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Sean McHugh

We are not addicted to smartphones, we are addicted to social interaction - 0 views

  • A new study of dysfunctional use of smart technology finds that the most addictive smartphone functions all share a common theme: they tap into the human desire to connect with other people
  • it is our desire for human interaction that is addictive—and there are fairly simple solutions to deal with this
  • Could smartphone addiction be hyper-social, not anti-social
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  • the desire to watch and monitor others—but also to be seen and monitored by others—runs deep in our evolutionary past
  • the most addictive smartphone functions all shared a common theme: they tap into the human desire to connect with other people.
Sean McHugh

The Kids (Who Use Tech) Seem to Be All Right - Scientific American - 0 views

  • Social media is linked to depression—or not. First-person shooter video games are good for cognition—or they encourage violence. Young people are either more connected—or more isolated than ever. Such are the conflicting messages about the effects of technology on children’s well-being. Negative findings receive far more attention and have fueled panic among parents and educators. This state of affairs reflects a heated debate among scientists. Studies showing statistically significant negative effects are followed by others revealing positive effects or none at all—sometimes using the same data set.
  • at a population level, technology use has a nearly negligible effect on adolescent psychological well-being
  • Technology use tilts the needle less than half a percent away from feeling emotionally sound. For context, eating potatoes is associated with nearly the same degree of effect and wearing glasses has a more negative impact on adolescent mental health.
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  • The size of the association documented across these studies is not sufficient or measurable enough to warrant the current levels of panic and fear around this issue.”
  • Unfortunately, the large number of participants in these designs means that small effects are easily publishable and, if positive, garner outsized press and policy attention,
  • put these extremely miniscule effects of screens on young people in real-world context
  • some positive behaviors such as getting enough sleep and regularly eating breakfast were much more strongly associated with well-being than the average impact of technology use.
  • Strikingly, one of the data sets Przybylski and Orben used was “Monitoring the Future,” an ongoing study run by researchers at the University of Michigan that tracks drug use among young people. The alarming 2017 book and article by psychologist Jean Twenge claiming that smartphones have destroyed a generation of teenagers also relied on the data from “Monitoring the Future.” When the same statistics Twenge used are put into the larger context Przybylski and Orben employ, the effect of phone use on teen mental health turns out to be tiny.
  • “The real threat isn’t smartphones. It’s this campaign of misinformation and the generation of fear among parents and educators.”
  • All of this is not to say there is no danger whatsoever in digital technology use. In a previous paper, Przybylski and colleague Netta Weinstein demonstrated a “Goldilocks” effect showing moderate use of technology—about one to two hours per day on weekdays and slightly more on weekends—was “not intrinsically harmful,” but higher levels of indulgence could be.
Sean McHugh

Being a Better Online Reader | The New Yorker - 0 views

  • there’s still no longitudinal data about digital reading. As she put it, “We’re in a place of apprehension rather than comprehension.” And it’s quite possible that the apprehension is misplaced: perhaps digital reading isn’t worse so much as different than print reading
  • they also need different sorts of training to excel at each medium. The online world, she argues, may require students to exercise much greater self-control than a physical book. “In reading on paper, you may have to monitor yourself once, to actually pick up the book,” she says. “On the Internet, that monitoring and self-regulation cycle happens again and again.
  • Maybe the decline of deep reading isn’t due to reading skill atrophy but to the need to develop a very different sort of skill, that of teaching yourself to focus your attention
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  • The digital deficit, they suggest, isn’t a result of the medium as such but rather of a failure of self-knowledge and self-control: we don’t realize that digital comprehension may take just as much time as reading a book
  • It wasn’t the screen that disrupted the fuller synthesis of deep reading; it was the allure of multitasking on the Internet and a failure to properly mitigate its impact
  • some data suggest that, in certain environments and on certain types of tasks, we can read equally well in any format
  • We need to be aware of the effects of deeper digital immersion, Wolf says, but we should be equally cautious when we draw causal arrows or place blame without adequate longitudinal research
  • Deep-reading skills, Wolf points out, may not be emphasized in schools that conform to the Common Core, for instance, and need to meet certain test-taking reading targets that emphasize gist at the expense of depth. “Physical, tangible books give children a lot of time,” she says. “And the digital milieu speeds everything up. So we need to do things much more slowly and gradually than we are.” Not only should digital reading be introduced more slowly into the curriculum; it also should be integrated with the more immersive reading skills that deeper comprehension requires.
  • Wolf is optimistic that we can learn to navigate online reading just as deeply as we once did print—if we go about it with the necessary thoughtfulness.
Sean McHugh

