RESUMO
Social interactions are crucial for many aspects of development. One developmentally important milestone is joint visual attention (JVA), or shared attention between child and adult on an object, person, or event. Adults support infants' development of JVA by structuring the input they receive, with the goal of infants learning to use JVA to communicate. When family members are separated from the infants in their lives, video chat sessions between children and distant relatives allow for shared back-and-forth turn taking interaction across the screen, but JVA is complicated by screen mediation. During video chat, when a participant is looking or pointing at the screen to something in the other person's environment, there is no line of sight that can be followed to their object of focus. Sensitive caregivers in the remote and local environment with the infant may be able to structure interactions to support infants in using JVA to communicate across screens. We observed naturalistic video chat interactions longitudinally from 50 triads (infant, co-viewing parent, remote grandmother). Longitudinal growth models showed that JVA rate changes with child age (4 to 20 months). Furthermore, grandmother sensitivity predicted JVA rate and infant attention. More complex sessions (sessions involving more people, those with a greater proportion of across-screen JVA, and those where infants initiated more of the JVA) resulted in lower amounts of JVA-per-minute, and evidence of family-level individual differences emerged in all models. We discuss the potential of video chat to enhance communication for separated families in the digital world.
Assuntos
Atenção , COVID-19 , Humanos , Atenção/fisiologia , Lactente , Feminino , Masculino , Desenvolvimento Infantil/fisiologia , Adulto , Interação Social , Comunicação por Videoconferência , Avós/psicologiaRESUMO
COVID-19 disrupted infant contact with people beyond the immediate family. Because grandparents faced higher COVID-19 risks due to age, many used video chat instead of interacting with their infant grandchildren in person. We conducted a semi-naturalistic, longitudinal study with 48 families, each of whom submitted a series of video chats and surveys, and most (n = 40) also submitted a video of an in-person interaction. Families were mostly highly-educated, White/Caucasian, and lived between 1 and 2700 miles apart. We used multilevel models to examine grandparents' and parents' sensitivity during video chat across time (centered at February 1, 2021, the approximate date of vaccine availability). Grandparent video chat sensitivity changed as a function of date and parent sensitivity. Parent sensitivity changed as a function of date, grandparent sensitivity, and geographic distance. We then modeled infants' affective valence during video chat and in-person interactions with their grandparents, which was only predicted by grandparent sensitivity, not modality or other factors. This study demonstrates that caregivers were sensitive toward infants during video chat interactions despite fluctuations in family stress and reduced in-person contact during COVID-19 and that grandparent sensitivity predicted positive infant affect during both video chat and in-person interactions.
Assuntos
COVID-19 , Avós , Lactente , Humanos , Estudos Longitudinais , Avós/psicologia , Família , PaisRESUMO
Public space interventions offer one example of how to translate cognitive science into the public square. Here, we detail several successful projects and the six principles of learning that underlie them that support caregiver-child engagement, interaction, and the use of content area-specific language. Policy and community implications are also discussed.
Assuntos
Ciência Cognitiva , Idioma , HumanosRESUMO
Children's caregivers are their first play partners, and toys influence the quality of these caregiver-child interactions-with research suggesting that electronic toys are not as supportive of these interactions as traditional toys. In this study, we investigate (1) toy use amongst caregivers and infants, with an eye towards investigating the prevalence of traditional vs. electronic toys, (2) caregivers' preferences when selecting electronic or traditional toys for their children and (3) whether caregivers' choices are impacted by the claims made by toy manufacturers. Sixty-three primary caregivers participated in a survey asking about their toy selection decisions. Results demonstrate the prevalence of electronic toys (even for the youngest infants) as well as caregivers' preferences and the potential of toy descriptions to impact caregivers' toy purchasing decisions. Despite scientific evidence that there may be a developmental cost to electronic toys relative to traditional toys, after highlighting the toys' developmental benefits, caregivers became more likely to select electronic toys for their infant.
Assuntos
Cuidadores , Jogos e Brinquedos , Humanos , LactenteRESUMO
Experts have expressed concerns about the lack of evidence demonstrating that children's "educational" applications (apps) have educational value. This study aimed to operationalize Hirsh-Pasek, Zosh, et al.'s (2015) Four Pillars of Learning into a reliable coding scheme (Pillar 1: Active Learning, Pillar 2: Engagement in the Learning Process, Pillar 3: Meaningful Learning, Pillar 4: Social Interaction), describe the educational quality of commercially-available apps, and examine differences in educational quality between free and paid apps. We analyzed 100 children's educational apps with the highest downloads from Google Play and Apple app stores, as well as 24 apps most frequently played by preschool-age children in a longitudinal cohort study. We developed a coding scheme in which each app earned a value of 0-3 for each Pillar, defining lower-quality apps as those scoring ≤ 4, summed across the Four Pillars. Overall scores were low across all Pillars. Free apps had significantly lower Pillar 2 (Engagement in Learning Process) scores (t-test, p < .0001) and overall scores (t-test, p < .0047) when compared to paid apps, due to the presence of distracting enhancements. These results highlight the need for improved design of educational apps guided by developmental science.
RESUMO
Defining play has plagued researchers and philosophers for years. From describing play as an inaccessible concept due to its complexity, to providing checklists of features, the field has struggled with how to conceptualize and operationalize "play." This theoretical piece reviews the literature about both play and learning and suggests that by viewing play as a spectrum - that ranges from free play (no guidance or support) to guided play and games (including purposeful adult support while maintaining playful elements), we better capture the true essence of play and explain its relationship to learning. Insights from the Science of Learning allow us to better understand why play supports learning across social and academic domains. By changing the lens through which we conceptualize play, we account for previous findings in a cohesive way while also proposing new avenues of exploration for the field to study the role of learning through play across age and context.
