Introduction
Integrating technology can be very beneficial to both the instructor as well as the learner. However, this can only be achieved when the appropriate technology is chosen and applied in a particular learning process. The type of technology chosen may depend on the expected learning outcome, cost, the kind of learners involved as well as complexity in its application. When the right technology is adopted, it helps to encourage individual learning, to improve retention of knowledge and to encourage collaboration. This paper aims to suggest the appropriate technology solution that could be implemented to solve the learning needs of the organization in one of them in the second scenario provided.
Technology has brought humanity from a far place, and with constant advancements, technology has enabled humans to have better-simplified tasks and more reliable ways of doing things. The paper looks into what technology is, the role of technology in human evolution, mistakes of the human race and the most preferred technique. Technology as one of the most important driving forces in the contemporary world and the future is changing our lives and shaping our future at surprising rates. Technology is changing every day and will always be a staple in our lives. Toddlers, in this case, are not left out in the movement. Even though it is not their fault that they treasure technology, it is a fact that they have never lived without it. Technology has had a significant impact on toddlers positively and in some other ways that have brought some concerns in our societies. The main concern might be even though technology has generally improved the ability of children to multitask; it is evident that their ability to process information is going down the drain. Many people and studies have different opinions on the impact of technology on toddlers. The essay presents arguments from both camps as it generally looks into the issue of toddlers and technology.
In the contemporary world, particularly when considering the numerous advancements in technology including multimedia, without much of a thought, people may think that the modern multimedia is better than the one evidenced in ancient times. Technology is evolving in different professions to make life easier. However, it comes with the challenge of managing information security and privacy.
The more the internet is used in business organizations, the more information is no longer safe. Some organizations have reportedly been monitoring the confidentiality of employees such as social media activity and even emails. Despite the negativity associated with the trend, organizations support their decision based on security and privacy concerns. Managing information security in business organizations enhances efficiency and the level of teamwork in a company. However, the use of the internet remains vulnerable to security threats from unauthorized access. Therefore, companies must always employ strong security measures for online details.
In America, studies show that at least 85% of children play video games and 8.5% are addicted. According to studies carried out by Calvert and Tan show that the negative aspect of video games is that children spend so much time playing games indoors rather than physically playing outside. Their study showed that on average children spend 14 to 15 hours playing video games inside their homes thus missing out on their social lives. The exposure to violent video games was also associated with lowering self-competence scores in developmental areas such as academic, personal and behavioral skills. According to the studies carried out by Centre of Disease Control (CDC), they have indicated a significant rise in the cases of children in the United States suffering from obesity which is associated with lack of physical activity due to video games.
Children according to their reports are spending too much on their screens playing video games or on their game console and end up not participating in other activities that will keep them physically fit and healthy. Other studies show that children who spend a few hours playing video games in a day are ok since when compared to non-players they exhibited a high level of both externalizing and internalizing problems capabilities and lower levels of prosocial behaviors and life satisfaction. This demonstrates that the anti-tech narratives based on adverse health and psychological effects on video games may be grounded on false narratives that lack an evidence-based approach.
Despite the widespread belief that video games have adverse effects on children, research has shown that playing video games can be beneficial for many cognitive functions and may also contain social benefits. Video games, primarily for children have existed long enough to enable researchers to identify its distinctive art form and its capability to teach children. Studies have shown that video games have been very instrumental in aiding children between the ages of 2-17years develop in language and social interactions which meet the requirement of the self-determination theory. This theory which is more like the Maslow Hierarchy of Needs proposes to explain human emotions and the psychological needs behind them. About the effects of video games on children, we will be looking at the needs such as self-competency, autonomy, and social connectedness.
According to the theory, the most critical effect that video games have on children is autonomy. This is because video games are built in a way such that every play is autonomous and must be able to achieve a goal or a series of objectives, the game also makes the player feel like winning or losing was within his control. The sense of autonomy is also tied to competence whereby the set of quests and challenges that a player completes gives them a feeling of accomplishments based on one's skills. Other video games are built on the multiplayer concept which helps in creating social connectedness and provide a great way to socialize and make friends. This demonstrates that video games bring together a community of like-minded individuals.