Technology And Video Games Make Kids Think Differently About Old Questions - Forbes - 0 views

  • I never limit my kids’ screen time. I do, however, require reading time, outdoor play time, and physical toy time. The difference between limiting screen time and requiring non-screen time is subtle, but substantial. It emphasizes the positive benefit of other activities rather than scolding the screen.
  • I spend a lot of time making sure my children don’t get too heavily absorbed in any one way of perceiving. I do this by paying enough attention to what games my kids are playing that I can ask them to switch games. That’s right, not all games are the same. Each one has unique narrative properties. Each one has particular mechanics that inadvertently teach a specific way of making meaning of the world. Gaming is not a singular way of being. Parenting gamer-kids is not just about monitoring the on/off switch.
  • Consider Minecraft. Like most kids these days, mine play it all the time. I’ve written about the good things my kids learn by playing. I love the free sandbox creativity. I think it strengthens a sense of systems thinking. But I’m also worried that so many kids develop an almost obsessive relationship to the game.
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    "I never limit my kids' screen time. I do, however, require reading time, outdoor play time, and physical toy time. The difference between limiting screen time and requiring non-screen time is subtle, but substantial. It emphasizes the positive benefit of other activities rather than scolding the screen."
Sean McHugh

https://www.nytimes.com/interactive/2019/12/07/us/video-games-child-sex-abuse.html - 0 views

  • Sexual predators and other bad actors have found an easy access point into the lives of young people: They are meeting them online through multiplayer video games and chat apps
  • Games are a common target, but predators are also finding many victims on social platforms like Instagram
  • Six years ago, a little over 50 reports of the crimes, commonly known as “sextortion,” were referred to the federally designated clearinghouse in suburban Washington that tracks online child sexual abuse. Last year, the center received over 1,500
    • Sean McHugh
       
      Most likely migrating from other haunts like playgrounds and shopping malls.
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  • Almost every single teenage boy in America — 97 percent — plays video games, while about 83 percent of girls do
    • Sean McHugh
       
      And you can bet those percentages are equal or favouring girls when it comes to chat.
  • promote “healthy gaming habits” and develop students’ science and technology skills
  • Parents aren’t telling their kids at 6 years old, ‘Keep your clothes on online
  • It had nothing to do with gameplay
  • Parents aren’t telling their kids at 6 years old, ‘Keep your clothes on online,’” Mr. Halpert said. “But they need to.
  • Minecraft, said it planned to release software early next year that could recognize some forms of grooming and sextortion. The company said it would offer the software to other tech businesses free of charge
  • a 26-year-old Ohio man was charged with sexual exploitation after claiming to be 13 on Yubo and luring a 12-year-old girl, the authorities said
    • Sean McHugh
       
      I guess most systems are focused on the opposite, kids pretending they are adults...
  • But the solution many game developers and online safety experts return to is that parents need to know what their children are playing, and that children need to know what tools are available to them. Sometimes that means blocking users and shutting off chat functions, and sometimes it means monitoring the games as they are being played. “‘Literacy’ is the word I say a billion times a day
  • parents should react carefully when their children report encounters with online predators. Punishing the children — no more video games or social media, for example — could backfire by pushing them into even more dangerous places for their online activity.
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