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Kids and Digital Media

Today children are growing up in a digital world. Television, computers, video games, tablets, and cell phones are now part of our daily lives. While these tools have their benefits, they also have their pitfalls.

During the first five years of life, children are learning about all facets of language and social communication through positive interactions with others. Overuse of technology can reduce the amount and quality of these face-to-face interactions which children so desperately need. Additionally, too much time in front of screens can lead to attention problems and poor eating habits. There is also a link between the presence of electronic devices in bedrooms and sleep difficulties. Studies also demonstrate that the amount of time a small child spends in front of screens, the higher the risk of developmental delays. Even a child’s creativity can be affected.

Screentime can be compared to junk food. We can eat it in small quantities, but eating in excess will have consequences. When screens are used excessively, this means less time that a child is playing, studying, talking, developing new skills or even sleeping. When used appropriately and responsibly, however, screentime can be a great opportunity for building language. When watching TV, for example, you can describe what’s happening in the movie or show, ask questions to check your child’s understanding, and even ask what they think will happen next. Try to relate what they see to real life.

So how much is too much? The American Academy of Pediatrics has published recommendations. For children under 18 months, limit the use of electronics to video chatting. For children 18 to 24 months, watch digital media with them so you can make it as interactive as possible. For children 2-5 years of age, limit watching to 1 hour per day of high quality programming.

Technology is a learning tool as long as we use it in a responsible way. Let’s model responsible use for our children by limiting screen time, choosing high quality programming, and making it as interactive as possible.