Beruflich Dokumente
Kultur Dokumente
PERSPECTIVE.
IFEANYI ADIGWE
LAGOS STATE UNIVERSITY, SCHOOL OF COMMUNICATION SURULERE,
LAGOS, NIGERIA. FAITHWISEDOM@YAHOO.CO.UK
Abstract
This study attempts to investigate the influence of interactive media on
children: mothers’ perspective. It may be surprising, but recent video game
research has demonstrated positive, social, and educational related benefits
from video game play. However, many parents and teachers fear the
negative effect of video games, worrying that video games will turn their
children, into mindless, violent, isolated, unhealthy individuals. While some
of these concerns are not completely unfounded, video game research has
uncovered a wide array of effects of video game play, including many
positive influences of video games in the lives of children. So, do violent
video games make children? The issue is not a simple one, but, yes, we do
know that there is a relationship between media violence and aggression, to
large extent aggressive tendencies may also be as a result of aggressive
parent. Exposure to violent media has been linked to aggressive thoughts
and behaviours, mostly in short term. The most vulnerable individuals are
young individuals who are high on the trait of aggression. Thus, children who
are naturally aggressive are the most at risk for increases of aggression
following violent game play. Parents of children who tend to be aggressive
should be especially cautious about making sure that their children are not
being exposed to violent video content. The purpose of this study is to
provide a picture of the influence of interactive media on children. Social
learning and the Uses and Gratification theory were used as the theoretical
framework to support this study. Children’s use of video games and the
potential positive and negative of video game play are discussed. This study
concludes with the fact that the risks and threats to children’s character and
as well as the benefits of interactive media may be difficult to separate; and
that avoiding risks may also mean avoiding potential benefits of interactive
media.
CHAPTER ONE
1
According to Winnicot (1971: 64), Interactivity is “content intended for mass
Calvert, Rideout, Wood, Barr & Strouse (2005), placed greater emphasis on
the user’s role in interactive media when they define interactivity as “an
& Kumar (2006) focused on the user’s perceived experiences. They define
Interactive media can be defined as technology products that are created for
a mass audience, that allows the user to have some level of input and/or
control over the action or content and that respond to the user’s input with
television. (p:200).
Warren (2002), indicated that interactive media can teach children; logical
thinking, writing skills and math skills. She also observed that interactive
teaching pre-school children, because they provide instant feedback and are
Celevant, Strong & Gallagher (2005) found this to be true with a blue’s cues
interactive storybook and Addessi & Pachet (2005), found similar evidence
Erin (2001) found that “Children are typically very excited about interactive
attentive.
2001: Van Scoter et al, 2001). Children who use educational computer
3
software have been found to use more complex speech patterns (Davidson &
Nastabi & Swaminathan 1993), one reason for this is that children tend to
narrate what they are doing as they move objects and pictures and engage
with the program (Brede Kamp & Rosegrat, 1994). Chera and Wood (2003),
phonological skills and story telling abilities, but not their word recognition.
exchange between the subject and the mediated environment. This allows us
at the same time, playing violent video games make children act violently.
(Winnicot, 1971).
Mothers have tough job as they turn to media as an important tool to help
(Greenfield, 1984).
It implies that “new media,” that is media which someone did not grow up
with are often looked at with distrust and skepticism. In addition, the older
ethic” (1985) which implies a rationalized lifestyle and a specific form of self-
control. Mothers for example, usually want their children to use a computer
for more than playing computer games but for educational purposes (Leu,
1993).
More so, new and emerging media offer mothers the opportunities to
harness the best interactive media for their children’s cognitive and
those that become deviants are presumably seen to belong to the mother.
Mothers are worried about the proliferation of these new media technologies,
as it does not only engage their children at their leisure time, but perceived
aggressive behaviour.
Conversely, mothers feel that the only other viable approach to dealing with
Considering the fact that interactive media provide us with a vast array of
5
potential educational and informative content that can link us to anywhere in
This study sets out to investigate the effect of the proliferation of these
development.
children.
