Balancing Screens and Social Skills
Today, we clearly see the effects of using computers for
both work and play. Whether you're staring at a screen to complete a task in
the office or trying to beat a level in a video game, extended screen time can
take a toll on your overall wellbeing, including your physical and mental
health.
Time spent on digital devices has increased over the years.
While this has led to impressive achievements and creative output, it has also
brought about negative consequences. Children, in particular, now often have
limited interaction with the real world and parents are concerned that children
have too much screen time.
In his article, McKenzie (2007) critiques the push for
digital classrooms, arguing that many advocates have made sweeping
generalizations not always supported by data. He specifically responds to
Prensky’s (2001) claims that all children are digitally focused. McKenzie
challenges this notion by pointing out that children, even of the same age
group, vary in their interests. While some may be passionate about technology,
others may prefer nature or outdoor activities.
This highlights a key tension in education: the gap between
technological hype and its meaningful impact. While innovation is important,
the rush to adopt every new digital tool can lead to shallow implementation.
McKenzie's metaphor of “fool’s gold” emphasizes that not everything that shines
is of real value.
Frost (2009) also discusses the shift in children’s play
habits, noting: “Today, children have become increasingly inactive, abandoning
traditional outdoor play for sedentary, indoor cyber play and poor diets.”
Historically, children created their own imaginative play. Those in rural areas
played in gardens or fields, while urban children used local streets and parks.
Today, much of children’s entertainment is pre-made, leaving less room for
creative, self-directed play. This shift has consequences for physical health,
social skills, attention spans, and cognitive development. Frost calls for
educational policy changes and broader community support to address the lack of
hands on play and to improve children’s well-being.
Becker (2002) also warns that excessive time spent on
computer games can isolate individuals and damage social relationships. He
notes that game addiction is a serious concern and can lead to financial ruin,
family break-ups and more.
There can still be a place for online activities when they
are used appropriately and productively, as they can also provide a healthy
outlet for emotional and behavioral struggles. Dr. Yair (2017) suggests that
introverted children might first connect with others in online spaces as a
stepping stone to forming real-life friendships. But he emphasizes that
in-person interactions are still crucial for psychological development. Ultimately,
Yair argues that technology is neither good nor bad, what matters is how it is
used. We need to ask questions like: Do children have a healthy balance? Do
they have friends outside of the digital world? Are they exhausted from
excessive screen time?
Stansbury (2009) adds another perspective in an educational
setting, quoting a Massachusetts Institute of Technology (MIT) study: “Games,
when developed correctly and used appropriately, can engage players in learning
that is specifically applicable to school curriculum—and teachers can leverage
the learning in these games without disrupting the worlds of either ‘play’ or
school.”
In conclusion, I believe it is important that children use
technology, not only because it is a growing trend, but because it enhances
learning, engages students, and prepares them for the digital world. At the
same time, technology must be used intentionally and balanced with other forms
of learning. This ensures that students continue to develop critical thinking,
social skills, and hands-on problem-solving abilities essential for real-life
success.
References
Becker, D. (2002). When games stop being fun.
Frost, J. (2009). A history of children's play and play
environments. Routledge.
Happier TV. (2017, January 31). Happier talk with
Professor Yair Amichai-Hamburger [Video]. YouTube. https://www.youtube.com/watch?v=kh2X04C-g-4
McKenzie, J. (2007). Digital nativism, digital delusions,
and digital deprivation. From Now On: The Educational Technology Journal.
http://fno.org/feb07/digitalnatives.html
Prensky, M. (2001). Digital natives, digital immigrants. On
the Horizon, 9(5), 1–6. https://doi.org/10.1108/10748120110424816
Stansbury, M. (2009). Can gaming change education?
eSchool News.
https://www.eschoolnews.com/2009/03/24/can-gaming-change-education/

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