Tag Archives: Online

University of Michigan study: How video games affect classroom teaching

18 Dec

Jordan Shapiro reported in the PJ Tech article, Study Shows Video Games’ Impact On Face-to-face Teaching:

In the past, I have covered many studies that look at the efficacy of game based learning. But a recent study from A-GAMES, a collaboration between New York University and the University of Michigan, is significant because it looks at the way games impact the learning experience and the relationship between teacher and student. It does this by considering how digital games support ‘formative assessment’ — a term educators and researchers use to describe “the techniques used by teachers to monitor, measure, and support student progress and learning during instruction.” It may sound fancy but “formative assessment” really just refers to the ongoing attention that all good teachers have always provided their students, monitoring student learning and offering ongoing and specific feedback.

A-GAMES stands for Analyzing Games for Assessment in Math, ELA/Social Studies, and Science. The project is one among many games and learning research projects funded by the Bill and Melinda Gates Foundation.

The study, entitled “Empowering Educators: Supporting Student Progress in the Classroom with Digital Games,” was undertaken by Jan Plass at NYU and Barry Fishman at University of Michigan. Surveying 488 K-12 teachers from across the U.S., they found that “more than half of teachers (57 percent) use digital games weekly or more often in teaching, with 18 percent using games for teaching on a daily basis. A higher percentage of elementary school teachers (66 percent for grade K-2 teachers and 79 percent for grade 3-5 teachers) use games weekly or more often for teaching, compared with middle school (47 percent) and high school (40 percent) teachers.”

These numbers are more or less consistent with previous studies. particularly the Level-up Learning study that the Joan Ganz Cooney Center at Sesame Workshop issued this past fall. That study focused on teachers and how their thinking about digital games in the classroom impacts actual implementation. This A-GAMES study, alternatively, is looking in more detail at the way games impact the teacher’s ability to provide personalized attention, assessment, and feedback to individual students.

The NYU/University of Michigan study found that on a weekly basis, 34 percent of teachers use games to conduct formative assessment. What are they assessing? Facts and knowledge; concepts and big ideas; mastery of specific skills. And they are doing formative assessment with games in the same way they do it with other classroom activities: observing students in class; asking probing questions; looking over their shoulders. All of this suggests that “using digital games may enable teachers to conduct formative assessment more frequently and effectively.” Game based learning seems to be aiding and supporting existing strategies rather than radically transforming the practice of teaching…

http://pjtec.info/study-shows-video-games-impact-on-face-to-face-teaching/

The University of Michigan reports the key findings:                                                                                             Key Findings

If digital games are to play a key role in classroom instruction, they must support core instructional activities. Formative assessment — techniques used by teachers to monitor, measure, and support student progress and learning during instruction — is a core practice of successful classrooms. The A-GAMES project (Analyzing Games for Assessment in Math, ELA/ Social Studies, and Science) studied how teachers actually use digital games in their teaching to support formative assessment.

In Fall 2013, 488 K-12 teachers across the United States were surveyed about their digital game use and formative assessment practices to gain insight into their relationship to one another. The survey explored three areas:

Our results reveal that the way teachers use digital games for formative assessment is related to their overall formative assessment practices. Using digital games as part of instruction may enable teachers to conduct formative assessment more frequently and more effectively.                                                 http://gamesandlearning.umich.edu/a-games/key-findings/

This study is interesting because it looks at how video games allow personalized interaction in the classroom.

Elena Malykhina of Scientific American wrote in Fact or Fiction?: Video Games Are the Future of Education:

If educational video games are well executed, they can provide a strong framework for inquiry and project-based learning, says Alan Gershenfeld, co-founder and president of E-Line Media, a publisher of computer and video games and a Founding Industry Fellow at Arizona State University’s Center for Games and Impact. “Games are also uniquely suited to fostering the skills necessary for navigating a complex, interconnected, rapidly changing 21st century,” he adds.

Digital literacy and understanding how systems (computer and otherwise) work will become increasingly important in a world where many of today’s students will pursue jobs that do not currently exist, says Gershenfeld, who wrote about video games’ potential to transform education in the February Scientific American. Tomorrow’s workers will also likely change jobs many times throughout their careers and “will almost certainly have jobs that require some level of mastery of digital media and technology,” he adds….

Perhaps the biggest impact of video games will be on students who have not responded as well to traditional teaching methods. Nearly half of the teachers surveyed say it is the low-performing students who generally benefit from the use of games, and more than half believe games have the ability to motivate struggling and special education students.

http://www.scientificamerican.com/article/fact-or-fiction-video-games-are-the-future-of-education/

See, Teachers Surveyed on Using Digital Games in Class       http://www.gamesandlearning.org/2014/06/09/teachers-on-using-games-in-class/

As with any instructional technique, there are pros and cons.

Justin Marquis Ph.D. writes in the Classroom Aid article, Debates about Gamification and   Game-Based Learning(#GBL) in Education:

The Negatives

Those who have both feet firmly in the anti-gamification camp most often argue that there are no empirical studies that demonstrate real learning from games or that the skills learned in game play do not translate to the real world. That said, however, there are real negatives that can be associated with the introduction of gamification into education:

  • Cost – A fully game-based curriculum, or even one that relies heavily on games, represents a substantial increase in cost over standard book/paper/pencil education. For starters, there is the cost of the equipment, the cost of the software, and the additional expense of training teachers in the most effective pedagogical use of the medium.
  • Distraction from other objectives – The idea that playing games pulls learners from other more valuable skills must also be addressed. The underlying premise here is that games are fairly limited in their content and the context that they present for learning. This is true….
  • Social isolation – One of the biggest ongoing criticisms of games, and technology in general, is that it promotes anti-social behavior and isolates individuals. While some of this may have been true prior to the explosion of Web 2.0 technologies, it certainly is not any longer.  The focus of most new games is in social play. While players may not be interacting face-to-face they are interacting nonetheless. In fact, these technologically mediated interactions mirror much of the real-world communication that drives our personal lives and business. The process and social norms taught by these interactions represent very real and useful skills that translate perfectly outside of games.
  • Shortened attention span – This is the criticism of all modern media, and probably was a criticism of books when Guttenberg first started mass producing them. New technologies necessitate new ways of viewing the world and the nature of knowledge. Computer games are no different. The often rapid pace of action and the immediate feedback can make people expect the same kinds of fast-paced, instantaneous response of all things….

