What Kids Really Think!


50% of kids surveyed considered communicating through technological devices as "hanging out."


Four children were asked to reflect on their personal technology and social media use and found that the younger kids have limits on their usage put in place by their parents, while the older ones have more freedom but realize the negative connotations that come along with it. 


Infographic 5: Jenna Devens

Infographic 6: Jenna Devens

Children need to learn their basic fine and gross motor skills at a young age, or else they might find themselves with physical health-related issues in the future. Some of these may include difficulty learning how to write with a pencil, tying shoes, using scissors, walking, running, jumping, throwing a ball, and more (1).  Spending more time in front of screens means they are spending less time learning how to move their bodies and what their bodies are able to do (2). Many of these studies explain that more face-to-face interaction can help with these issues (3). 

 

There is also a strong negative correlation between screen time and lower health-related quality of life (HRQL) scores within children. Many of these negative scores were due to screen time having negative effects on behavioral development, social skill development, sleep duration, physical activity, and cognitive development. For example, children who spend more time on their devices are getting fewer hours of sleep or poorer quality sleep (4). Each of the studies was done across multiple countries to compare and contrast the different cultures and technological norms, but they all found the same conclusion of how screens and technology overuse interfered with the developmental aspects of infants and young children (2. 4).

 

Alexis R. Lauricella, a children, families, and technology researcher at Google, explains in her study of parental influence on youth media use that the amount of screen time a child has often depends on parental rules, house norms, family dynamics, and the parent’s attitude toward technology (5). 


Infographic 7: Jenna Devens

Our study provides a detailed look at how children between the ages of 9 and 11 spend their time using technology. The majority of the children in the study reported using their screen time primarily to play video games, watch videos, and complete schoolwork or homework. With just over 58% of children indicating that their screen time is mainly used for gaming and video consumption, the results suggest that entertainment is a primary source of children's technology use, rather than educational activities.

This raises concerns about learning, as excessive screen time for entertainment may limit opportunities for engagement with more educational content. The study also highlighted that while some children use technology for school-related tasks, many struggle to maintain focus due to the distracting nature of gaming and videos. These trends suggest that strategies to encourage a more productive use of technology, perhaps by integrating educational tools and content more effectively, could help foster better learning habits among children.