Why technology is bad for children
Children today need to limit their use of technology, it has many negative effects on them. Over use of technology can lead to psychological disorders, obesity, diabetes, and many more issues. Parents should monitor and limit their children’s time spent in front of a screen. Studies show that children ages ten to fifteen spend around six hours in front of a screen daily. Sadly, children age zero to two are even averaging around two hours in front of a screen daily (Valkenburg, 2017). In my opinion these numbers are absurd. “The evidence suggests a ‘dose-response’ relationship, where each additional hour of viewing increases children’s likelihood of experiencing socio-emotional problems and the risk of lower
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Cris Rowan stated, “Child obesity and diabetes are now national epidemics in both Canada and the U.S., causally related to technology overuse”. Children today do not spend nearly enough time playing outside. When a child spends all their free time playing video games, watching television, or using social media they decrease time they could spend exercising (Rowen, 2013). Violent video games and television are shown to cause aggressive behavior in children. Violent video games and television are also proven to create ADHD like behavior in some children. When a child is constantly over stimulated by technology they often find it difficult to concentrate or pay attention during less stimulating circumstances such as school (Valkenburg, 2017).
Personally, I have seen my children change in a big way over the past few years. I bought them each a tablet the Christmas before last. At first I appreciated the extra quiet time I was getting while they were battling dragons and building armies. Then after a while I started to notice a huge decrease in the time we spent together. They would stare at the tablet for hours upon hours if I let them. I also noticed a change in how long it took before they went off the wall in a store or waiting in a line. It seems like they become bored in a matter of minutes compared to before when I could at least get some things taken care of without
In 2008, 97% of twelve to seventeen year olds in America played video games, thus fueling the domestic video games by $11.7 million. Ten out of the top twenty best-selling video games contain violence. Many of these violent video games have been accused of incidents that include crime, bullying, and behavior problems. As the popularity of violent video games increase, more people become victims of behavior problems such as depression, aggressiveness, and addiction. Although video games were intentionally created for entertainment purposes, through studies and experiments it has been established that they are factors of behavior problems because of the active interaction people demonstrate while playing video games.
At this day in age we bask in the luxury of having easy access to advanced technology at our disposal. From the World Wide Web, to cell phones, music, movies and video games the human race has thought of any and everything to keep us entertained. Over the years studies have shown reasonable concerns regarding the long-term effects of video games. These games can desensitize gamers to real life violence, which is usually seen in the younger crowd. The studies especially hit on the games containing player-on-player violence. Though these games are extremely entertaining and can get kids to settle down for a while, if not properly supervised, they can produce adverse effects. Other studies have shown that video games can be used as way to yield positive outcomes such as, good problem solving skills, cooperation in a group and the ability to flow. Although there has been psychological research on children learning through the actions of others some believe that children are automatically able to distinguish between what is just a game and what is reality. The longer they are allowed on their game system the more they become convinced that their games are real. Some researchers believe violent video games can channel the aggression of the child but the parents are to blame for what happens to the child after playing an excessive amount over a period of time. Children can become preoccupied with these violent video games which have been proven to be the cause of poor social skills, uncontrollable aggression and a false reality.
Fewer and fewer children are playing outside regularly, choosing instead to be inside on the computer, in front of the television, and playing video games. Many children do not get enough physical activity in their daily routine. Many schools physical education programs cut back on the time actually spent doing vigorous activities. "One study showed that gym classes offered third-graders just twenty-five minutes of vigorous activity each week" ("Overweight and obesity,"2009). Guidelines show that children over two years old should at least get sixty minutes of vigorous activity a day ("Overweight and obesity,"2009). The average family is busier today than ever, which causes parents to rush meals and not take the time to plan nutritious hom...
Recently, there have been many active video games that have become popular amongst children that can encourage exercise. Video games such as the Wii and the Xbox connect engage children in a whole new way in which the whole body is actively involved. The scientific journal JAMA Pediatrics conducted a study to evaluate the effects of active video gaming on the physical activity and weight loss in children. The research group conducted a 16-week study on seventy five overweight or obese children that were enrolled into a community-based weight management program. The average age of the participants was 10 years old, the average BMI score was 2.15 and the percent of overweight form the median BMI was 64.3 percent. The participants were broken down into two groups to assess the effects that active video gaming could have on weight loss; however both groups received the family-based pediatric weight management program Join for Me. The participants in the program and active gaming group received a game console and motion capture device and one active game at their second treatment session. They also received a second game in week nine of the program. Participants in the program only group were handed the hardware items and two games at the completion of the 16-week program. The results of the study concluded that the participants in the program and active gaming group exhibited a great increase in moderate-to-vigorous physical activity but the program only group saw a decline or no change in their physical activity levels. In both groups, participants exhibited significant reductions in percentage overweight and BMI scores but the program and active gaming group exhibited a significantly greater amount (JAMA Pediatrics, 2014, p.1). This...
