Can Video Games Help Early Learners Grow?


A number of days in the past, younger youngsters had been welcomed to discover a digital world filled with blue skies and sunshine proper alongside a doe-eyed blond child boy, who has change into one of the popular characters in children’s programming. They had been invited to have a “playdate with JJ.”

During these adventures with JJ, the star of the toddler present CoComelon, toddlers can sing songs about greens, frolic in a treehouse or construct a sticker assortment.

On Oct. 28, youngsters’s media firm Moonbug Entertainment partnered with Outright Games to launch CoComelon: Play with JJ on Nintendo Switch. The recreation is aimed at children ages 2 to 4 and their parents and relies on the characters and ideas many households are conversant in from the streaming collection of the identical title, recognized for setting nursery rhymes to quick animated scenes. Moonbug additionally owns “Blippi,” “Little Baby Bum” and different fashionable youngsters packages.

The recreation is one of some obtainable on a significant console that’s geared toward youngsters ages 5 and underneath, and it guarantees “hours of learning fun,” based on Nintendo’s website. Since the Switch is a handheld machine with a contact display, it provides a mixture of console-based and cellular recreation capabilities, which can make video gameplay simpler for younger youngsters. In one example, JJ can transfer round a brightly-colored home towards totally different glowing objects, comparable to colourful playing cards on a desk. Once near an object, an “A” will flash, signaling to the participant to push the corresponding button on the machine. After urgent the button, a mini-game about figuring out easy shapes begins.

The catalog of video games for early learners performed on a console system like Xbox, PlayStation or Nintendo Switch is smaller in comparison with what’s obtainable for older youngsters and teenagers. Much of the console recreation market, till not too long ago, didn’t cater to youngsters underneath 5, partly as a result of on the youthful finish of this age vary, many youngsters don’t have the motor expertise wanted to maneuver a controller with options like joysticks and a number of buttons. Early childhood improvement and gaming business specialists say very younger youngsters will doubtless get annoyed within the course of and have little or no power left over to be taught content material from the sport.

“They’re not going to be able to even use the controller with great effect,” says Heather Kirkorian, an affiliate professor of human improvement and household research on the University of Wisconsin-Madison who research the affect of display media on infants and younger youngsters. “And so the kind of mental demands of figuring out how to use the device itself is probably going to use up any cognitive resources they have.”

When younger youngsters enter a digital world of play, they’re almost certainly utilizing apps on telephones or tablets, based on a recent Common Sense Media analysis. That establishment could shift if CoComelon: Play with JJ is profitable.

“I think the industry has really focused on older kids, teens and adults for console games,” Kirkorian says. “But I think Nintendo Switch is the one exception there because of that touch interface. … Having that touch interface could lead to a bigger market.”

Child development experts tell EdSurge that video games can help early learners practice foundational skills and can promote social bonding, as long as they’re designed with the child in mind and incorporate the expertise of early childhood professionals. But some also raise concern around issues of quality control and games which may advertise unproven claims about helping early learners reach developmental milestones.

Video Game Design With the Child in Mind

The definition of the term “video game” has evolved over time and even now, it varies across sectors. In the gaming industry, the term usually refers to a game played on a console or other device that connects to a TV, a handheld player, a computer or mobile device, and most game developers would say a video game involves rules and mechanisms to achieve goals. Meanwhile, a child development expert talks about video games more broadly and is typically referring to mobile games and app experiences—some marketed as entertainment, others touted as educational.

“We tend to think about gaming in a much broader way and all the ways it permeates kids’ lives on different platforms,” says Abby Jenkins, senior director of PBS KIDS content, adding that the primary gaming device for children ages 3 to 8 years old is a tablet, so most of their game time is spent on game apps.

Due to these varying definitions, the size of the current market of video games for early learners is tough to gauge. At first glance, the market appears to have striking volume, but many video game search engines yield unfiltered results including console games, mobile games, apps and more. The number of console games is a fraction of that, and console games for learning represents an even smaller slice of the pie.

On top of that, the existing market, gaming experts say, is rife with bad design. Nathan Holbert, an associate professor of Communication, Media and Learning Technology Design at Teachers College, Columbia University says the market is saturated with “poorly designed, thoughtless, apping experiences,” and it may prove difficult to find games teaching academic skills. Holbert, who is also part of a research group that develops and studies games, adds that it might be difficult to find high-quality games for learning. “But there’s a fair amount of games that are in a space that I would try to think more of as games for exploration and games for creativity,” he says.

While CoComelon: Play with JJ isn’t the first console game for early learners, the touch screen interface may signal a new era of gameplay for the younger set.

“So we’re not just playing with touch. We can play with motion. We’ve got controllers. We have the opportunity to move—in developmental psychology terms—from solitary play to at least parallel play, where five people can play next to each other, to ideally cooperative play, which is part of the maturation cycle we’d like to see in that group,” says Lindsay Grace, the Knight Chair in Interactive Media and an associate professor at the University of Miami School of Communication.

Grace, who has been designing and implementing games across a variety of educational entertainment contexts for over a decade and specializes in social impact game design, says he notices a trend toward helping kids “matriculate into these developmental phases as part of gameplay,” adding that it’s “no longer just coloring something … but actually working with developmental psychologists and [thinking] about how they’re addressing specific characteristics of being a child and growing through childhood.”

The early years in a child’s life are a time of discovery. Cognitive, motor, language and social skills, among others, are beginning to develop as children learn about their world, learn how to communicate and start to make friends.

Games “that are designed with the child in mind, the child at the center, can help early learners,” says Nancy Jennings, a professor and director of the Children’s Education and Entertainment Research Lab at the University of Cincinnati. “Those that use feedback for children, provide hints when children get stuck on a task and offer the opportunity to ‘level up’ as their skills develop are the best for children,” adds Jennings, who studies the impact of children’s media on children, families and teachers.

