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Sean McHugh

Give Kids Unlimited Screen Time-But Only After They've Completed Their Daily Activities - 0 views

  • while it’s admirable to expect your kid to exercise for a full hour, the reality is that, unless you have an Olympic sized pool in your backyard where your kid can do the butterfly stroke for an hour, it’s tough for a 10 year old to stay moving for a full hour
  • There’s a difference between a teen that is using screen time intentionally versus mindlessly,
  • every parent has their own rules when it comes to screen time use and you know your kid best. But by starting with conversations about goals, boundaries and intentional use, parents and teenagers can lay down their swords in the battle over screen time and social media use
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    Parenting "screen time"
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

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
  • It had nothing to do with gameplay
  • Parents aren’t telling their kids at 6 years old, ‘Keep your clothes on online
  • 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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