Video games are about moving from A to point B by incorporating strategies that enable children to solve problems, resolve conflicts and overcome obstacles. This shows that playing video games help children develop problem-solving skills since the first and foremost thing that one discovers in a game is that following instructions is very crucial for success. For someone to progress in a game, it is mandated that they learn to follow instructions, guidelines, and restrictions dully. Thus, for a player to be able to move to a different level or get rewarded successfully, he must develop problem-solving skills to find solutions.
The National Academy of Sciences which is among the long line of learning activities indicating the positive impact of video games on children, they revealed that video game contestants showed enhanced performance in acuity, cognition, and attention. Their published paper demonstrated that the children who were active video game players were enhanced at perceptual tasks like pattern bigotry. Video games have also been proved to be useful in an educational context since they are entertaining and interesting which means it is easier to uphold a student's concentration for longer. This shows that video games are more appealing in an educational context as compared to the traditional means. The appeal of video games according to recent studies cut across many demographic boundaries, gender and ethnicity and they can be used to set goals, reinforcement, and self-respect and keep a record of behavioral development. According to research carried on children undergoing chemotherapy, video games have been discovered to be therapeutic and can be used as a form of physiotherapy and also another more innovative context. This shows that video games have great educational potential and entertainment value that can be used to address numerous societal problems.
Simple games that are easy to access have also been proven to improve a student's moods, endorse relaxation and eliminate nervousness. Playing video games has an emotional benefit that can be useful in building buoyancy in the face of disappointment. By getting the knowledge to manage ongoing shortcomings in video games. Video games through helping children learn how to be resilient they also help children enhance their critical thinking capabilities. This is because video games require students to scrutinize and assess every move they make or risk losing the played game. Players thus are expected to be rational thinkers and be able to examine the steps at hand at all angles to make a logical move. Learners also get used to multitasking since the more the games become intricate, the more learners are required to juggle several tasks while making a track of all the changing gaming elements. According to cognitive scientists, children who play video games become more attuned to their environment; they can identify things quickly and also navigate better in their everyday life. Playing video games also enable children to reduce reaction time without sacrificing accuracy which helps children be able to make accurate real-world decisions.
Playing video game has become a social activity which has given children a chance to network with different players from all over the World. The online multiplayer video games have played an essential role in increasing the levels of socialization in players; this is by encouraging group interaction and involvement, flexibility and mastery which have resulted to building meaningful friendships and empowerment. Positive social interactions are crucial in the online multiplayer games; this is because the games require many players to cooperate and work in a team to achieve the desired goal. According to the ongoing studies by the online gaming communities, 39% of the children admitted that social experience was their primary reason of playing online video games and the friendships formed are maintained through constant communications through various communication channels. This has enabled development of an online multiplayer community that has social interactions which are similar to the face to face interactions since both groups have shared values and goals which are the foundation of shared understanding. The online multiplayer games have developed a playground which can give researchers clues on the future of social and technological developments.
In scenario 2, Lampo International provides support, training as well as resources to counselors who take care of the blind as well as deaf population. Previously, the organization has been offering face to face training to the counselors at the organization's New York offices for many years. Due to increased transport expenses and a shortage of funds, the organization is looking for an alternative method of providing the training to the counselors. Therefore, this alternative method should enable the company to cut down the transport expenses to New York. Previously, the participants of the training program have been adults with an average age of 48 years who are not proficient with technology. Therefore, it is essential for the organization to choose a type of technology that would fit this age bracket to continue offering the required training.
To understand the individual thoroughly in this scenario, the demographic information of the learners is important.
To start with, the gender of the participants is necessary to be able to understand how to provide a technology that favors both genders. Second, assuming the level of education of the learners is essential in identifying the level of complexity of technology to be used. Third, under...
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