Joan
Ganz Cooney Center executive director Dr Michael Levine
says, "The study's findings are cause for both
concern and optimism. Kids today are spending almost
as much time with media as attending school, so there
is an opportunity to create more engaging educational
products than ever before.
"Unfortunately,
most of the new digital products we reviewed, with
notable exceptions, do not yet promote the vital literacy,
creativity and problem-solving skills children need
to succeed. The report documents how industry leaders,
working closely with experts in child development
and research, can develop interactive educational
products that can leverage key market opportunities
and promote a new vision for learning and entertainment."
The
50-page study, the first to analyse the current interactive
media environment for preschool and elementary age
children, documents how the recent ageing down and
exponential growth of digital products are shaping
how children, ages 3-11, live and learn. Of the 300+
products studied, the paper found that most do not
take advantage of available research regarding children's
educational needs particularly in a global economy
where literacy and learning requirements are fast
evolving.
Among
the findings, the survey yielded only two educational
video games (in an industry that generated $500 million
in 2006 for the top 20 titles alone) based on explicit
educational curriculum design available in the market.
The
report also identified influential market trends with
strong potential for education; examined the type
of informal learning products on the market; and recommended
ways to expand the availability of quality educational
media for children.
The
report's recommendations to industry, research and
policymakers include:
Build
Partnerships Between Research and Industry to Leverage
Knowledge: Tens of millions of dollars of public
expenditure on digital media research are not benefiting
industry practices and product design. Significant
gaps in informational exchange between the research
community and media developers are inhibiting valuable
research from being seen and incorporated into products,
thereby limiting potential benefit to kids. Findings
should be disseminated regularly to non-academics
and digital industry leaders through publications
and events.
Place
New Emphasis on Educational Videogame Development:
An untapped market opportunity exists with few video
game titles exhibiting an explicit educational purpose.
Encourage
Intergenerational Interaction: The majority of
digital media products on the market are designed
for use by one child in front of one screen. With
research documenting the benefits of adult-child interactions
and relationships, the industry should break the mould
of the traditional model of one child per screen and
encourage interaction.
Protect
Children From Undocumented Educational Claims and
Commercialism: Changes in the advertising landscape
support action to ensure that marketing claims about
the educational value of digital products are validated
by independent research evidence. Industry and regulatory
standards should be devised to monitor the media in
an effort to protect children from improper commercialism
in digital products.