scholarly journals A Review of Evidence on the Role of Digital Technology in Shaping Attention and Cognitive Control in Children

2021 ◽  
Vol 12 ◽  
Author(s):  
Maria Vedechkina ◽  
Francesca Borgonovi

The role of digital technology in shaping attention and cognitive development has been at the centre of public discourse for decades. The current review presents findings from three main bodies of literature on the implications of technology use for attention and cognitive control: television, video games, and digital multitasking. The aim is to identify key lessons from prior research that are relevant for the current generation of digital users. In particular, the lack of scientific consensus on whether digital technologies are good or bad for children reflects that effects depend on users’ characteristics, the form digital technologies take, the circumstances in which use occurs and the interaction between the three factors. Some features of digital media may be particularly problematic, but only for certain users and only in certain contexts. Similarly, individual differences mediate how, when and why individuals use technology, as well as how much benefit or harm can be derived from its use. The finding emerging from the review on the large degree of heterogeneity in associations is especially relevant due to the rapid development and diffusion of a large number of different digital technologies and contents, and the increasing variety of user experiences. We discuss the importance of leveraging existing knowledge and integrating past research findings into a broader organizing framework in order to guide emerging technology-based research and practice. We end with a discussion of some of the challenges and unaddressed issues in the literature and propose directions for future research.

2020 ◽  
Author(s):  
Maria Vedechkina ◽  
Francesca Borgonovi

The role of digital technology in shaping attention and cognitive development has been at the centre of public discourse for decades. The rapid evolution of the technological landscape in recent years has made it increasingly difficult to study how digital devices might interact with cognition in a way that directly informs the present generation of media users. The current review presents findings from three main bodies of evidence on the implications of technology use for attention and executive functions: television, video games, and digital multitasking with the aim of identifying key lessons from prior research for the current generation of digital users. In particular, the lack of scientific consensus on whether digital technologies are good or bad for children reflects that effects depend on users’ characteristics, the form digital technologies take, the circumstances in which use occurs and the interaction between the three factors. Some features of digital media may be particularly problematic, but only for certain users and only in certain contexts. Similarly, individual differences mediate how, when and why individuals use technology, as well as how much benefit or harm can be derived from its use. We discuss the importance of leveraging existing knowledge and integrating past research findings into a broader theoretical framework in order to guide emerging technology-based research. We end with a discussion of some of the challenges and unaddressed issues in the literature, and propose directions for future research.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 662-663
Author(s):  
Giyeon Kim

Abstract This presentation discusses the importance of using digital technologies on reducing mental health disparities among older adults from diverse backgrounds. This talk primarily focuses on the role of ethnicity, socioeconomic status and geography. First, the speaker presents the current status of digital technology use among older adults and how different levels of digital technology use affect mental health disparities by ethnicity, SES, and place of residence. Second, the speaker introduces a recently funded government project on developing an IoT-based home system (Internet of Things) to screen mild cognitive function for Korean older adults. Lastly, the speaker discusses potential implications, as well as directions for future research on using digital technologies to reduce mental health disparities among diverse populations.


Author(s):  
Anthony Hendrickson ◽  
Trent Wachner ◽  
Brook Mathews

Few would argue that digital technology has impacted nearly every industry, especially media and related firms. Media’s initial reaction to digital technology was reactive in nature: How can we convert traditional processes to fit digital technologies, mostly in the form of distribution (e.g., traditional newspapers making content available online)? In this chapter the authors argue that digital technologies have now permeated virtually every aspect of the value chain and are forcing traditional firms to rethink long held business models. The authors identify five areas of potential inquiry: (1) What is a resource in the digital age and why does this matter? (2) Where does value creation fit in today’s horizontal business models? (3) What is the demarcation between consuming content and creating content (e.g., user-generated content)? (4) What mechanisms can be used to assess quality in a world where anyone can publish? (5) What is the role of regulation and changing business models in the world of digital technology? They do not claim to have the answers, but they hope to at least create dialogue that encourages future research.