1. In what ways can interactive media act as a tool for cognitive learning
This study will focus mainly on mothers who are in Badagry Local
Government only. And the age bracket of the children in question is 4-12.
interactive media on children lives as it is not only part of the central role in
the educational and social experiences of the young Nigerians but serve as a
activities, the use of interactive media by children are much more than
about media use among very young children because the stimuli children
receive and the activities they engaged in during the first few years of life
are critical not only for their physical well-being but also for their social,
7
messages have been linked to better preparation for and performance in
More so, interactive media especially computers and the internet allow
children to engage with artifacts that they would normally not have access
writing skills and critical learning and they derive fun form it without realizing
Furthermore, for children with special needs, interactive media has many
help teach children with physical and learning disabilities. Computers help
as its sample size. A larger sample size would have been preferred because
it will help reduce sampling error. Another known limitation was that fathers
were denied the right to participate in the study as this study is meant solely
for mothers.
are created for a mass audience, that allows the user to have some
level of input/or control over the action or content and that respond to
9
CHAPTER TWO
LITERATURE REVIEW
information based on the progress of discourse with the user. Taking this
system is assumed to co-opt the information goals of the user to the extent
that its responses reflect certain characteristics of the sum of the user's
mail.
11
content, or context of discourse.
For the purposes of this study, the term "interactive media", as well as
which allow users some measure of control over the content and/or
sequence of presentation. This definition fits the use of the term when
and, aside from selecting channels, human beings do not generally "interact"
media entities, often in the form of letters to the editor, however because of
the low rate of media institution responsiveness, such exchanges can hardly
ROM, has made communication scholars rethink the issue of mass media
interactivity.
linked to other schemata. Meaningful learning takes place when new ideas
and altering existing knowledge structures (Wittrock, 1974; Brown, Collins, &
13
retrieved under authentic conditions of use and, therefore, may not be useful
distributed cognition.
does not occur only inside the head of the interactive media user but, rather,
only in the head of the user. Thus, different situations engender different
effects with computer technology, i.e., the cognitive load that is distributed,
and effects of computer technology, i.e., the cognitive residue which remains
after the environmental interaction. Although this study examines mainly the
consequences, which helps bring about the cognitive and affective effects of
this involvement.
lasting. As Salomon (1990) points out, some effects with computers allow
their environment.
15
Social learning theory otherwise known as observational learning refers to
by others.
The study of mass media effects has been characterized over time on the
the time between 1915 and 1939 as the era of the "Bullet Theory" (, also
1941 through 1959, the era of "Limited Effects Theory," were characterized
interactive media their children was exposed to. The present era, which is
falls neatly into this most recent category, especially in lieu of the capability
The uses and gratifications approach (Blumler & Katz, 1974; McQuail, 1984;
McQuail, 1987) postulates that people actively select their media use habits
of media use, and beliefs and expectations about possible benefits of such
formats will be accessed and how they will be used to satisfy the information
The need typology presented by McQuail, Blumler, & Brown (1972) divides
surveillance. There are two factors which should abate the criticism directed
17
gratification does not necessarily have to serve the ultimate benefit of the
system, but rather a system's drive or motivation. The use of information for
entertainment or escape, for example, might not always serve some higher
good of an individual.
note, Clark further claims that whenever a new medium has been
is not media choice which influences learning, states Clark, but rather
information.
with these media and the amount of violence in videogames, fully as great if
not greater than that in Television are just too important that need more
attention.
Over the past couple of decades, a debate has grown over the
interactive books and toys, video games, and the internet to the list of
While some experts believe that technology has the capacity to positively
in significant ways, others believe that the technology can rob children of
development or even worse, can cause irreparable harm (Cordes & Miller,
2000).
television tell us that immediate family, such as parents and siblings, heavily
influence what children take away from the viewing experience. Family
environment also provides a key context for how young people experience
19
computers. Recent studies have found that children’s perceptions of their
parents’ desire to learn about and use computers was a significant predictor
Specifically, the degree to which parents are available to their children and
involved in their children’s learning activities; are attracted to and use the
computer themselves, and are knowledgeable about the value and quality of
embraced the computer and the internet for creative, educational purposes,
learning styles find new ways to explore and understand material and to
features for visual, verbal, auditory and tactile learners (Addessi & Pachet,
2005).