The Positives

While the limitations above are daunting and require significant shifting of educational and societal priorities in order to be overcome, they are worth addressing, particularly if weighed against the positive effects of gamification.

  • Technological literacy – Game play promotes literacy at many different levels, from technological to socio-emotional. At the very minimum, game play supports the development of skills necessary to run a computer, but it really goes far beyond that, as the installation, upkeep, and networking required for much game play also promotes high-level literacy skills in students (Marquis, 2009).
  • Multitasking mentality – The reality of our world is that we all multitask to a certain extent, splitting our attention between multiple screen, devices, and stimuli constantly. Games enhance this ability by forcing players to balance multiple kinds of inputs simultaneously in order to be successful. Try the fun multitasking game at the end of this post to see how well you can focus on multiple inputs.
  • Teamwork – While the isolationist tendencies of gamers have long been a popular stereotype, many current games are built on a social networking paradigm that not only allows for teamwork and collaborative play, but often requires it to be successful. This is one of the key skills required for working in a hyper-connected global economy.
  • Long-range planning – While the critique of games is that they shorten players’ ability to concentrate for extended periods of time, the opposite is actually true. Game designer and researcher Jane McGonigal refers to the hyper-intense and prolonged focus that gamers can experience in well-designed games and sees importance in the concept of “blissful productivity,” where players become so absorbed in the game that they lose track of time while working hard to achieve goals….
  • Individualized instruction – Because GBL focuses on each student playing and learning for themselves, individualized instruction is a natural part of the equation. This means two things; each student can work towards mastery, and each student can work at their own pace.

Many successful educators try to appeal to their students’ interest in order to engage them. With so many children and adults currently playing video games, games represent a natural way for teachers to reach a larger audience and have fun at the same time….                                                                   http://classroom-aid.com/2013/04/07/debates-about-gamification-and-game-based-learninggbl-in-education/

There should not be a one size fits all education system. For some children, video games are an appropriate education strategy.

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University of Iowa study: Children learn aggressive ways of thinking and behaving from violent video games

14 Apr

The Center for Sport Policy and Conduct (Sport Center) at Indiana University, Bloomington has excellent capsule definitions of violence, aggression, and deviance According to the Sport Center violence is defined as:

Violence can be seen as a form of physical assault based on an intent to injure another person or destroy the property of others. To continue this definition, “violence in sport violates the norms and rules of the contest, threatens lives and property, and usually cannot be anticipated by the persons affected” (Smith, 1983, p. 6). http://www.indiana.edu/~cspc/violence.htm

Aggression is defined as:

Aggression can be generally defined as all behavior intended to destroy another person’s property or to injure another person, physically or psychologically. It has been reported that action has to violate norms and rules shared by society in order to be defined as aggressive. Several experiments (Tedeschi, Gaes, & Rivera, 1977) found that a protagonist who intends to cause injury is only judged by witnesses to be aggressive when his behavior is also judged to be antinormative; in other words, when they are opposing the social rules that apply to that particular situation. Judgment is the same when the action or “intent to injure” constitutes a response to a previous provocation. If, however, the action exceeds the preceding deed, the revenge is viewed as excessive and judged as inappropriate and aggressive.

Deviance is defined as “Deviant behavior is usually that which departs from the norm; anything that goes against the accepted societal standards could be classified as such.”

Science Daily reported in the article, Life lessons: Children learn aggressive ways of thinking and behaving from violent video games, study finds:

Children who repeatedly play violent video games are learning thought patterns that will stick with them and influence behaviors as they grow older, according to a new study by Iowa State University researchers. The effect is the same regardless of age, gender or culture. Douglas Gentile, an associate professor of psychology and lead author of the study published in JAMA Pediatrics, says it is really no different than learning math or to play the piano…
Researchers found that over time children start to think more aggressively. And when provoked at home, school or in other situations, children will react much like they do when playing a violent video game. Repeated practice of aggressive ways of thinking appears to drive the long-term effect of violent games on aggression.
“Violent video games model physical aggression,” said Craig Anderson, Distinguished Professor of psychology and director of the Center for the Study of Violence at Iowa State and co-author of the report. “They also reward players for being alert to hostile intentions and for using aggressive behavior to solve conflicts. Practicing such aggressive thinking in these games improves the ability of the players to think aggressively. In turn, this habitual aggressive thinking increases their aggressiveness in real life.”
The study followed more than 3,000 children in third, fourth, seventh and eighth grades for three years. Researchers collected data each year to track the amount of time spent playing video games, the violent content of the game and changes in a child’s behavior. The length and size of the study made it possible for researchers to detect and test even small effects.
Boys reported doing more physically aggressive behaviors and spending more time playing violent games than girls. However, even when researchers controlled for gender, the violent video game effects on behavior were the same for girls and boys.
To test whether violent games had a greater effect on children who were more aggressive, researchers compared children with high and low levels of aggression. Much like gender, they did not find a significant difference in terms of the effect from violent games.
“The results make a pretty strong argument that gender and age really don’t affect this relationship between video game play, aggressive thinking and aggressive behavior,” said Sara Prot, a graduate student in psychology at Iowa State. “There are lasting effects on thinking and behavior. You can’t say one group, because of their gender, age or culture, is protected from the effects in some special way.”
Children learn both good and bad behavior
More than 90 percent of children and teens play video games, and researchers say the majority of those games contain some type of violent content. However, that does not mean all games are bad and that children will only develop bad habits. These latest results build upon a previous study, published in Psychological Science, that analyzed the influence of prosocial media….
http://www.sciencedaily.com/releases/2014/03/140324181255.htm

Citation:

JAMA Pediatrics
Original Investigation|March 24, 2014
Mediators and Moderators of Long-term Effects of Violent Video Games on Aggressive Behavior Practice, Thinking, and Action
ONLINE FIRST
Douglas A. Gentile, PhD1; Dongdong Li, PhD2; Angeline Khoo, PhD2; Sara Prot, MA1; Craig A. Anderson, PhD1
[+] Author Affiliations
JAMA Pediatr. Published online March 24, 2014. doi:10.1001/jamapediatrics.2014.63
Text Size: A A A
Article
Figures
Tables
References
Comments
ABSTRACT
ABSTRACT | METHODS | RESULTS | DISCUSSION | CONCLUSIONS | ARTICLE INFORMATION | REFERENCES
Importance Although several longitudinal studies have demonstrated an effect of violent video game play on later aggressive behavior, little is known about the psychological mediators and moderators of the effect.
Objective To determine whether cognitive and/or emotional variables mediate the effect of violent video game play on aggression and whether the effect is moderated by age, sex, prior aggressiveness, or parental monitoring.
Design, Setting, and Participants Three-year longitudinal panel study. A total of 3034 children and adolescents from 6 primary and 6 secondary schools in Singapore (73% male) were surveyed annually. Children were eligible for inclusion if they attended one of the 12 selected schools, 3 of which were boys’ schools. At the beginning of the study, participants were in third, fourth, seventh, and eighth grades, with a mean (SD) age of 11.2 (2.1) years (range, 8-17 years). Study participation was 99% in year 1.
Main Outcomes and Measures The final outcome measure was aggressive behavior, with aggressive cognitions (normative beliefs about aggression, hostile attribution bias, aggressive fantasizing) and empathy as potential mediators.
Results Longitudinal latent growth curve modeling demonstrated that the effects of violent video game play are mediated primarily by aggressive cognitions. This effect is not moderated by sex, prior aggressiveness, or parental monitoring and is only slightly moderated by age, as younger children had a larger increase in initial aggressive cognition related to initial violent game play at the beginning of the study than older children. Model fit was excellent for all models.
Conclusions and Relevance Given that more than 90% of youths play video games, understanding the psychological mechanisms by which they can influence behaviors is important for parents and pediatricians and for designing interventions to enhance or mitigate the effects.

Here is the press release from the University of Iowa:

Life lessons: Children learn aggressive ways of thinking and behaving from violent video games
Posted Mar 24, 2014 3:00 pm
AMES, Iowa – Children who repeatedly play violent video games are learning thought patterns that will stick with them and influence behaviors as they grow older, according to a new study by Iowa State University researchers. The effect is the same regardless of age, gender or culture. Douglas Gentile, an associate professor of psychology and lead author of the study published in JAMA Pediatrics, says it is really no different than learning math or to play the piano.
“If you practice over and over, you have that knowledge in your head. The fact that you haven’t played the piano in years doesn’t mean you can’t still sit down and play something,” Gentile said. “It’s the same with violent games – you practice being vigilant for enemies, practice thinking that it’s acceptable to respond aggressively to provocation, and practice becoming desensitized to the consequences of violence.”
Researchers found that over time children start to think more aggressively. And when provoked at home, school or in other situations, children will react much like they do when playing a violent video game. Repeated practice of aggressive ways of thinking appears to drive the long-term effect of violent games on aggression.
“Violent video games model physical aggression,” said Craig Anderson, Distinguished Professor of psychology and director of the Center for the Study of Violence at Iowa State and co-author of the report. “They also reward players for being alert to hostile intentions and for using aggressive behavior to solve conflicts. Practicing such aggressive thinking in these games improves the ability of the players to think aggressively. In turn, this habitual aggressive thinking increases their aggressiveness in real life.”
The study followed more than 3,000 children in third, fourth, seventh and eighth grades for three years. Researchers collected data each year to track the amount of time spent playing video games, the violent content of the game and changes in a child’s behavior. The length and size of the study made it possible for researchers to detect and test even small effects.
Boys reported doing more physically aggressive behaviors and spending more time playing violent games than girls. However, even when researchers controlled for gender, the violent video game effects on behavior were the same for girls and boys.
To test whether violent games had a greater effect on children who were more aggressive, researchers compared children with high and low levels of aggression. Much like gender, they did not find a significant difference in terms of the effect from violent games.
“The results make a pretty strong argument that gender and age really don’t affect this relationship between video game play, aggressive thinking and aggressive behavior,” said Sara Prot, a graduate student in psychology at Iowa State. “There are lasting effects on thinking and behavior. You can’t say one group, because of their gender, age or culture, is protected from the effects in some special way.”
Children learn both good and bad behavior
More than 90 percent of children and teens play video games, and researchers say the majority of those games contain some type of violent content. However, that does not mean all games are bad and that children will only develop bad habits. These latest results build upon a previous study, published in Psychological Science, that analyzed the influence of prosocial media.
That earlier cross-cultural study, led by Prot, Gentile and Anderson, found that prosocial media – video games, movies or TV shows that portray helpful, caring and cooperative behaviors – positively influence behavior regardless of culture. The study, the first of its kind, tested levels of empathy and helpfulness of thousands of children and adolescents in seven countries. In combination, these studies show that the content of the video games youth play – prosocial or antisocial – determines their impact on real world behavior.
-30-
Contacts Douglas Gentile, Psychology, 515-294-1472, dgentile@iastate.edu Craig Anderson, Psychology, 515-294-3118, caa@iastate.edu Sara Prot, Psychology, 515-294-1742, sprot@iastate.edu Angie Hunt, News Service, 515-294-8986, amhunt@iastate.edu
– See more at: http://www.news.iastate.edu/news/2014/03/24/violentgamesbehavior#sthash.wx5lqpjA.QnKTrSDE.dpuf

Science Daily reported in the article, Violent video games delay development of moral judgment in teens:

Mirjana Bajovic of Brock University set out to discover whether there was a link between the types of video games teens played, how long they played them, and the teens’ levels of moral reasoning: their ability to take the perspective of others into account.
She quizzed a group of eighth-graders (aged 13-14) about their playing habits and patterns, as well as determined their stage of moral reasoning using an established scale of one to four.
Blagovic’s results, published in Educational Media International, indicate that there was a significant difference in sociomaturity levels between adolescents who played violent video games for one hour a day and those who played for three or more.
Bajovic suggests that both the content of the games and the time spent playing contribute to the fact that many of the violent gamers achieved only the second stage of sociomoral maturity… http://www.sciencedaily.com/releases/2014/02/140204101716.htm

That old saying that you are what you eat referring to what people put in their stomach is looking more like children and others are what the watch, read, and put into their mind.

Related:

Stanford University study: Sexualization of women in the tech world
https://drwilda.com/tag/how-using-sexy-female-avatars-in-video-games-changes-women/

Two studies: Social media and social dysfunction https://drwilda.com/2013/04/13/two-studies-social-media-and-social-dysfunction/

Brock University study: Violent video games can delay children’s moral judgment

Brock University study: Violent video games can delay children’s moral judgment

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Artic University of Norway study: Too much screen time can cause osteoporosis in boys

9 Apr

Play is important for children and outside play is particularly important. Kids Discover Nature has some excellent resources about outside play. In the post, 10 Reasons Why Kids Should Play Outside reasons for outside play are given.

