Lecture 8: Media Use Flashcards
Learning objectives
Lecture overview:
1. Brief history of media research
2. Key theories and issues
3. Television research
4. Touchscreen research
5. Policy and media
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Learning outcomes:
- Explain key concepts in media research and be able to critique them.
- Explain differences between television and touchscreen devices and how this may influence children’s ability to learn from screens.
- Explain how the content and context of media use could have a positive impact on children’s cognitive outcomes.
- Understand the wide-ranging nature of media use and how it plays a role in other areas, like policy.
Part 1: Brief History of Media Research
History
Children’s media use has consistently attracted a lot of attention.
“The theater becomes to them [youth] a ‘veritable house of dreams’ infinitely more real than the noisy streets and crowded factories” (Addams, 1909)
With each new medium comes fresh concerns about how it impacts on children.
- Majority of media research has focused on television use.
First addressed concerns about violence ( no programmes directed at children), advertising and impacts on health. Evolved to examine cognition and how content and contexts can influence outcomes. - Focus has started to shift towards touchscreens but the research is still relatively new.
Part 1: Brief History of Media Research
What areas to researchers look at in children’s media use?
- Understanding/ using messages
- Preference and use
- Relationships with physical aspects of life
- Relationships with psychological aspects of life
- Learning from screens
- Context effects
Part 1: Brief History of Media Research
Why is understanding media use important in developmental psychology?
Technology use has become increasingly prevalent in young children’s lives.
- 65% of 3-4 year olds had used a tablet computer and 92% had used a TV
We need to make sure we understand how to optimise use to improve the chances of it having a positive influence.
Important topic in areas like policy, health and education so practitioners in all these areas stand to benefit from research into children’s technology use.
Part 2a: Key Theories
Key theories list (4)
- Displacement Hypothesis
- Goldilocks Hypothesis
- Transfer Deficit
- Stimulation Hypothesis
Part 2a: Key Theories
- Displacement hypothesis
Displacement hypothesis suggests media use takes time away from other developmentally beneficial activities - lack of engagement with these activities associated with worse outcomes
Displacement assumes negative monotonic relationship and that harm is directly proportional to amount of exposure
Issue –> only works if we assumed, should the kid not be watching TV would definitely be reading etc
Part 2a: Key Theories
- Goldilocks hypothesis
Where displacement assumes negative monotonic relationship and that harm is directly proportional to amount of exposure…
The Goldilocks hypothesis says moderate technology use is not necc. harmful e.g.
- Too much – may displace meaningful activities
- Too little – may miss out on important information/ skills
- Just right – balanced use
Issue –> based on correlational data
Part 2a: Key Theories
- Transfer deficit
Transfer deficit is the phenomenon where children learn less from 2D media than live interactions
Researchers use diff. paradigms to test transfer e.g. imitation or object retrieval
- kidswatch a demo through screen then are given 3D version of task
- failure to complete task is seen as transfer deficit
Possible expl. is a shift between perceptual and physical environment
- change in modality is highly cognitively demanding - kids not as well equipped to deal with this… age constraints on memory flexibility - older children might be better equipped to deal with demands
The ability to transfer information could be moderated by the type of media and the context of media use e.g. co-use with parent, specific cues within media.
Issue –> Much of the research relies transferring between 2D and 3D versions of the same task – we don’t know much about how children can transfer more general skills.
Part 2a: Key Theories
- Stimulation hypothesis
Relevant in terms of imaginative play and creativity
The stimulation hyp. suggests content e.g. characters or events, are incorporated into play or creative ideas –> increased quantity or quality
could be interpreted as blurring boundaries between digital and non-digital play
4-6yo who watched harry potter did better in creativity tests comp to those who watched a non-magical clip
Issue –> it might ot be so beneficial if the content is potentially negative e.g. fighting
Part 2b: Issues
Key issues in media research
How do we measure media use?
How do we measure media use?
Researchon kids media use relies on self-report, where ppts asked to estimate use
Adv/
- quick and cheap
- can use online surveys, questionnaires and diaries
Disadv/
- relies on ppt estimates, susceptible to social desirability and inaccuracy
- no standardised measure, qs about media use vary e.g. ave use in a week, day or yesterday
Part 2b: Issues
Key issues in media research
How could measurements be improved?
Alleviate self-report issues by using activity tracking software - especially applicable for touch screen usage
issues –> distinguishing between users, needs to be approved by parents etc
Part 2b: Issues
Key issues in media research
What is ‘screen time’, and is the term useful?
Definition: time spent using electronic screen-based devices such as tvs, computers, smarphones or tablets
Term is easy to understand but too simplistic - activities that fall under the label are varied e.g. watching tv and learning to code are very different things
The term “screen time” is basically meaningless - to understand effects of tech, need to have nuanced view of what is a complex behaviour
Part 3: TV Research
How the introduction of TV can affect creativity
Key questions:
Are there differences between communities who do not have TV compared to those who do?
Does the introduction of TV affect subsequent creativity?
Harrison and Williams 1986
Study:
- natural exp with 3 canadian communities
> Community 1 – TV not yet available
> Community 2 – TV available, one programme
> Community 3 – TV available, several programmes
Tested twice
- 9 to 10 and 12 to 13-year-olds at Time 1.
- 11 to 12 and 14 to 15 year-olds at Time 2.
Found:
> Cross-sectional results
- Divergent thinking (DT) was significantly higher in Community 1 compared to other two communities.
> Longitudinal results
- DT was lower after introduction of TV in Community 1 and had dropped to the same level as the other two communities.
Means:
- Authors suggest displacement, TV replaced beneficial activities for DT
Part 3: TV Research
How educational content might help with language and school-related skills
Key question: How do different TV programmes relate to intellectual development in low-to-moderate SES children?
Wright et al 2001
Study:
- diaries of tv viewing for 3yrs and annual measures of reading, maths, vocab and school readiness in two groups (2-5 and 4-7)
Found:
- General tv content -> lower performance on school-related skills.
- Positive relationship, watching educational programmes (like Sesame Street)*letter-word skills, number skills, vocabulary and school readiness for pre-schoolers
Means:
- educational context beneficial for kids from low/ mod SES
- based on curriculum and formative research, has accessible presentation - it’s understandable and appealing to young kids
Part 4: Touchscreen Research
Televisions vs. touchscreens – are they different?
There are a number of features that mean touchscreens are closer to real-world play than TVs
- Interactivity
- Reactivity
- Portability
- Tailorability
- Progressiveness
- Promotion of joint attention
Do these differences mean differences in develop and how kids learn from screens?
Key questions:
> Do 4- to 6-year olds improve at a problem-solving task (Tower of Hanoi) after practicing on a touchscreen?
> Does task modality affect performance?
Huber et al (2016)
Study:
- kids tried tower of hanoi irl
- then practiced either irl or on screen
- tried again irl
Found:
- Found that performance improved across all age groups regardless of practice modality
Means:
- Children can learn problem-solving strategies from screens
- Possible that the interactivity of touchscreen made it active learning