Providing evidence that content, rather than the technology itself, has more
software, but not among those who used age-appropriate programmes. More
for childrenhood, some researchers, based on the fact that children learn
through their bodies in their early years, feel computers distract children
from their need for hands-on, imaginative and creative play that is vital to
21
Haugland also found out that interactive media as a tool for learning, simply
allows children to have amazing focus. She further explained that the most
effective technology teaches children and they have fun doing it without
realizing they are learning anything. When asked what she thinks interactive
media can teach pre-schoolers, she explains, “Logical thinking, writing skills,
math skills, spatial skills. It can even enhance kids’ creativity (although
believes that computers are not worth the price of investment. Since there is
very little evidence that kids are doing better academically because of
(1996),
per day spent on various media were considered. Three different interactive
media were included: the internet, personal computer (not for games) and
23
and portable video game systems). On average children and young people
minutes per day using personal computer (PC) applications (not games) and
5 minutes per day using the internet. To give a comparison, 136 minutes per
day with devoted to watching television more time was spent on video and
the empirical data we can infer that for children and youth computer games
video games hurt rather than enhance learning (49% vs 12% with 22%
saying not much effect). From the above data we can deduce that 49% of
aggressive traits in children, 12% of parent views about the media is that
interactive media is more of a learning tool for children, while 22% of parent
views is that interactive media neither activate learning traits in children nor
much experience using educational video games as they did with television,
computers, or videos. One mother of a 4-6 year-old from Columbus did have
experience with a educational video game. Also focus group parents also felt
that video games tended to be more violent, especially those for the older
kids. Some worried about the types of games young children see their old
siblings play.
In another study by Agun Charles, he concludes there is no relationship
this survey whether parents who think computer hurts learning are more
likely to restrict their children from using the computer. When it comes to
using computers, the study pointed out that most parents think this activity
helps rather than hurts learning (69% Vs 8%, with 15% saying its doesn’t
have much effect). From the above data we can deduce that 69% of parent
views about interactive media is that it activates the innate learning traits in
activate the innate aggressive traits in children, while 15% of parent views is
aggressive behaviour. Many parents feel that their children are going to have
to use computers later in life, getting familiar with the computer at an early
age is a benefit to them. Regardless of what they are doing on the computer,
one mother from Irvine said, “Anything they are doing on the computer I
think is learning”. Another mom from Columbus said, “I think they get more
skills from the computer. Our world is so computer oriented. I certainly didn’t
know how to use a computer when I was 3.... If I had a choice of the
group mother pointed to certain features of the computer that they found
content through specific software. The mother of a young child from Irvine
25
said, “the computer” is far more interactive than television. Children’s mind
is more active when using the computer. A Denver-area mom (of a 4-6year-
old) said,” I think you have more control over the computer. If they are
watching TV, you don’t know what the lesson is going to be with the
Researchers have found that playing games is the most common way young
people of all age 2-18 use computers. They found that boys reported
significantly more time commitment than girls in playing computer and video
games. Evidence from few studies that have analyzed different categories of
game content show that boys and girls prefer different types of games, with
games, while girls generally prefer educational puzzle, spatial relation and
isolation, they are often the focus of vibrant social content for boys, who
compare notes about levels of game play and scores they made.
computer culture rather than computer phobic. They dislike both the
that boys and girls are equally involved in using the Internet, albeit in
different ways. It found that girls are not “phobic” or even disinterested
when it comes to the internet. They were more likely to use the internet for
education, school work, e-mail and chat rooms, while boys were more likely
between age and game play: Among young children (age 2-7) video game
play increased with age, whereas among an older age group (age 9-12-year-
old); game play appeared to decrease with age. (Wartella, O” Keefe, &
Scantlin, 2000).
While overall use was more prevalent among older children, the use of
children preferred and spent more time playing educational games than
played more educational video and computer games (Wright and Warren,
2001). Others have also found that 6-to 8-year-old used the computer less
often than older children, but used it for educational programmes and games
27
more often (Becker, 2000).
Parents reported that their children were spending approximately 2hours per
day with screen media (including television, computers and video games).