1. K-12 students participating in environmental education programs at school do better on standardized tests in math, reading, writing and social studies.
Sources:
Abrams, K.S. (1999). Summary of project outcomes from Environmental Education and Sunshine State Standards schools’ final report data. Louv, R. (2005). Last Child in the Woods: Saving Our Children from Nature Deficit Disorder. New York: Algonquin Books. (p. 206) Louv, R. (2005). Last Child in the Woods: Saving Our Children from Nature Deficit Disorder. New York: Algonquin Books. (p. 206)
2. Children and adults find it easier to concentrate and pay attention after spending time in nature.
Sources:
Wells, N.M. (2000). At home with nature: Effects of “greenness” on children’s cognitive functioning. Environment and Behavior 32: 775-795.
Hartig, T., Mang, M., & Evans, G.W. (1991). Restorative effects of natural environment experiences. Environment and Behavior 23: 3-26.
3. Nature provides a rich source of hands-on, multi-sensory stimulation, which is critical for brain development in early childhood.
Source:
Rivkin, M.S. Natural Learning.
4. Children’s play is more creative and egalitarian in natural areas than in more structured or paved areas.
Source:
Faber Taylor, A., Wiley, A., Kuo, F.E. & Sullivan, W.C. (1998). Growing up in the inner city: Green spaces as places to grow. Environment and Behavior 30(1): 3-27.
5. Living in “high nature conditions” buffers children against the effects of stressful life events.
Source:
Wells, N. & Evans, G. (2003). Nearby nature: A buffer of life stress among rural children. Environment and Behavior 35: 311-330.
Louv, R. (2005). Last Child in the Woods: Saving Our Children from Nature Deficit Disorder. New York: Algonquin Books.
6. Views of nature reduce stress levels and speed recovery from illness, injury or stressful experiences.
Sources:
Frumkin, H. (2001). Beyond toxicity: Human health and the natural environment. American Journal of Preventative Medicine, 20(3): 234-240.
Louv, R. (2005). Last Child in the Woods: Saving Our Children from Nature Deficit Disorder. New York: Algonquin Books.
7. The ultimate raw material for much of human intellect, emotion, personality, industry, and spirit is rooted in a healthy, accessible, and abundant natural environment.
Source:
Kellert, Stephen R. (2005). Building for Life: Designing and Developing the Human-Nature Connection.Washington: Island Press.
8. Access to nature nurtures self discipline.
Source: Faber Taylor, A., Kuo, F.E., & Sullivan, W.C. (2002). Views of Nature and Self-Discipline: Evidence from Inner City Children. Journal of Environmental Psychology, 22, 49-63.
9. Nearby Nature Boosts Children’s Cognitive functioning.
Source: Wells, N.M. At Home with Nature: Effects of “Greenness” on Children’s Cognitive Functioning. Environment and Behavior. Vol. 32, No. 6, 775-795.
10. Children diagnosed with attention-deficit/hyperactivity disorder (ADHD) or attention-deficit disorder (ADD) showed reduce symptoms after playing in natural areas.
Source:
Kuo, F.E. & Faber Taylor, A. (2004). A potential natural treatment for attention-deficit/hyperactivity disorder: evidence from a national study. American Journal of Public Health 94(9):1580-1586. http://www.kidsdiscovernature.com/2009/08/10-reasons-why-kids-should-play-outside.html

An Arctic University of Norway study reported about the risk of osteoporosis for boys who spend too much time in front of computer screens.

The International Osteoporosis Foundation reported about the Arctic University of Norway’s study regarding boys and screen time.

DOES TOO MUCH TIME AT THE COMPUTER LEAD TO LOWER BONE MINERAL DENSITY IN ADOLESCENTS?
April 4, 2014
Study of Norwegian students finds great variation in impact on bone mineral density in boys and girls, concluding that teenage boys that spend more time in front of screen have weaker bones.
Results of a study presented today at the World Congress on Osteoporosis, Osteoarthritis and Musculoskeletal Diseases, showed that in boys, higher screen time was adversely associated to bone mineral density (BMD) at all sites even when adjusted for specific lifestyle factors.
The skeleton grows continually from birth to the end of the teenage years, reaching peak bone mass – maximum strength and size – in early adulthood. Along with nutritional factors, physical activity can also greatly impact on this process. There is consequently growing concern regarding the possible adverse effects of sedentary lifestyles in youth on bone health and on obesity.
The skeleton grows continually from birth to the end of the teenage years, reaching peak bone mass – maximum strength and size– in early adulthood. Along with nutritional factors, physical activity can also greatly impact on this process. There is consequently growing concern regarding the possible adverse effects of sedentary lifestyles in youth on bone health and on obesity.
The Norwegian study explored the hypothesis that greater computer use at weekends is associated with lower BMD. The data was obtained from 463 girls and 484 boys aged 15–18 years in the Tromsø region of Norway. The students participated in the Fit Futures study from 2010–2011 which assessed more than 90% of all first year high school students in the region.
BMD at total hip, femoral neck and total body was measured by DXA (dual-energy X-ray absorptiometry). Lifestyle variables were collected by self-administered questionnaires and interviews, including questions on time per day during weekends spent in front of the television or computer, and time spent on leisure time physical activities. The associations between BMD and screen time were analyzed in a multiple regression model that included adjustment for age, sexual maturation, BMI, leisure time physical activity, smoking, alcohol, cod liver oil and carbonated drink consumption.
Not surprisingly, the researchers found that boys spent more time in front of the computer than girls. As well as high screen time being adversely associated to BMD, in boys screen time was also positively related to higher body mass index (BMI) levels. In contrast to the boys, girls who spent 4–6 hours in front of the computer, had higher BMD than counterparts who spend less than 1.5 hours screen time each day – and this could not be explained by adjustments for the different parameters measured.
Lead author of the study Dr Anne Winther, Arctic University of Norway, Tromsø, stated, “Bone mineral density is a strong predictor of future fracture risk.O ur findings for girls are intriguing and definitely merit further exploration in other studies and population groups. The findings for boys on the other hand clearly show that sedentary lifestyle during adolescence can impact on BMD and thus compromise the acquisition of peak bone mass. This can have a negative impact in terms of osteoporosis and fracture risk later in life.”
According to the International Osteoporosis Foundation (IOF), approximately one in five men over the age of fifty worldwide will suffer a fracture as a result of osteoporosis. Very low levels of awareness about osteoporosis risk and bone health in males has prompted IOF to focus on osteoporosis in men as a key World Osteoporosis Day theme in 2014.
Abstract reference
OC 49 Leisure time computer use and adolescent bone health: findings from the Tromsø study–Fit Futures.
A. Winther, E. Dennison, O. A. Nilsen, R. Jorde, G. Grimnes, A. S. Furberg, L. A. Ahmed, N. Emaus. Osteoporos Int. Vol 25, Suppl. 2, 2014
Download abstracts from the IOF-ESCEO World Congress on Osteoporosis, Osteoarthritis and Musculoskeletal Diseases