Jennings says these virtual game experiences can also support young kids with developing perspective taking, which helps children develop empathy and build strong, healthy relationships.

But it’s hard to draw concrete conclusions about whether games geared toward early learners will likely result in the development of key skills, such as emotional regulation, notes Kirkorian. The cognitive development expert says most of the research that does exist on early learners and gaming is focused on their experiences with apps on phones or tablets. One big takeaway though, is that the fun factor is crucial to yield any positive learning outcome.

“The game is most likely to be educationally valuable if the educational content is woven into the game itself,” Kirkorian explains. “If you need to use a particular skill or piece of knowledge to move forward in the game, like if you’re trying to teach shapes, and if kids have to find a certain shape in order to continue in the game, then they’re more likely to practice those skills or learn that knowledge than if it’s just kind of incidental.”

False Claims, No Oversight

There are multiple factors, such as content ratings and reviews, that parents, educators and caregivers of early learners must consider when children engage in virtual play, says Jennings. But ensuring quality control is still a “perplexing challenge,” she says, because “every child and situation [is] different. Some children may be more susceptible to [certain] content than others.”

That’s part of a troublesome trend that may require more adult vigilance. Jennings has encountered games aimed at children as young as 18 months old making claims that the child will learn how to read or speak a different language. She sees that as a big problem: “What I’m concerned about is the vast amount of games that are out there … kind of making promises that they’re not really delivering.”

Existing regulations focus mostly on content appropriateness, she adds, which may lay the groundwork for some gaming companies to continue to promote false advertisements about their products. “There’s no oversight. So it’s definitely a challenge,” she says.

Established in 1994, the Entertainment Software Rating Board, commonly known as ESRB, is a nonprofit, self-regulatory body that has a well-established age-based rating system for the video game industry. The rating system includes markers for content appropriateness on games. The recognizable “E” stands for Everyone, meaning a game’s “content is generally suitable for all ages, but it may contain minimal cartoon, fantasy or mild violence and/or infrequent use of mild language.”

Big gaming developers often have their game reviewed by the ESRB when they release on a console like Nintendo Switch or Xbox, even if there’s an online option for gameplay on a computer, Grace says. “So you get a national organization reviewing the content to figure out exactly what is appropriate, what isn’t,” he adds. But mobile gaming is a different scenario, adds Grace, who has been a mobile app developer for years. “When you relaunch on mobile, it really does depend on self-report.”

Grace also acknowledges that it is a challenge to monitor the effectiveness of gameplay for early learners, but also points out there’s multiple factors that shape that experience.

“Some of the ambiguity and understanding the efficacy of these have to do with whether or not that caregiver is also engaging in it,” he says.

Erring on the facet of warning when reviewing video games is the perfect guess for folks and caregivers as they navigate this world. “I would never trust anyone [who] says that they’ve got the one solution for a systemic challenge in society that has persisted for hundreds of years,” he says. “So I think it’s healthy for any parent or anyone to actually think skeptically of what the impact is, but we’re generally optimistic about having an effective impact.”

It’s All About Quality Screen Time

Beyond the dearth of oversight measures, grownup issues over an excessive amount of display time nonetheless linger. The most up-to-date pointers for households offered by the American Academy of Pediatrics (AAP) advocate avoiding the usage of digital media for kids youthful than 18 to 24 months outdated, except for video chats, and counsel that households that wish to introduce digital media to youngsters ages 18 to 24 months restrict it to “high quality programming” with an grownup caregiver. The AAP advice for kids ages 2 to five is to restrict display time to about an hour per day. When mother and father and caregivers assist information their youthful youngsters by digital media experiences, they’ve a greater probability of studying from the content material, the AAP notes.

Experts say evaluating the suitable stage of display time with gaming, which entails extra dynamic engagement versus watching movies, requires a extra nuanced perspective. It’s about evaluating the standard of the expertise and setting wholesome limits, which Jennings says could be difficult for folks and caregivers.

“It’s a fine line that parents need to negotiate in terms of setting limits, and maybe setting places where they can play or where they could use a device,” Jennings says.

When excited about the interactivity of digital video games throughout platforms, Kirkorian sees the sort of engagement as a double-edged sword. Some video games have the power to extend studying. If a recreation rewards a toddler for getting a proper reply by ringing a bell or blowing a whistle, a toddler would possibly discover that optimistic reinforcement motivating. On the opposite hand, if a toddler stays on a tool too lengthy to play a recreation, the expertise might be dangerous. Interactivity isn’t essentially higher or worse than watching a video, she notes, so setting limits for interactive digital play isn’t totally different from different display media consumption.

“Having similar boundaries around screen time—whether it’s video or video games—makes sense to me. That’s different from things that are socially interactive, like video chatting with a grandparent,” she provides.

Holbert thinks the discourse on display time is commonly “dramatically oversimplified.” He says there must be a stronger concentrate on the varied vary of experiences youngsters can have with their screens, and the way they’ll discover a variety of subjects and practices when utilizing screens, versus the period of time spent.

“Screens are everywhere in our lives now. So it’s not just the TV screen. It’s not just the video game screen, right? It’s just screens all over the place, including sometimes remote learning screens,” he says. “So the question isn’t, ‘What’s the right amount of time on the screen?’ It’s ‘What are we doing on screens?’”

And because the ecosystem of video video games for early learners continues to increase, so ought to the way in which we take into consideration video games, Holbert argues. An “educational” expertise doesn’t need to be boring, and a “fun” expertise doesn’t need to lack worth.

As for whether or not interacting with JJ as nursery rhymes play on a loop counts as instructional or enjoyable, or each … keep tuned.



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