In addition, among 4-to 6-year-old, 48% had used a computer and 30% had
played video games. Among the 4-to 6-year-olds who reported using a
computer and playing video games, they did so for approximately 1hour
an early age.
game play of children from 4-10years old. Their results suggest that playing
One recent study examined the effect on 3rd and 4th grader’s, which parallel
to primary 3-4 in Nigeria situation after playing a violent video game (Mortal
Kombat II) or non-violent game (Hitman). Steps were taken to “rig” the
mortal Kombat II game so that the young subjects would not experience its
concerns about the long-term effect of the most violent games that are
According to Murray (1993), he observes that “it is when we are children that
with video game violence can create distorted views of society and the
Children who spend much time with the computer game may be inclined to
29
offer children an “informal curriculum” regarding social behaviour that is
children are likely to learn this content as they are to learn the formal
what media messages children are exposed to, the nature of media
quality of violence.
where real life demonstration of skill is externally difficult, expensive and the
Udoh noted that the computer do not only provide direct instructions, it acts
as a tutorial mode and provides drill and practice sessions, so with the aid of
computer
Although cultural compatibly and the high cost of purchase and maintenance
(Okebukola, 1988).
science in Nigerian secondary schools, John Stone (1991) revealed that the
for learning than schools where computer resources are not effectively
utilized.
A 1995 survey of 868 children in America found that 50%, the majority of
whom were boys reported behaviours that would score on high addition
scale. They reported playing on six or more days per week, playing for more
than one hour at a time, feeling they play longer than intended, and
found that of 387 teens between 12 and 16 years-old, 20% were currently
31
dependent on game playing and 25% had been so at some point in their
researchers tend to present ‘cut and dried argument about harmful effects of
Effect researchers have found that viewing violence has serious and negative
Children do not have the capability to act aggressively when they are born.
The advent of the internet has been greeted with an uneasy mixture of
hopes and fears. On the one hand, there have been visionary claims about
the power of this medium to release children creativity and desire to learn,
and to generate new forms of culture and community. Yet on the other hand,
there has been growing concern about the availability of sexual and violent
material, which could lead to a child deviant and aggressive behavour (Living
Stone 2006).
Although as with games, the benefits of the internet for young people are
Ultimately, claims about the positive effects of the internet tend to focus on
the value of instant access to information, and its role in creating new forms
The accessibility, global reach, simplicity and flexibility of the medium and
indeed the vast extent of material that it brings together does offer
includes their parents, whose attitudes and opinions influence the way in
33
which children and young people gain access to and use the products.
Although this applies to the actual acquisition of the products parent seem to
have influence when it comes to the use of the product per se.
Similarly, most adults view the internet as an opportunity for children and
young people to search for information that can teach them something
This is one of the reasons why children and young people either have access
Living Stone noted that young people’s conception of information may not be
that of adults concern with their educational progress. Mothers hope and
expect their children to use the internet to search for information with a
Many mothers see the internet and the computer as “appropriate” products,
and most mothers consider them defensible as they can be used for
learning.
There can be no doubt that the actual use of the products is largely defined
by the children themselves, as their play culture and everyday lives with
Generally speaking, older children and teenagers also use interactive media
products to a greater extent than their parents, children and young people
more often help their parents with problems to do with the computer. This
seems to indicate that many parents do not have the technological insight
that would allow them to evaluate and control their children’s use.
Instruction (CAI). The computer has been effectively stimulating the interest
The learner thus becomes an active participant in learning process, also the
Kolade (1985) examined that the computer stimulate and motivate student
35
In this vein, Olademji (1979) revealed that the computer can be an
of the learning process; providing direct and first hand experience with
Interestingly, Oyebankin (1983) noted that the computer itself can serve as
Ultimately, we can deduce that the computer Aided instruction (CAI) allows
self pacing for the learner to develop at his own pace. It also provide the
Nwaboku (1998) concluded that computer Aided Instruction does not only
learning more interacting and challenging. He further said that the computer
RESEARCH METHODOLOGY
3.1 INTRODUCTION
the instrument method of data analysis. The research method of this study is
survey.
people, the vital facts of people, their beliefs, opinions attitudes, motivation
and behaviour.