See, Does too much time at the computer lead to lower bone mineral density in adolescents? http://www.sciencedaily.com/releases/2014/04/140404140205.htm

Web MD gives a good explanation of what osteoporosis is in the article, Osteoporosis Health Center:

Overview & Facts
Learn about osteoporosis and take action against this silent disease.You may not know you have it until your thinned, weakened bones fracture in a bump or fall.
What Is Osteoporosis?
What Is Osteoporosis?
Osteoporosis weakens bones and increases the risk of unexpected fractures. Serious consequences can occur with some fractures. Read this overview article about osteoporosis and how to keep your bones strong.
Picture of Osteoporosis
Want to see what a bone with osteoporosis looks like, compared to a healthy bone? This link will show you photos of normal and osteoporotic bone.
Causes
What Causes Osteoporosis?
Osteoporosis is the most common bone disease. It can be prevented with a healthy diet and staying physically active. Learn about factors that can make bones stronger or weaker.
What Causes Compression Fractures?
Most spinal compression fractures are never diagnosed because many patients and families think the back pain is merely a sign of aging and arthritis. These weakened bones cause the spine to collapse. Read more.
Are You at Risk?
Osteoporosis: Are You at Risk?
See what factors increase risk of osteoporosis.
Osteoporosis Risk Factors: Fact vs. Fiction
Think you know all about osteoporosis? Chances are, some of the things you think you know about osteoporosis risk factors may be wrong.
Osteoporosis in Men
Find out what risk factors increase the chances of osteoporosis in men.
Prevention
Osteoporosis Prevention
Osteoporosis can be prevented. People of all ages can get involved in protecting their bones. Exercise and a healthy diet can cut osteoporosis risk. Here are some tips for keeping your bones strong.
Vitamin D Deficiency?
Vitamin D helps your body absorb calcium. And we need more vitamin D as we get older. Are you getting enough? If your diet doesn’t contain sufficient amounts of this bone saver, supplements may help. Read about vitamin D deficiency…. http://www.webmd.com/osteoporosis/guide/osteoporosis-overview-facts

There is something to be said for Cafe Society where people actually meet face-to-face for conversation or the custom of families eating at least one meal together. Time has a good article on The Magic of the Family Meal http://content.time.com/time/magazine/article/0,9171,1200760,00.html See, also Family Dinner: The Value of Sharing Meals http://www.ivillage.com/family-dinner-value-sharing-meals/6-a-128491
Perhaps, acting like the power is out from time to time and using Helen Robin’s suggestions is not such a bad idea.

Related:

Two studies: Social media and social dysfunction https://drwilda.com/2013/04/13/two-studies-social-media-and-social-dysfunction/

Common Sense Media report: Kids migrating away from Facebook
https://drwilda.com/tag/the-impact-of-social-media-use-on-children/

Is ‘texting’ destroying literacy skills https://drwilda.com/2012/07/30/is-texting-destroying-literacy-skills/

Where information leads to Hope. © Dr. Wilda.com

Dr. Wilda says this about that ©

Blogs by Dr. Wilda:

COMMENTS FROM AN OLD FART© http://drwildaoldfart.wordpress.com/

Dr. Wilda Reviews © http://drwildareviews.wordpress.com/

Dr. Wilda © https://drwilda.com/

Brock University study: Violent video games can delay children’s moral judgment

7 Feb

Andrew Stevensen wrote in the Sydney Morning Herald article, The screens that are stealing childhood:

Australians have smartphones and tablet computers gripped in their sweaty embrace, adopting the new internet-enabled technology as the standard operating platform for their lives, at work, home and play.
But it is not only adults who are on the iWay to permanent connection. As parents readily testify, many children don’t just use the devices, they are consumed by them.
”These devices have an almost obsessive pull towards them,” says Larry Rosen, professor of psychology at California State University and author of iDisorder: Understanding Our Obsession with Technology and Overcoming its Hold on Us.
”How can you expect the world to compete with something like an iPad3 with a high-definition screen, clear video and lots of interactivity? How can anything compete with that? There’s certainly no toy that can.
”Even old people like me can’t stop themselves from tapping their pocket to make sure their iPhone is there. Imagine a teenager, even a pre-teen, who’s grown up with these devices attached at the hip 24/7 and you end up with what I think is a problem.”
The technology has been absorbed so comprehensively that the jury on the potential impact on young people is not just out, it’s yet to be empanelled.
”The million-dollar question is whether there are risks in the transfer of real time to online time and the answer is that we just don’t know,” says Andrew Campbell, a child and adolescent psychologist….
Authoritative standards on appropriate levels of use are limited. The American Academy of Paediatrics recommends parents discourage TV for children under two and limit screen time for older children to less than two hours a day.
The guidelines, says Professor Rosen, are ”ludicrous” but the need for them and constant communication with young people about technology and how they use it, remains. ”It’s no longer OK to start talking to your kids about technology when they’re in their teens. You have to start talking to them about it as soon as you hand them your iPhone or let them watch television or Skype with grandma,” he says.
He suggests a ratio of screen time to other activities of 1:5 for very young children, 1:1 for pre-teens and 5:1 for teenagers. Parents should have weekly talks with their children from the start, looking for signs of obsession, addiction and lack of attention. http://www.smh.com.au/technology/technology-news/the-screens-that-are-stealing-childhood-20120528-1zffr.html

See, Technology Could Lead to Overstimulation in Kids http://www.educationnews.org/parenting/technology-could-lead-to-overstimulation-in-kids/

Science Daily reported in the article, Violent video games delay development of moral judgment in teens:

Mirjana Bajovic of Brock University set out to discover whether there was a link between the types of video games teens played, how long they played them, and the teens’ levels of moral reasoning: their ability to take the perspective of others into account.
She quizzed a group of eighth-graders (aged 13-14) about their playing habits and patterns, as well as determined their stage of moral reasoning using an established scale of one to four.
Blagovic’s results, published in Educational Media International, indicate that there was a significant difference in sociomaturity levels between adolescents who played violent video games for one hour a day and those who played for three or more.
Bajovic suggests that both the content of the games and the time spent playing contribute to the fact that many of the violent gamers achieved only the second stage of sociomoral maturity. Earlier research suggests that adolescents who have not advanced beyond this point “usually have not had enough opportunities to take different roles or consider the perspective of others in real life.”
“The present results indicate that some adolescents in the violent video game playing group, who spent three or more hours a day playing violent video games, while assumingly detached from the outside world, are deprived of such opportunities.”
“Spending too much time within the virtual world of violence may prevent [gamers] from getting involved in different positive social experiences in real life, and in developing a positive sense of what is right and wrong.”
Interestingly, there was no correlation between the amount of time adolescents reported playing non-violent video games and their sociomoral reasoning levels.
Bajovic concedes that “prohibiting adolescents from playing violent video games is not realistic.” Instead, parents must be aware of what games their teens are playing and for how long, as well as the “possible effect that those video games may or may not have on their children’s attitudes, behaviour and moral development.”
Bajovic also recommends that teachers, parents and teens work together to provide the different social opportunities players seem to be lacking. Charity work, community involvement and extracurricular activities all provide gamers with “different perspectives and positive role taking opportunities.”
http://www.sciencedaily.com/releases/2014/02/140204101716.htm

Citation:

Journal Reference:
1. Mirjana Bajovic. Violent video gaming and moral reasoning in adolescents: is there an association? Educational Media International, 2013; 50 (3): 177 DOI: 10.1080/09523987.2013.836367
________________________________________
Taylor & Francis. “Violent video games delay development of moral judgment in teens.” ScienceDaily. ScienceDaily, 4 February 2014. .
Date:
February 4, 2014
Source:
Taylor & Francis
Summary:
A researcher set out to discover whether there was a link between the types of video games teens played, how long they played them, and the teens’ levels of moral reasoning: their ability to take the perspective of others into account.
It also looks like Internet rehab will have a steady supply of customers according to an article reprinted in the Seattle Times by Hillary Stout of the New York Times. In Toddlers Latch On to iPhones – and Won’t Let Go Stout reports:
But just as adults have a hard time putting down their iPhones, so the device is now the Toy of Choice — akin to a treasured stuffed animal — for many 1-, 2- and 3-year-olds. It’s a phenomenon that is attracting the attention and concern of some childhood development specialists. http://seattletimes.com/html/homegarden/2013174567_iphonekids16.html
Looks like social networking may not be all that social.

Related:

Stanford University study: Sexualization of women in the tech world https://drwilda.com/tag/how-using-sexy-female-avatars-in-video-games-changes-women/

Two studies: Social media and social dysfunction

Two studies: Social media and social dysfunction

Where information leads to Hope. ©Dr. Wilda.com

Dr. Wilda says this about that ©

Blogs by Dr. Wilda:

COMMENTS FROM AN OLD FART©
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Dr. Wilda Reviews ©
http://drwildareviews.wordpress.com/

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Parent homework: Common sense from Common Sense Media, family media resolutions

2 Jan

Moi wrote in American Academy of Pediatrics policy: Kids need to go on a media diet: Andrew Stevensen wrote in the Sydney Morning Herald article, The screens that are stealing childhood:

But it is not only adults who are on the iWay to permanent connection. As parents readily testify, many children don’t just use the devices, they are consumed by them.
These devices have an almost obsessive pull towards them,” says Larry Rosen, professor of psychology at California State University and author of iDisorder: Understanding Our Obsession with Technology and Overcoming its Hold on Us….
”The million-dollar question is whether there are risks in the transfer of real time to online time and the answer is that we just don’t know,” says Andrew Campbell, a child and adolescent psychologist….
Authoritative standards on appropriate levels of use are limited. The American Academy of Paediatrics recommends parents discourage TV for children under two and limit screen time for older children to less than two hours a day.
The guidelines, says Professor Rosen, are ”ludicrous” but the need for them and constant communication with young people about technology and how they use it, remains. ”It’s no longer OK to start talking to your kids about technology when they’re in their teens. You have to start talking to them about it as soon as you hand them your iPhone or let them watch television or Skype with grandma,” he says.
He suggests a ratio of screen time to other activities of 1:5 for very young children, 1:1 for pre-teens and 5:1 for teenagers. Parents should have weekly talks with their children from the start, looking for signs of obsession, addiction and lack of attention. http://www.smh.com.au/technology/technology-news/the-screens-that-are-stealing-childhood-20120528-1zffr.html

See, Technology Could Lead to Overstimulation in Kids http://www.educationnews.org/parenting/technology-could-lead-to-overstimulation-in-kids/
https://drwilda.com/tag/docs-to-parents-limit-kids-texts/

Caroline Knorr wrote the Common Sense Media article, Media Resolutions Every Family Should Make in 2014:

So, instead of trying to learn everything about your kids’ media life, take a step back. There are some practical, basic things every parent can do to shorten the distance between your kids’ ever-increasing immersion into the world of media and tech and your ability to manage it all. Adding these simple solutions to your New Year’s resolutions will start you off on the right foot.
Make a schedule — and make it detailed. You want to make sure your kids are getting a good balance of screen time and other activities? Write it all down. This step is so essential it’s recommended by the American Academy of Pediatrics. Some families can get by with a general “videogames-only-on-weekends policy.” But given that media use only increases as kids get older (see above), it’s a good idea to make a detailed daily or weekly plan that includes all the stuff your kids need to do (chores, homework) and all the stuff they want to do (video games, iPad, etc.).
Get to know your kid’s favorite device. Whether it’s your smart phone, their tablet, or the family computer, pick a device and familiarize yourself with it. Ask your kid to show you his or her favorite games, social networks, apps and other stuff they like. Learning the ins and outs of Minecraft will earn you some major street cred — and it’s fun. And knowing how your kids are interacting with content will help you enable features and settings that improve safety and privacy protections.
Review behavior dos and don’ts with Internet first-timers. Some basic rules to give your kids:
Do: Ask your parents if you can go online; have basic social skills; understand a site’s rules and know how to flag other users for misbehavior; recognize “red flags” (like if someone asks you personal questions like your name and address).
Don’t: Go online without a parent’s permission; share passwords; pretend to be someone else; share personal details, like name and address; be mean.
Put cell phones to bed. You’ve heard of sleepwalking? Now, there’s sleeptexting. Or just staying up really late to be online –- which interferes with sleep and school. Establish a charging station in your bedroom and make sure kids hand over all of their devices before night-night.
Make this the year you stop texting and driving. Studies show that texting and driving is as dangerous as drinking and driving –- and yet, many drivers (both teens and adults) continue to do it even though they know the risks. Together with your kids, visit itcanwait.com to learn more about the dangers of texting and driving, and take the pledge to stop.
http://www.commonsensemedia.org/blog/media-resolutions-every-family-should-make-in-2014?utm_source=131220_media_resolutions&utm_medium=email&utm_campaign=weekly

