposure
to children’s television shows when they were infants and
their performance on cognitive measures when they were four-years-old.
However, children that viewed high levels of television created
for an adult audience performed worse on measures related to attention.
For more information contact Alexis Lauricella: arl7@georgetown.edu
Very Young Children's
Learning from Video Presentations
based on Familiar
and Unfamiliar Characters
The Children’s Digital Media Center studied how very young
children learn a cognitively challenging task from a familiar versus
an unfamiliar television character. To do so, we developed a Piagetian
seriation task that tests children’s skills to put multiple
objects in order by size.
In the initial study, 21-month-old children either view a demonstration
of how to seriate the objects or are just given the objects without
a demonstration to assess their spontaneous behavior. The children
that view the demonstration of the seriation task are shown the
demonstration in one of three ways. 1. Children view the demonstration
performed by a popular children’s television character on
a video; 2. Children view the demonstration performed by an unknown
children’s television character on a video; or 3. Children
view the demonstration performed by and adult experimenter in their
home. After viewing the video, children are given the nesting cups
that were used in the video. Results indicate that children learn
more after viewing the video of the familiar than the unfamiliar
character perform the seriation task.
For more information contact Alexis Lauricella: arl7@georgetown.edu
Pace Study
Although many DVDs and television shows have recently
been created for infants and toddlers, little empirical research
has examined how certain video features affect very young children’s
attention to the screen. We recently investigated the effect of
pace (i.e., the number of scene and character changes) on 6-, 9-,
and 12-month-olds’ attention to the screen.
We coded fifty-six popular children’s videos
for the rate of pace. We then extracted five-minute segments from
two of the lowest and highest paced videos. Children then saw one
high-paced video and one low-paced video, counterbalanced for order.
Results suggest that across age and gender, children watched the
high-paced videos significantly longer than the low-paced videos
(71% of the time versus 60%, respectively). Further analyses revealed
that 6- and 9-month-olds watch significantly more of the high-paced
videos; however, there were no differences in looking time among
the 12-month-olds between the high- and low-paced videos. These
results support Huston and Wright’s (1983) hypothesis that
perceptual salience initially elicits attention and interest in
younger children, but as children develop cognitively and gain more
experience with media, other factors begin to play a role in eliciting
and sustaining their attention the screen.
For more information contact Alice Ann Howard: amh243@georgeton.edu
Wii Sports Tennis Study
With the recent introduction of the Nintendo Wii,
video games are a way to address a lack of physical activity in
schools as well as in the home. The Nintendo Wii console requires
movement in 3D space that is translated onto the 2D screen of a
TV. Due to the physical activity required for game play, the Nintendo
Wii is an “exergame,” combining physical exercise with
gaming entertainment. Although one study demonstrates that adolescent
athletes who play the Wii Sports games expend more energy than those
who play a traditional video game, little is known about other potentially
beneficial outcomes of active video games, including psychosocial
and cognitive outcomes.
During the summer of 2008, our team provided an “alternative
gym class” to middle and high school low-income African American
students through a one hour daily course that was part of an academic
curriculum. Two treatment conditions played the Wii tennis game;
students were randomly assigned to either the “solitary”
condition (in which they played alone against the console) or to
the “social” condition (in which they played against
a peer on the console). The control condition participated in a
sedentary academic activity in which they create digital documentaries
of their summer experience.
Our study involved a pretest/posttest design in which physiological
characteristics pertaining to body weight and caloric expenditure
were assessed. Additionally, psychosocial measures of body image,
self-esteem, motivation, and exercise self-efficacy were monitored
as well as cognitive transfer effects of game play, tennis stroke
production, and learning the rules of the game.
Results indicate that there was a main effect of condition on caloric
expenditure, with students in the social condition expending more
calories than students in the solitary condition, which in turn
expended more calories than the control condition. Gender differences
reveal that males burned more calories than females. Analysis of
daily enjoyment surveys indicate the females enjoyed playing the
Wii more than males. This research can guide game developers as
they create the next generation of exergames, potentially yielding
positive effects on the health of our nation’s youth.
For more information contact Amanda Exner: ale26@georgetown.edu
Wii Active Study
In a follow-up study of the
effects of Wii exergame play on adolescents' physical, cognitive,
and social health, the Children's Digital Media Center is teaming
up with pediatricians Dr. Anisha Abraham and Dr. Kirsten Hawkins
to implement a 7 month physical activity intervention using the
Wii Active game. This intervention is being conducted this fall
2009 and spring 2010 with 60 overweight high school students at
an inner-city public high school in D.C. Students will play the
Wii Active game for 45 minutes per day, 5 days per week. Students
will be tested for caloric expenditure and weight loss; cognitive
and executive control skills including attention and concentration;
and social outcomes including peer interaction and friendship formation.
Results will be analyzed for publication in the summer of 2010.
For more information contact Amanda Exner: ale26@georgetown.edu
Digital Expression
Digital media, a ubiquitous part of daily life, may
be an important way through which contemporary adolescents are forming
and communicating their identities, and sharing experiences with
others. This study examined how 24 urban, low-income African American
adolescents digitally expressed themselves through film documentaries
in a summer college-preparatory program. The results suggest that
youth who traditionally face many barriers due to economic inequalities
focus on academic achievement and relationships with peers in an
academic summer camp setting. Moreover, urban, low-income African
American youth can express their unique and shared stories through
digital media.
For more information contact Christina Baker: cmb227@georgetown.edu
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