when they observed that the survey method enables the researcher to make
37
attitudes-i.e to describe what exists at the moment. This method is adopted,
relevant and most appropriate for conducting a study that involve asking
Babbie in Tejumaye (2003) when he observed that survey method is good for
This research work was carried out as a field survey using Badagry local
government area. This area comprises of Badagry central, Badagry west and
Badagry north.
influx of internet connectivity in that area and also to overcome the barrier
3.2 DESIGN
mere covering data they interprete, synthesis and integrate these data and
Generally, survey method does not only enable the researcher to make
general actions about the characteristics of, or predictions but also the
behaviour of a great body of people requiring measurement along a broad
understanding, in view of this, the survey has been considered the best
Nigeria taking into focus Badagry Local Government as area of study and
conduct of the research to spread across Badagry Central, Badagry West and
have equal chance of being selected for the study, and the sampling of each
case from the pool of cases is independent of the sampling of another case.
One of the ways the researcher adopted in this sampling technique is the use
39
of the hat-and-draw method. The procedure of using this method involves
children’s lives.
the respondents, which could make the respondents to open-up and supply
meaning of items that are not clear and may not be understood by the
study.
The study adopted precision and accuracy in its measurement i.e measuring
carefully what is set out to measure and will therefore consistently yield very
research questions, also when the research is carried out again and again
the same responses and ultimately similar conclusions, when the same
procedure, technique and population of study is adopted gives this study its
reliability.
41
description of observed phenomena with the use of frequency, percentages
4.1 INTRODUCTION
This chapter deals extensively with the analysis and the interpretation of
through questionnaire.
research questions asserted in chapter one of this study. The data were
the mean was used as the subject of analysis. Also, the questionnaire was
both open and closed ended questionnaires; the opened responses sought
children.
or was not returned. We can infer that 94% of the total questionnaires
The findings of this study shall be presented in tabular analysis and simple
43
percentage of data will be employed. The first part analysis on demography,
while the section B and C deals with the subjective open and closed ended
questionnaires.
with the research questions with the presentation and discussion of findings.
1 15 11
2 25 18
3 40 29
4 60 43
It was discovered from table 1 that 11% of the respondents have a child,
18% only have two children, 29% have three, while 43% of the respondents
Table 2 reveals that 42% of the respondents spent 9 hours with their children
per day, 4% spent 4 hours, and 34% spent 5 hours, while 20% of the
children. We can presume from the table above that mothers spent about 6
hours per day with their children; the implication of this is that the time
YES 89 64
NO 51 36
45
their household, while 36% of respondents cannot boast of a computer in
their household
24 Hours 1 .007
12 Hours 2 1
6 Hours 10 29
3 Hours 54 39
Don’t know 43 31
It was discovered from table 4 that 39% of the respondents’ children spent
3hours playing video game, also 2% spent 12 hours playing video game,
29% spent 6 hours while 31% of the respondents cannot provide the actual
time their children spend playing video game. Since mothers spent an
average of 6 hours with their children, we can infer that mothers spent ¼ of
24 hours with their children therefore indicating that insufficient time spent
with children can make the children vulnerable to imitate, copy or perhaps
be identified with what he spent most of his time with. This is as a result of
claimed that child(ren) watched video game. We can deduce from the above
statement that mother does not monitor child when playing video game or
perhaps does not actualize the number hours child spent playing video
game. We can affirmatively say that the number hours children spent
playing video games can increase aggressive traits if not properly monitored
or checkmated.
Not at all 52 37
56% monitor their children most of the time whenever they are playing video
respondents monitor their children whenever they are playing video game.
We can deduce from the findings above that 37% of the respondents do not
monitor their children when playing video games. It could be argued that
since most of the respondents do not monitor their children when playing
video games due to some reasons. The implication of this is that it could
pave a for children to play any kind of games, view any sites on the internet
47
TABLE 6: DISTRIBUTION OF RESPONDENTS GOING BY THE TIME THEY
Sometimes 78 56
Not at all 30 21
Don’t know 24 17
the respondents’ children, about 56% make use of the internet and/or the
cannot ascertain the number of times their children make use of the internet
that they don’t know whether the internet and/or the computer is a source of
To a large extent we can say that in table 4 it is evident that mother does
not monitor child when playing video game or perhaps cannot actualize the
number hours child spent playing video game. In the same way, we can
respondents of about 37% do not monitor their children when playing video
games. It confirms table 4 and 5 with a reaffirmation in table 6 that 17% of
the respondents cannot ascertain the number of times their children make
use of the internet and/or the computer as source of information, 21% of the
respondents said that they don’t know whether the internet and/or the
else
Mostly alone 65 46
video game
Don’t know 12 9
the respondents’ children of about 46% played video games alone ,6%
49
Frequency and mean were used as follows to analyze the research questions
Strongly agree -5, Agree -4, Undecided -3, Disagree -2 Strongly disagree -1.