Because information posted on social media can go viral, it is important to use common sense in dealing with both parents and students. https://drwilda.com/2012/09/23/managing-school-facebook-relationships-can-be-challenging/
Teachers and others in responsible positions who deal with children must exercise common sense and not put themselves in situations which at the minimum will be awkward and which will lead to activity which is inappropriate.

Boundaries people. Boundaries.

Related:
Two studies: Social media and social dysfunction

Two studies: Social media and social dysfunction

Common Sense Media report: Kids migrating away from Facebook
https://drwilda.com/tag/the-impact-of-social-media-use-on-children/

Is ‘texting’ destroying literacy skills https://drwilda.com/2012/07/30/is-texting-destroying-literacy-skills/

Where information leads to Hope. © Dr. Wilda.com

Dr. Wilda says this about that ©

Blogs by Dr. Wilda:

COMMENTS FROM AN OLD FART©
http://drwildaoldfart.wordpress.com/

Dr. Wilda Reviews ©
http://drwildareviews.wordpress.com/

Dr. Wilda ©
https://drwilda.com/

American Academy of Pediatrics policy: Kids need to go on a media diet

28 Oct

Andrew Stevensen wrote in the Sydney Morning Herald article, The screens that are stealing childhood:

Australians have smartphones and tablet computers gripped in their sweaty embrace, adopting the new internet-enabled technology as the standard operating platform for their lives, at work, home and play.
But it is not only adults who are on the iWay to permanent connection. As parents readily testify, many children don’t just use the devices, they are consumed by them.
”These devices have an almost obsessive pull towards them,” says Larry Rosen, professor of psychology at California State University and author of iDisorder: Understanding Our Obsession with Technology and Overcoming its Hold on Us.
”How can you expect the world to compete with something like an iPad3 with a high-definition screen, clear video and lots of interactivity? How can anything compete with that? There’s certainly no toy that can.
”Even old people like me can’t stop themselves from tapping their pocket to make sure their iPhone is there. Imagine a teenager, even a pre-teen, who’s grown up with these devices attached at the hip 24/7 and you end up with what I think is a problem.”
The technology has been absorbed so comprehensively that the jury on the potential impact on young people is not just out, it’s yet to be empanelled.
”The million-dollar question is whether there are risks in the transfer of real time to online time and the answer is that we just don’t know,” says Andrew Campbell, a child and adolescent psychologist….
Authoritative standards on appropriate levels of use are limited. The American Academy of Paediatrics recommends parents discourage TV for children under two and limit screen time for older children to less than two hours a day.
The guidelines, says Professor Rosen, are ”ludicrous” but the need for them and constant communication with young people about technology and how they use it, remains. ”It’s no longer OK to start talking to your kids about technology when they’re in their teens. You have to start talking to them about it as soon as you hand them your iPhone or let them watch television or Skype with grandma,” he says.
He suggests a ratio of screen time to other activities of 1:5 for very young children, 1:1 for pre-teens and 5:1 for teenagers. Parents should have weekly talks with their children from the start, looking for signs of obsession, addiction and lack of attention. http://www.smh.com.au/technology/technology-news/the-screens-that-are-stealing-childhood-20120528-1zffr.html

See, Technology Could Lead to Overstimulation in Kids http://www.educationnews.org/parenting/technology-could-lead-to-overstimulation-in-kids/

Lindsey Tanner of AP wrote in the article, Docs To Parents: Limit Kids’ Texts, Tweets, Online:

Doctors 2 parents: Limit kids’ tweeting, texting & keep smartphones, laptops out of bedrooms. #goodluckwiththat.
The recommendations are bound to prompt eye-rolling and LOLs from many teens but an influential pediatricians group says parents need to know that unrestricted media use can have serious consequences.
It’s been linked with violence, cyberbullying, school woes, obesity, lack of sleep and a host of other problems. It’s not a major cause of these troubles, but “many parents are clueless” about the profound impact media exposure can have on their children, said Dr. Victor Strasburger, lead author of the new American Academy of Pediatrics policy
“This is the 21st century and they need to get with it,” said Strasburger, a University of New Mexico adolescent medicine specialist.
The policy is aimed at all kids, including those who use smartphones, computers and other Internet-connected devices. It expands the academy’s longstanding recommendations on banning televisions from children’s and teens’ bedrooms and limiting entertainment screen time to no more than two hours daily.
Under the new policy, those two hours include using the Internet for entertainment, including Facebook, Twitter, TV and movies; online homework is an exception.
The policy statement cites a 2010 report that found U.S. children aged 8 to 18 spend an average of more than seven hours daily using some kind of entertainment media. Many kids now watch TV online and many send text messages from their bedrooms after “lights out,” including sexually explicit images by cellphone or Internet, yet few parents set rules about media use, the policy says….
The policy notes that three-quarters of kids aged 12 to 17 own cellphones; nearly all teens send text messages, and many younger kids have phones giving them online access.
“Young people now spend more time with media than they do in school — it is the leading activity for children and teenagers other than sleeping” the policy says…
.”
Strasburger said he realizes many kids will scoff at advice from pediatricians — or any adults.
“After all, they’re the experts! We’re media-Neanderthals to them,” he said. But he said he hopes it will lead to more limits from parents and schools, and more government research on the effects of media.
The policy was published online Monday in the journal Pediatrics. It comes two weeks after police arrested two Florida girls accused of bullying a classmate who committed suicide. Police say one of the girls recently boasted online about the bullying and the local sheriff questioned why the suspects’ parents hadn’t restricted their Internet use….
http://www.huffingtonpost.com/2013/10/28/doctors-kids-media-use_n_4170182.html?utm_hp_ref=@education123

Here is the press release:

Managing Media: We Need a Plan
10/28/2013

American Academy of Pediatrics offers guidance on managing children’s and adolescents’ media use

ORLANDO, Fla. — From TV to smart phones to social media, the lives of U.S. children and families are dominated by 24/7 media exposure. Despite this, many children and teens have few rules around their media use. According to a revised policy statement by the American Academy of Pediatrics (AAP), “Children, Adolescents and the Media,” released Oct. 28 at the AAP National Conference & Exhibition in Orlando, the digital age is the ideal time to change the way we address media use.