Recently, many schools have initiated a blended learning programme. These programmes provide a one-on-one student to device ratio and have caused much controversy. This scrutiny is only intensified when discussing the effect of such environments on children as young as the age of six, and many experts disagree with this practice. This essay will discuss the negative effects of younger children using devices (predominately iPads). Some of these reasons include: the negative effect iPads have on a developing child's social skills; the way these devices hinder muscle development, especially in the region of the hand and wrist; the possibility of becoming addicted; and the detrimental repercussions on the brains ability to process words and sounds quickly. Ipads are also proven to reduce young children's vocabulary.
One article points out that video games have a big impact on children’s lives and that many of the games played are violent. Researchers have found that “nearly all children spend time playing video games” and studies have found that “8th graders spent an average of 17 hours per week playing video games” (Tamborini 336). Moreover, 68% of the most popular video games contain violence (Tamborini 336). So it is clear that many children have access to violent video games and they have a big impact on their lives simply because of the amount of time spent playing them.
Many people have a wide range of opinions on whether technology is having a positive influence on our children or a negative, there is a vast amount of evidence to support both of these arguments. Technology can refer to so many things, but there are three main parts of technology that have the greatest effect on our children: video games, television/media, and computers. The modern technologies we have today are so powerful because they attract our genetic biases, that the human brain has a tremendous love for visually presented information. Video games, television, movies and computer programs are all very visually oriented and therefore they attract and keep the attention of children easily. By far the largest concern of technology today is video games.
...ttention and focus to reduce the negative impacts on development of children. Research suggests that technology use and especially computers enhances development of children when properly used. On the other hand, the uncontrolled use of technology in childhood education may produce negative effects and impair development in children. Uses of technology in childhood education range from enhancing social interactions, language development to initial computer use skills. It is important to note that, technology use in children education is a matter of how it can be harnessed for the purposes of learning in children. Research by health professionals argues that technology use in children education can produce detrimental health effects especially obesity. Thus, children exposure to technological gadgets like computers and tablets among others should be greatly checked.
In our society today one of the most difficult problems we are facing is the large numbers of obesity in our children. One of the major factors in that is this; our children have become less physically active. At an early age children start watching TV, learn how to operate a computer, and play video games. Having technological skills is now a necessity in all of our lives because everything has turned “computerized,” but the fact is that our children are relying on these types of entertainment rather than getting up and physically exercising to entertain them selves. This directly affects the large number of obese children in our country today because of the lack of physical exercise. It is not that we want our kids to look a certain way or to be better at sports than everyone else, but it is that we want our kids to be physically fit and to develop a healthy lifestyle. Physical exercise is not only for adults, it is for children as well, so we must understand the importance of our children exercising and the benefits from it. By doing that it will make an impact on that child for the rest of his/her life.
Video games are electronic sports which involves user interface and user interactivity. They generate a visual response which helps to provide excitement and entertainment. Video games are played on computers, televisions, or any kind of device with a display screen. People play video games for fun and also because some games are more productive and useful. With growth in technology video games have become very popular in children. Those games can be informative and a brain-builder for children but at the same time it may be so violent that they not only become the reason for the children to be destructive but also vigorously increase anti-social behavior.
Almost every child between the ages of eight and twelve are getting cell phones. The average home in America has as many televisions as they do people. Only 20% of American homes do not have a computer. Technology is quickly becoming a new way of life. The amount of time people are on their devices is growing rapidly. According to The Huffington Post, people are on their devices for on average about eleven hours and fifty-two minutes a day. That is almost half a day and a lot longer than most people sleep or work. People have not realized yet how they or their families are being affected by this constant use of technology. As a result of technology increasing, children are experiencing health problems, school issues, and social problems.
Children growing up in the modern world of today would rather stay inside and play on the internet, watch television, or play video games than go outside and play. Serious repetitive strain injuries suffered after spending hours glued to game consoles is up 60% since 2002 (Par. 5 Clarke). Technology and modern society have created lifestyle changes that are detrimental to the well being of children. First, this paper will discuss the effects of technology and modern society on the physical and mental health of the children. Second, the paper will discuss the dangers to children resulting from new technology. Lastly, the paper will discuss the modern lifestyle changes in families and their effects on the children.
There has been a long lasting debate in the resent years on whether or not technology has a positive or negative impact on today’s kids. As the years move on, the negative effects have begun to outnumber the positive. The generations previous spent their childhood making forts, fishing, and using their imaginations, contrary to today’s generations who spend their free time texting, playing video games, and watching videos. Damaging effects such as decreases in school performances, addiction to electronics, and lack of brain development have all been linked to the electronic media stimulation. In order to prevent the future generation from following in the current generations footsteps, one must full comprehend just how much technology impacts
To continue, everyone can agree that children need a healthy environment to develop cognitive, social, emotional, physical and linguistic development. How much technology can improve or distract from these essential skills varies with age. The impact and implications of technology tools on young children has been studied and researched through the Let’s Move Childcare initiative and results concluded that little to no “screen time” is preferred for children under the age of two. For children two years or older, the recommended “screen time” is limited to thirty minutes per week in the classroom setting. (White House, 2011.)
Thesis Statement: Research suggests that the internet does make children smarter because it allows children to have higher self confidence, build fine motor and cognitive skills, increase visual memory, and use trial and error to problem solve on their own.