Determination of cut off point and finding mean of nominal values are as
follows:
F = frequency
x = mean = Σfx/n
The real limit of numbers in this scale were used to determining the extent of
Agree 4 = 3.50-4.49
Undecided 3 =2.50-3.49
Disagree 2 =1.50-2.49
Based on this, any mean below 3.50 was considered as disagreement and
CHILDREN?
TABLE 7:
in school
above also revealed that interactive media can enhance or act as a tool for
culture with a mean score of 4.00. We can deduce from item 1 and 2 that
helping children with different learning styles discovers new ways to explore,
TABLE 8:
character
51
2 A child social development can be 140 3.90 Agreed
believed that this media technology has the capacity to positively influence
ways. More so, it was revealed that a child social development can be model
affirmatively say that the effects of interactive media on children are highly
an early age.
TABLE 9:
S/N item F X REMARK
children’s behaviour
2 A child social formation of identity 140 3.91 Agreed
The result of data analyzed in table 9 exposed that violent games can
activate the innate aggressive traits in children (item 1 and which is question
behaviour, attitude and thoughts but only in short term. In addition, the table
above also prove that a child formation of identity can be as a result of the
not have the capability to act aggressively when they are born. Instead,
53
children watch or are exposed to most especially in their formative years.
From the findings above we can assert that majority of homes can boast of a
home, despite that, they visit their neighbours to play video games or
Essentially, most children like to play video game at leisure but another area
in the findings is the number of hours children spend playing video games.
average of three hours playing video game daily, 1 of the 140 respondents
say that children would like to spend above twelve hours playing video
game. According to the findings it was discovered that only 10% of the total
In the same vein, it was revealed that at least 22% of the total respondents
say that their children play video games with their friends. However, we can
declare that 39% of respondents confirmed that their children do not play
video game because children tend to get excited and emulate most of the
respondents can only enumerate some of the video games and educational
software used by their children. In view of this, we can affirmatively say that
children.
is a day to day affair and majority of the respondents maintain that their
children tend to learn something new whenever they stumble over the
computer thereby proving Albert Bandura social learning theory, and that
Research question one which seeks to find out; in what ways can interactive
media act as a tool for cognitive learning and development in children? From
the findings it was revealed that interactive media can enhance or act as a
tool for cognitive learning in children and this can tremendously influence
play and learning are closely intertwined among children. However, children
seldom play in order to learn, but constantly learn new skills in order to
participate in the play community. This applies to all kinds of play and
55
games, including those involving digital and interactive media. In exactly the
same way as children can spend a long time learning specific physical skills,
they can invest a great deal of energy in acquiring skills linked to interactive
interactive media can teach children; logical thinking, writing skills and math
skills. She also observed that interactive media can enhance children’s
children, because they provide instant feedback and are flexible, empower
children and also foster active learning. This findings also supported by
Calevant, Strong & Gallagher (2005) see this to be true with a blue’s cues
interactive storybook, these findings uphold this study in that interactive can
motivate children learning culture. Addessi & Pachet (2005) also uphold the
different learning styles find new ways to explore and understand material
and to demonstrate their learning.