2021 ◽  
Vol 106 ◽  
pp. 04003
Author(s):  
Nurmagomed Ismailov ◽  
Eleonora Barkova ◽  
Olga Buzskaya

The article explores some methodological issues and the role of digital technologies in the humanities, education system, and public life. The relevance of the research topic is confirmed by the rapid development of digital resources and technologies in public life, including humanities and education. The positive role of digital technologies for the development of humanities and education is emphasized; they are characterized by interdisciplinarity and open up new possibilities for research. It is argued that the process of digitalization is a reflection of the new historical realities of social life, including science and education, a reflection of the new needs of society in the research environment. And materialistic understanding of the phenomena of social life as the most important method of research, comprehension, and evaluation of social processes is used as the main method of research. It is argued that digital technologies in the humanities and education have serious negative consequences. This manifests itself in a potential decrease in intellectual activity, analytical abilities, and physical development of a person. Digital technologies are capable of taking a person into another reality, disrupting the process of traditional socialization, live communication. Such processes have a negative impact on his personal development, which contradicts the criterion of justice and social progress, which are expressed in the comprehensive development of the individual. It is argued that even the most advanced digital technology cannot replace the moral and psychological moments of live teacher-student communication.


2021 ◽  
Author(s):  
Alberto Acerbi

Cultural evolution can provide a useful framework to understand how information is produced, transmitted, and selected in contemporary online, digital, media. The diffusion of digital technologies triggered a radical departure from previous modalities of cultural transmission but, at the same time, general characteristics of human cultural evolution and cognition influence these developments. In this chapter, I will explore some areas where the links between cultural evolution research and digital media seem more promising. As cultural evolution-inspired research on internet phenomena is still in its infancy, these areas represent suggestions and links with works in other disciplines more than reviews of past research in cultural evolution. These include topics such as how to characterise the online effects of social influence and the spread of information; the possibility that digital, online, media could enhance cumulative culture; and the differences between online and offline cultural transmission. In the last section I will consider other possible future directions: the influences of different affordances in different media supporting cultural transmission; the role of producers of cultural traits; and, finally, some considerations on the effects on cultural dynamics of algorithms selecting information.


2021 ◽  
Vol 10 (2) ◽  
pp. 176
Author(s):  
Maira Mukhtarovna Pernekulova ◽  
Ayazhan Sagikyzy ◽  
Zhamal Bazilovna Ashirbekova ◽  
Dinara Mukhtarovna Zhanabayeva ◽  
Gaukhar Abdikarimovna Abdurazakova

Currently there are many attempts to determine virtual reality which is created by digital technologies. The present article discusses this phenomenon in the creative act. This approach gives an opportunity for the full consideration of virtual reality because the category of reality includes not only digital technologies but subjective perceptions which creates problems in its definition. According to our understanding virtual reality is determined by the relation with the person’s virtual world and digital code. The person’s creative potential is defined, in its turn, as the person’s virtual. In the creative act between virtual reality and creative potential besides homogeneous connection there is an ontological connection and then virtual reality is a medium and a tool for the person’s creative potential realization. In this case the creative act is an actualization of images or symbols, by changing the intensities of the virtual image which results in the transition of the creative potential into otherness- the virtual reality of the code. As the tool of creative reality virtual reality plays the role of the digital technology which alienates the person’s time and space.   Received: 19 November 2020 / Accepted: 4 February 2021 / Published: 5 March 2021


Author(s):  
Jordi Ferrer-Peris ◽  
Juan Carlos Colomer-Rubio

The insertion of digital technology for the work of tangible and intangible heritage can become a creative tool that reinforces the role of the teacher as an educator of local heritage (in line with what is suggested in the Plan Nacional de Educación y Patrimonio (PNEyP)). In addition, this type of resources allow the development of tools that improve the interpretation of the patrimonial environments and bring them closer to the students.  Our proposal is an original didactic intervention made with sixth grade students of Primary Education is exposed in the environment of Castell de Marinyén (Benifairó de la Valldigna, Valencia) through the use of stereoscopic or spherical photography and the hypothesis of reconstruction. This activity combines research on the immediate environment, the digital technologies and the use of image as a research document, which has made it possible to propose the technological means in patrimonial education by means of updated, simple and accessible resources that allow the realization of concrete investigations and the work of contents of different areas of knowledge. In conclusion, the defects that the patrimonial education has had in its insertion in the educational system, extending its treatment in the classroom, as well as its disposition within the school curriculum.


