Technology in Tandem: Designing for Joint Media Engagement

Technology in Tandem: Designing for Joint Media Engagement

“Daddy, what’s that?”

“Oh, that’s a walker – it helps people walk when they are a little unsteady. You remember when Grandma was in the hospital after her surgery? She used a walker to help her get around until her leg was feeling better. It looks like the beaver in the show is using a walker while he gets better too!” 

 There’s a common saying that kids are like sponges, soaking up everything around them. And it’s not wrong – kids can pick up a lot. But study after study shows that when it comes to media, like TV, apps, and ebooks, children can absorb the most when an adult uses the media with them. For example, one study conducted at the University of Delaware in the Child’s Play Learning and Development Lab, found that 4- and 5-year-olds understood an e-book’s story better after they read it with a parent than after “reading” it alone using the audio narration. Interactions like the one above probably explain why. Audio narration can read the story to the child, but only an adult can stop to define an advanced word, describe a picture, or relate the story to their child’s life.  

But how much do children and parents use media together?

Despite everything we know about how “joint media engagement” can help children learn, the data show that most of children’s media use happens alone. Only about a third of parents say that they watch TV with their children all or most of the time and only one in five parents say that they use tablets with their child that often. Similarly, only a third of parents report watching online videos with their child most of the time, and less than one in five report playing video games with their child that often. Perhaps not surprisingly, these statistics differ by age: Joint media engagement is highest with younger children and drops off drastically as children get older, especially for tablets and smartphones. 

The role of the media itself

 Very few media properties encourage adults to use media with children.  Although media creators are quite good at making shows and movies that are appealing to children, whatever makes media irresistable for a 4-year-old is not likely to make most adults swoon with delight. Think about parents in the 1990’s complaining about the songs from Barney or those in the 2000’s who couldn’t stand Caillou’s constant whining.  There are, of course, exceptions to this rule. The beloved PBS show Sesame Street features celebrity appearances and humor that is likely to go way over kids’ heads but is targeted right at the parents who might be sitting on the couch with them. Even if they don’t intend to watch with their children, seeing, for example, Tiffany Haddish or John Legend might entice parents away from preparing lunch or scrolling through their email to check out what their child is watching. 

Tablets and smartphones however, may be used even less with children because these devices are not geared towards two people using them together. It feels natural to sit on the couch next to your child to watch a TV show together, but when was the last time you jointly used an iPad? Research has shown that when children use a tablet they place it in their laps or in front of their face, making it more difficult to share.  When children use media on a big screen in the living room, parents can walk by and easily see what their child is watching. Likewise, computers are oriented vertically and have a screen large enough to view over the child’s shoulder. Today’s devices are convenient for use on-the-go, but their smaller screens and handheld nature mean that parents may struggle to see what their children are watching. That makes it doubly difficult to engage casually and jointly with your child and the screen.  

Rethinking media design for joint engagement

Here are some tips about how media creators can craft content that requires joint media engagement:

  • When a child opens an app, it could default into a two-player mode, prompting them to go find a parent to collaboratively reach a goal in the game. 

  • Activities in apps could allow for multiple screen touches simultaneously, so that parents and children can both be engaging at the same time. 

  • Create apps that allow children and parents to play together on multiple screens; for example, a child playing on a tablet in the kitchen could send a digital invitation to their parent’s smartphone in the living room. 

  • Consider both children and parents in designing their content. 

In the end, we all know that media is often used as an activity for children when parents need to complete other tasks, as a “babysitter.” But media can have many uses, and children gain much from the kinds of casual interactions around media described in the story of grandma’s walker above.  Media creators should think creatively about how they can engage multiple generations so that both parents and children can have fun and learn from using media together. 

 

Rebecca Dore

Senior research associate at the Crane Center for Early Childhood Research and Policy at The Ohio State University.

Collaborator of the Center for Scholars and Storytellers

Roberta Golinkoff

Professor of Education at the School of Education at the University of Delaware.

Collaborator of the Center for Scholars and Storytellers

 

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