mind. Through trial and error and a “learn by doing approach,” children
approach would also agree that this is especially critical in promoting the
human to not only develop but truly thrive. It is very important to understand
One reason why interactive media can be such a powerful educational tool is
but a goal of most (if not all) educational initiatives is to empower children to
though some evidence suggests that even preschoolers can transfer video
It was established from the findings that at least 70% of the total
57
respondents claim that during the formative years engagement with video
game violence can create distorted views of society and the acceptability of
certain behaviour. Children who spend much time with video game will be
was revealed that a child social development can be modeled by the kind of
process that children and adolescents are constantly working through. With
new technologies that are offered today, children have the opportunity to
explore their identities in different ways. There are three major areas in
development: (a) how the virtual world may supplant real-world social
more powerful than previous media as social influencers because users are
media (e.g., CD-ROMs) involve claims that they are superior platforms for
the school setting, and vise versa. The influence of home computer use on
In an early study of ethnic differences in home computer use and its effects
on in-school achievement, Attewell & Battle (1999) found that forms of social
inequality beyond access (gender, and ethnicity) may modify the frequency
of home computer use, the ways in which computers are used, and
and school performance using the data from the National Educational
Longitudinal Study (NELS) of 1988. They found that having a home computer
was associated with higher test scores in math and reading for eighth
graders, which is parallel to basic eight in Nigeria case, even after controlling
activities. Given the fact that the primary reason cited by parents for
59
(NSBF, 2000), it is surprising that we have very little research to document
school achievement. Murray (1993) sees interactive media as a tool that can
violence. In view of this, Children who spend much time with the computer
game may be inclined to attempt to imitate the dangerous stunts they see.
social content of entertainment in media, and that children are likely to learn
this content as they are to learn the formal curricula in the schools, this
media messages children are exposed to, the nature of media portrayals of
We can affirmatively say that the effects of interactive media on children are
an early age.
Be that as it may, the uses and gratification theory tends to support this
findings, since mothers actively select children media based on social or
More so, research question 3: what are the implications of the use of
term. In addition, it was said from the study that a child formation of identity
can be as a result of the kind of video game he is exposed to. We can affirm
not have the capability to act aggressively when they are born. We should
not forget the fact that the environment also is a determinant factor in
children. In the same way, the home is also another factor which can
suit their needs and abilities, and receive feedback, interactive technologies
may encourage processing that will enhance children’s learning and increase
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cognitive strategies (Calvert, 1999; Krendl & Lieberman, 1988; Papert, 1980
in Wartella et al,2004 ).
little regard for the medium, activity, or content under consideration. The
(e.g., user control vs. engagement vs. receiving feedback) that might be
their use of interactive games (i.e., computer and video games; Kraut,
According to the social learning theory children may imitate the acts of
aggression as seen through the electronic media (Gunter & McAleer in Olivier
2003). It is believed that children may learn that violence is a useful and
Accordingly the relationship between viewing media violence and the level of
skills and those who fantasize about violence tend to display greater
aggressiveness. These children also tend to spend more time with interactive
this regard one may argue that the same reaction can be expected from
games are at the forefront of the battle over violent video games and the
cruelty and may make them more likely to commit violent acts in real life.
demands for more of the violent content (Schwartz & Matzkin in Olivier
2003).
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Nevertheless, from the findings there is a clear indication of the implications
Moreover, majority of the respondents establish that the internet and the
media and its side effects cannot be totally eliminated from the country
5.1 SUMMARY
material on the internet and in video games’. Several general points arise
Secondly, we need to accept that some risks may be unavoidable, and even
children to encounter risks if they are to learn ways of dealing with them.
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separate; and that avoiding risks may also mean avoiding potential benefits.
inputs from the audience or users, greater emphasis on the user’s role in
significant ways. But it was perceived that a child social development and
he is exposed to.
Chapter two ushered us into various studies and relevant theories to the
Chapter three based on the methodology for the research. It was unveiled
that the survey method was the suitable method for this study because it
describe what exists at the moment. And make generalizations about the
understanding.
5.2 CONCLUSION
This study has exposed us to the great benefits associated with interactive
facilitates children learning culture most especially when they are in their
formative years. We must recognize the fact that the risks and threats to
difficult to separate; and that avoiding risks may also mean avoiding
potential benefits.
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5.3 RECOMMENDATIONS
Having inferred that to a large extent that the risks and threats to children’s
separate; and that avoiding risks may also mean avoiding potential benefits.
mothers
adult only.
4 I also appeal that aside making profit they should endeavour that their
children.
stated above.