While media by itself is not the leading cause of any health problem in the U.S., it can contribute to numerous health risks. At the same time, kids can learn many positive things from pro-social media.
“A healthy approach to children’s media use should both minimize potential health risks and foster appropriate and positive media use—in other words, it should promote a healthy ‘media diet’,” said Marjorie Hogan, MD, FAAP, co-author of the AAP policy. “Parents, educators and pediatricians should participate in media education, which means teaching children and adolescents how to make good choices in their media consumption .”

Dr. Hogan will describe the recommendations in the policy statement in a news briefing at 9:30 a.m. ET Oct. 28 at the Orange County Convention Center in Orlando. Reporters wishing to cover the briefing should first check in at the press room, W203B, for media credentials. The policy statement will be published online Oct. 28 in Pediatrics and will be included in the November 2013 issue of the journal. The policy statement replaces one issued in 2001.

The AAP advocates for better and more research about how media affects youth. Excessive media use has been associated with obesity, lack of sleep, school problems, aggression and other behavior issues. A recent study shows that the average 8- to 10-year-old spends nearly 8 hours a day with different media, and older children and teens spend more than 11 hours per day. Kids who have a TV in their bedroom spend more time with media. About 75 percent of 12- to 17-year-olds own cell phones, and nearly all teenagers use text messaging.

The amount of time spent with screens is one issue, and content is another. On the positive side, pro-social media not only can help children and teens learn facts, but it can also help teach empathy, racial and ethnic tolerance, and a whole range of interpersonal skills.

Pediatricians care about what kids are viewing, how much time they are spending with media, and privacy and safety issues with the Internet.

“For nearly three decades, the AAP has expressed concerns about the amount of time that children and teen-agers spend with media, and about some of the content they are viewing,” said Victor Strasburger, MD, FAAP, co-author of the report. “The digital age has only made these issues more pressing.”

The AAP policy statement offers recommendations for parents and pediatricians, including:
For Parents:
• Parents can model effective “media diets” to help their children learn to be selective and healthy in what they consume. Take an active role in children’s media education by co-viewing programs with them and discussing values.

• Make a media use plan, including mealtime and bedtime curfews for media devices. Screens should be kept out of kids’ bedrooms.

• Limit entertainment screen time to less than one or two hours per day; in children under 2, discourage screen media exposure.
For Pediatricians:
• Pediatricians should ask two questions at the well-child visit: How much time is the child spending with media? Is there a television and/or Internet-connected device in the child’s bedroom? Take a more detailed media history with children or teens at risk for obesity, aggression, tobacco or substance use, or school problems.

• Work with schools to encourage media education; encourage innovative use of technology to help students learn; and to have rules about what content may be accessed on devices in the classroom.

• Challenge the entertainment industry to create positive content for children and teens, and advocate for strong rules about how products are marketed to youth.

• As the media landscape continues to evolve at a rapid pace, the AAP calls for a federal report on what is known about the media’s effects on youth and what research needs to be conducted. The AAP calls for an ongoing mechanism to fund research about media’s effects.
Editor’s Note: More information and recommendations from the AAP about the effects of media on youth may be found in additional AAP statements, available in the media kit on children and media.
More information for parents on creating a family media use plan is available on HealthyChildren.org.

– See more at: http://www.aap.org/en-us/about-the-aap/aap-press-room/Pages/Managing-Media-We-Need-a-Plan.aspx#sthash.k3nYMvmO.dpuf

Helpguide.Org http://www.helpguide.org/mental/internet_cybersex_addiction.htm has a good article on treating internet addiction in teens. Among their suggestions are:

It’s a fine line as a parent. If you severely limit a child or teen’s Internet use, they might rebel and go to excess. But you can and should model appropriate computer use, supervise computer activity and get your child help if he or she needs it. If your child or teen is showing signs of Internet addiction, there are many things that you as a parent can do to help:
o Encourage other interests and social activities. Get your child out from behind the computer screen. Expose kids to other hobbies and activities, such as team sports, Boy or Girl Scouts, and afterschool clubs.
o Monitor computer use and set clear limits. Make sure the computer is in a common area of the house where you can keep an eye on your child’s online activity, and limit time online, waiting until homework and chores are done. This will be most effective if you as parents follow suit. If you can’t stay offline, chances are your children won’t either.
o Talk to your child about underlying issues. Compulsive computer use can be the sign of deeper problems. Is your child having problems fitting in? Has there been a recent major change, like a move or divorce, which is causing stress? Don’t be afraid to seek professional counseling if you are concerned about your child.

There is something to be said for Cafe Society where people actually meet face-to-face for conversation or the custom of families eating at least one meal together. Time has a good article on The Magic of the Family Meal http://content.time.com/time/magazine/article/0,9171,1200760,00.html See, also Family Dinner: The Value of Sharing Meals http://www.ivillage.com/family-dinner-value-sharing-meals/6-a-128491
Perhaps, acting like the power is out from time to time and using Helen Robin’s suggestions is not such a bad idea.
Related:

Two studies: Social media and social dysfunction https://drwilda.com/2013/04/13/two-studies-social-media-and-social-dysfunction/

Common Sense Media report: Kids migrating away from Facebook
https://drwilda.com/tag/the-impact-of-social-media-use-on-children/

Is ‘texting’ destroying literacy skills https://drwilda.com/2012/07/30/is-texting-destroying-literacy-skills/

Where information leads to Hope. © Dr. Wilda.com

Dr. Wilda says this about that ©

Blogs by Dr. Wilda:

COMMENTS FROM AN OLD FART©
http://drwildaoldfart.wordpress.com/

Dr. Wilda Reviews ©
http://drwildareviews.wordpress.com/

Dr. Wilda ©
https://drwilda.com/