RESUMO
Children are in the midst of a vast, unplanned experiment, surrounded by digital technologies that were not available but 5 years ago. At the apex of this boom is the introduction of applications ("apps") for tablets and smartphones. However, there is simply not the time, money, or resources available to evaluate each app as it enters the market. Thus, "educational" apps-the number of which, as of January 2015, stood at 80,000 in Apple's App Store (Apple, 2015)-are largely unregulated and untested. This article offers a way to define the potential educational impact of current and future apps. We build upon decades of work on the Science of Learning, which has examined how children learn best. From this work, we abstract a set of principles for two ultimate goals. First, we aim to guide researchers, educators, and designers in evidence-based app development. Second, by creating an evidence-based guide, we hope to set a new standard for evaluating and selecting the most effective existing children's apps. In short, we will show how the design and use of educational apps aligns with known processes of children's learning and development and offer a framework that can be used by parents and designers alike. Apps designed to promote active, engaged, meaningful, and socially interactive learning-four "pillars" of learning-within the context of a supported learning goal are considered educational.
Assuntos
Telefone Celular/estatística & dados numéricos , Internet/estatística & dados numéricos , Aprendizagem , Aplicativos Móveis/tendências , Ciência/educação , Criança , Humanos , TelevisãoRESUMO
Working memory is limited in adults and infants. But unlike adults, infants whose working memory capacity is exceeded often fail in a particularly striking way: they do not represent any of the presented objects, rather than simply remembering as many objects as they can and ignoring anything further (Feigenson & Carey, 2003, 2005). Here we explored the nature of this "catastrophic forgetting," asking whether stimuli themselves modulate the way in which infants' memory fails. We showed 13-month old infants object arrays that either were within or that exceeded working memory capacity--but, unlike previous experiments, presented objects with contrasting features. Although previous studies have repeatedly documented infants' failure to represent four identical hidden objects, in Experiments 1 and 2 we found that infants who saw four contrasting objects hidden, and then retrieved just two of the four, successfully continued searching for the missing objects. Perceptual contrast between objects sufficed to drive this success; infants succeeded regardless of whether the different objects were contrastively labeled, and regardless of whether the objects were semantically familiar or completely novel. In Experiment 3 we explored the nature of this surprising success, asking whether array heterogeneity actually expanded infants' working memory capacity or rather prevented catastrophic forgetting. We found that infants successfully continued searching after seeing four contrasting objects hidden and retrieving two of them, but not after retrieving three of them. This suggests that, like adults, infants were able to remember up to, but not beyond, the limits of their working memory capacity when representing heterogeneous arrays.
Assuntos
Desenvolvimento Infantil/fisiologia , Cognição/fisiologia , Memória de Curto Prazo/fisiologia , Feminino , Humanos , Lactente , Masculino , Testes Neuropsicológicos , Percepção Visual/fisiologiaRESUMO
Accurate representation of a changing environment requires individuation-the ability to determine how many numerically distinct objects are present in a scene. Much research has characterized early individuation abilities by identifying which object features infants can use to individuate throughout development. However, despite the fact that without memory featural individuation would be impossible, little is known about how memory constrains object individuation. Here, we investigated infants' ability to individuate multiple objects at once and asked whether individuation performance changes as a function of memory load. In three experiments, 18-month-old infants saw one, two, or three objects hidden and always saw the correct number of objects retrieved. On some trials, one or more of these objects surreptitiously switched identity prior to retrieval. We asked whether infants would use this identity mismatch to individuate and, hence, continue searching for the missing object(s). We found that infants were less likely to individuate objects as memory load grew, but that infants individuated more successfully when the featural contrast between the hidden and retrieved objects increased. These results suggest that remembering more objects may result in a loss of representational precision, thereby decreasing the likelihood of successful individuation. We close by discussing possible links between our results and findings from adult working memory.
Assuntos
Desenvolvimento Infantil , Individuação , Memória de Curto Prazo , Reconhecimento Visual de Modelos , Feminino , Humanos , Lactente , Masculino , Tempo de ReaçãoRESUMO
The number of individual items that can be maintained in working memory is limited. One solution to this problem is to store representations of ensembles that contain summary information about large numbers of items (e.g., the approximate number or cumulative area of a group of many items). Here we explored the developmental origins of ensemble representations by asking whether infants represent ensembles and, if so, how many at one time. We habituated 9-month-old infants to arrays containing 2, 3, or 4 spatially intermixed colored subsets of dots, then asked whether they detected a numerical change to one of the subsets or to the superset of all dots. Experiment Series 1 showed that infants detected a numerical change to 1 of the subsets when the array contained 2 subsets but not 3 or 4 subsets. Experiment Series 2 showed that infants detected a change to the superset of all dots no matter how many subsets were presented. Experiment 3 showed that infants represented both the approximate number and the cumulative surface area of these ensembles. Our results suggest that infants, like adults (Halberda, Sires, & Feigenson, 2006), can store quantitative information about 2 subsets plus the superset: a total of 3 ensembles. This converges with the known limit on the number of individual objects infants and adults can store and suggests that, throughout development, an ensemble functions much like an individual object for working memory.