PARENTS
enable parents limit the access their children have to the entire world.
Also the government is not left out in curbing graphic violent content
entertainment.
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Further research should investigate on the implications of interactive media
BIBLIOGRAPHY
Calvert.S Rideout .V., Wood, Barr and Strouse (2005): Children’s Learning in
the Age of Digital Culture. New York: Oxford University Press.
Comstock G. and Paik H. (1991): Television and American child. San Diego
CA: Academic Press.
Clements, D.H., Nastasi, B.K., & Swaminathan, S. (1993). Young children and
computers: In a report on The Effects of Interactive Media on
Preschoolers’ Learning: A Review of the Research and
Recommendations for the Future: childrennow.org retrieved on 30th of
August 2009.
Chera, P. & Wood, C. (2003). Animated multimedia “talking books” can promote
phonological awareness in children beginning to read. : In a report on
The Effects of Interactive Media on Preschoolers’ Learning: A Review of
the Research and Recommendations for the Future: childrennow.org
retrieved on 30th of August 2009.
71
access to and use of computer technology. The Future of Children: at
chidrennow.org retrieved 30th August, 2009
Chera and Wood (2003). Children as designers of interactive storytellers: “Let me tell
you a story about myself. . .” In K. Dautenhanhn (Ed.), Human Cognition and
Social Agent Technology (pp. 61-83). Philadelphia, PA: John Benjamins
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Games at http://edugamesblog.wordpress.com/ Retrieved on March 19, 2009
Electronic Software Association (2008). ESA Industry facts at
http://www.theesa.com/facts/index.asp. Retrieved on March 19
Erin .K. (2001); Video games and real-life aggression: Review of the literature.
Retrieved March 24 2009: http://www.mediafamily.org
Greenfield, P.M. (1984). Technology and informal education: What is taught, what is
learned. In Kaiser Family Foundation (2005). Generation M: Media in the lives
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Retrieved on March 19, 2009
.Jenkins, H. (2006) Convergence Culture: Where Old and New Media Collide New York: New York University
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Tosin (2001), An Evaluation of the impact of computer Aided
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Warren.S.,(2005) Girl Wide Web: Girls, the Internet, and the Negotiation of Identity New York: Peter Lang,.
You have been selected as one of the special respondent for the research.
Please, kindly answer the questions in this questionnaire as candidly as
possible.
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INSTRUCTION
Please tick (√) only one option to the following questions in this section
1. Marital status
a. Single [ ]
b. Married [ ]
c. Widow [ ]
d. Divorced [ ]
3. Educational qualification
a. GCE/WAEC/NECO [ ]
b. NCE/OND/HND [ ]
c. BSC/MSC/PHD [ ]
d. Professional qualification [ ]
SECTION B
Please tick (√) only one option to the questions in this section and fill-in the
black spaces where applicable.
4. What is the total no of children you have?
----------------------------------------------------------------------
9. How often do you monitor your children when playing video game?
a. All the time
b. Most of the time
c. Not at all
11. Enumerate some Educational software your children use more often?
a. -----------------------------------
b. -----------------------------------
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c. -----------------------------------
d. -----------------------------------
e. -----------------------------------
12. Enumerate some video games your children play more often?
a. -----------------------------------
b. -----------------------------------
c. -----------------------------------
d. -----------------------------------
e. -----------------------------------
13. State the number of the time your child(ren) use the internet or
computer as a source of information?
a. All the time
b. Sometimes
c. Not at all
d. Don’t know
SECTION C
Please circle (0) only one number option in this section
Note; 5 is Strongly Agree
4 is Agree
3 is Undecided
2 Disagree
1 Strongly Disagree
14. Do you agree that using interactive media build children’s lives? 1
2 3 4 5
18. Do you agree that violent games can influence your children’s
behaviour? 1 2 3 4 5
19. Do you agree that a child formation of identity can be modeled by the
kind of video game he is exposed to?
1 2 3 4 5
20. Which of these have you seen your child(ren) do more often?
a. Child imitates positive behaviour more often [ ]
b. Child imitates aggressive behaviour more often [ ]
c. Child imitates both equally [ ]
d. Child doesn’t imitate behaviour [ ]
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