Keeping the Net Generation (and their parents) Safe
Larry D. Rosen, Ph.D.
The National Psychologist
July/August 2000
School is out for the summer and children are already bored. The Net Generation is the first to be born into
a world of omnipresent technology. Using their Game Boys, portable CD players, cellphones, and more, children
are almost never without their technology.
In our research, we have found that many parents are ecstatic about technology’s emerging role as the perfect
babysitter. You only have to watch children stare transfixed at the television set or rapidly press the buttons
on their handheld games to know that technology's "Holding Power" has captured them.
By now, only a few weeks into summer, many children are spending their days staring at and interacting with
technology. What can you do to help your clients and their children stay healthy and sane with all the surrounding
technology?
First, families must set limits on the use of technology. Here's a reasonable plan. You tell a child or teenager,
"If you use technology for an hour, then you must do a social or physical activity without technology for
an hour." A reasonable limit is 1-2 hours. Don’t just inform them that time is up. You will hear, “Just
a minute, I need to finish what I am doing.” The drawing power of computer games is that you are never “finished.”
Set a timer to provide a 5-10 minute warning signal. Make sure that the child or teen understands that the warning
signal says it is time to finish.
Second, recognize that most children know more about technology than their parents. This often leads to parents
accepting any technology use and not questioning the fit with their child’s developmental level. Here are some
suggestions.
- Discuss any new technology acquisition or use with the whole family. Talk about its benefits and any potential
downsides. This goes for mom and dad, too! It is not just children who are at risk.
- Any technology should be used in open sight. No computers, telephones, game boys, and televisions behind closed
doors.
- Check often what the children are doing with their technology. Monitor their use and let them know that you
are doing so.
- Make sure that television programming, videos, computer software and Internet use are developmentally appropriate.
Television, videos and software have age ratings. The Internet can be filtered according to a child's developmental
level. AOL, for example, has "parental controls" where the parent designates what the child may do with
e-mail, chat and surfing.
Game software is a big business. Steer children away from software
with excessive violence. Research has shown a relationship between playing violent software and aggressive behavior.
My capable assistant software reviewers, Christopher (age 12) and
Kaylee (age 9) reviewed many games. Here are their comments (Note: most games come in both Mac and PC format on
the same CD-Rom):
- They both loved
the Jump Start Adventure series. Chris thought that the 3rd and 5th grade adventures presented fun and challenging
puzzles. He was impressed how the 5th grade adventure taught math, art, English and Science without you realizing
it. His major complaint is that the story lines take "too long" to finish. Kaylee was equally happy
with the 3rd grade version.
- Chris and Kaylee
particularly liked Lucas Learning's Star Wars series (Pit Droids, The Gungan Frontier and Droidworks). Pit Droids'
charming, but challenging puzzles kept both kids actively involved. Kaylee liked to solve the 300+ prearranged
puzzles and when Chris realized that he was no longer interested in them, he built his own for Kaylee. Chris still
plays The Gungan Frontier, which teaches ecology by having him create an entire ecosystem.
- Mattel Interactive
has a wonderful array of choices for all ages. My children loved Gizmos and Gadgets where they learned lots of
scientific principles through hands-on experiments and puzzles. The entire Carmen Sandiego series and Oregon/Amazon
Trail has taught them more geography, science and history than I expect they will learn in school. When they were
younger, they both loved Kid Pix and for birthday cards, signs and posters they use PrintShop and Creatacard.
- Operation Neptune,
Treasure Mountain and Treasure Math Storm from The Learning Company teach math concepts within a theme. For example,
in Neptune you control a high-tech sub to gather capsules containing lost data reports for a top-secret research
station. Avoiding sea creatures and solving math problems helps you reach your goal and save the ocean environment.
- My reviewers
also highly endorsed Museum Madness, which has you helping M.I.C.K. the robot travel throughout 25 galleries of
a closed science and history museum to uncover a mystery.
- Both children
gravitate back to 3-D Ultra Pinball for realistic and sometimes quite complex pinball. Chris is really into Pharaoh
where he is building an Egyptian city.
- Chris enjoyed
Hollywood to create scripts and then have the characters speak his words. Along the same lines, Edmark's Destination
series helped Kaylee feel the thrill of accomplishment as she printed her first e-book. Edmark also publishes
many programs for early learning including Millie's Math House and Bailey's Book House for preschoolers.
- I personally
reviewed and enjoyed the challenge and creativity involved in Herinteractive's Nancy Drew series written "for
girls who aren't afraid of a mouse."
- Broderbund's
Logical Journey of the Zoombinis is a fun one, too. The Zoombinis need your help in solving 48 math and logic
puzzles. The puzzles change each time you play and they get more and more challenging as you make your way to
Zoombiniville.
- Chris and I just
reviewed Starry Night Backyard, which was amazing! Tell the program where you live and it shows you what you would
see outside at the current time. If it is nighttime, you see all the stars (adjustable for the amount of city
light). Constellations are shown along with planets, satellites and more. To see how earth looks from Mars, travel
through 3-D space. When the program came on the screen, I started reading the manual while Chris just picked up
the mouse and started clicking. He had more fun until I put down the manual, grabbed the mouse and clicked away
myself.
- Finally, there is no doubt that the most popular handheld computer game is Pokemon, played on the Nintendo
Game Boy. This is a non-violent game (characters faint instead of being killed) is quite "addictive,"
but in moderation it teaches memory and categorization schemes.
Go to www.superkids.com for more choices. To get the best price online,
go to www.mysimon.com. Enjoy!
Copyright, 2000, The National Psychologist. Reprinted with permission. The National Psychologist
is a privately-owned bimonthly newspaper which may be purchased for $30 a year. Write or call: TNP, 6100 Channingway
Blvd., Suite 303, Columbus, OH 43232; telephone: 614.861.1999 or fax with Visa or MC to 614.861.1996.