2021 ◽  
Vol 12 ◽  
Author(s):  
Nicola Döring ◽  
Nicole Krämer ◽  
Veronika Mikhailova ◽  
Matthias Brand ◽  
Tillmann H. C. Krüger ◽  
...  

Based on its prevalence, there is an urgent need to better understand the mechanisms, opportunities and risks of sexual interaction in digital contexts (SIDC) that are related with sexual arousal. While there is a growing body of literature on SIDC, there is also a lack of conceptual clarity and classification. Therefore, based on a conceptual analysis, we propose to distinguish between sexual interaction (1) through, (2) via, and (3) with digital technologies. (1) Sexual interactions through digital technologies are face-to-face sexual interactions that (a) have been started digitally (e.g., people initiating face-to-face sexual encounters through adult dating apps) or (b) are accompanied by digital technology (e.g., couples augmenting their face-to-face sexual encounters through filming themselves during the act and publishing the amateur pornography online). (2) Sexual interactions via digital technology are technology-mediated interpersonal sexual interactions (e.g., via text chat: cybersex; via smartphone: sexting; via webcam: webcam sex/camming). (3) Sexual interactions with digital technology occur when the technology itself has the role of an interaction partner (e.g., sexual interaction with a sex robot or with a media persona in pornography). The three types of SIDC and their respective subtypes are explained and backed up with empirical studies that are grouped according to two major mediators: consent and commerce. Regarding the causes and consequences of the three types of SIDC we suggest a classification that entails biological, psychological, social, economic, and technological factors. Regarding implications of SIDC we suggest to focus on both opportunities and risks for sexual health. The proposed conceptual framework of SIDC is meant to inform future research.


2017 ◽  
Vol 29 (4) ◽  
pp. 1203-1234 ◽  
Author(s):  
Robin DiPietro

Purpose The purpose of this paper is to present a review of the foodservice and restaurant literature that has been published over the past 10 years in the top hospitality and tourism journals. This information will be used to identify the key trends and topics studied over the past decade, and help to identify the gaps that appear in the research to identify opportunities for advancing future research in the area of foodservice and restaurant management. Design/methodology/approach This paper takes the form of a critical review of the extant literature that has been done in the foodservice and restaurant industries. Literature from the past 10 years will be qualitatively assessed to determine trends and gaps in the research to help guide the direction for future research. Findings The findings show that the past 10 years have seen an increase in the number of and the quality of foodservice and restaurant management research articles. The topics have been diverse and the findings have explored the changing and evolving segments of the foodservice industry, restaurant operations, service quality in foodservice, restaurant finance, foodservice marketing, food safety and healthfulness and the increased role of technology in the industry. Research limitations/implications Given the number of research papers done over the past 10 years in the area of foodservice, it is possible that some research has been missed and that some specific topics within the breadth and depth of the foodservice industry could have lacked sufficient coverage in this one paper. The implications from this paper are that it can be used to inform academics and practitioners where there is room for more research, it could provide ideas for more in-depth discussion of a specific topic and it is a detailed start into assessing the research done of late. Originality/value This paper helps foodservice researchers in determining where past research has gone and gives future direction for meaningful research to be done in the foodservice area moving forward to inform academicians and practitioners in the industry.


2019 ◽  
pp. 1541-1560
Author(s):  
Vicki Schriever

This chapter examines the literature surrounding digital technologies within kindergarten. It highlights the ways in which mobile devices and smart gadgets are used by early childhood teachers and young children in diverse teacher-focused and child-centred approaches. The challenges faced by early childhood teachers to successfully use and integrate mobile devices and smart gadgets within their kindergarten will be explored. These challenges include, meeting curriculum requirements, mediating parental expectations, seeing the potential of digital technologies, having the confidence and self-efficacy to use digital devices and determining the value and place of digital technologies within a play-based environment. Each of these challenges are explored within the chapter and the ways these challenges can be overcome are detailed. The opportunities which mobile devices and smart gadgets present to maximise young children's learning, play and engagement and which facilitate and support the role of the early childhood teacher will also be examined.


Sign in / Sign up

Export Citation Format

Share Document