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TECH R US - Technology Development Stages for Kids

TECH AUS TECHNOLOGY DEVELOPMENT STAGES FOR KIDS The average child begins navigating the Internet at a younger age every day. Grade schoolers are getting mobile phones earlier each year, as well as joining multiple social networks. But what is the right age to introduce your children to the vast array of technology at their disposal? THE TECH-TOT TALE OF THE TAPE Recent Ipso study data shows that age 3 is a major milestone in media usage, where many kids ditch their non-digital toys. While 45% of children age 2 are most entertained AGE 2 45% by playing with toys, by ages 3 to 5, that percentage drops to only 27%. AGE 3-5 27% TABLET TOTS Although many children at this age are not yet old enough to speak, most have just developed the motor skills to push buttons and are beginning to use computers in some capacity. According to Consumer Reports and Common Sense Media data: AGE 2 AGE 5 AGE 7-8 AGE 11 90% 50% 60%+ 50%+ of children have use computers or tablet devices on play handheld and console video games. have cell phones. used a computer. a routine basis. More than half the time, their parents are the ones insisting they have them. THE WIDE-EYED WEB 80% of children ages 0 to 5 use the Internet on a weekly basis in the United States. 23% of children ages 6 to 12 regularly visit social media sites that require age restrictions of 13 or older for account memberships 60% of children under age 3 watch videos online. TECHNOLOGY MILESTONES FOR DIFFERENT DEVELOPMENT STAGES Although there is no specific "right age" to introduce your children to different technologies, certain websites and games are better suited for different age levels. AT AGE 3, CHILDREN: • Tell simple stories • Name and match basic colors and shapes • Sing simplistic songs • Move their bodies in new ways SEEK THESE TECHNOLOGICAL MILESTONES: • Websites that include song and dance, with encouragement to participate. • Memorization-based games and videos. AT AGE 4, CHILDREN: • Understand size concepts and depth perception • Note similar gender behavior • Develop imagination SEEK THESE TECHNOLOGICAL MILESTONES: • Activity-based games rated "Early Childhood" on consoles like Wii or Xbox Kinect that focus on physical activity. social skills, and basic decision-making skills • Computer-based games that teach numerical and spatial concepts AT AGE 5, CHILDREN: • Read and develop an understanding of rules and parameters • Know that there are similar and different families from their own • Take interest in the way things happen and how they affect other events or outcomes SEEK THESE TECHNOLOGICAL MILESTONES: • Basic storytelling games with simple narrative structures • Games featuring "explore" modes in which children can personally set the rules • Software that encourages respect and introduces people of different backgrounds • Videos or games with sorting, matching, and grouping aspects AT AGE 6, CHILDREN: • Learn and understand that others have different lives and know more about the world around them • Enjoy artistic endeavors, such as painting and coloring • Increase the amount they read • Take interest in imaginative play SEEK THESE TECHNOLOGICAL MILESTONES: • Limited screen time for artistic software (painting, etc.) to encourage actual artistic endeavors and reading • Websites introducing children to new places, cultures, and ideas • Games rated "Everyone" AT AGE 7, CHILDREN: • Have become more open-minded • Like creating projects and learning how to build things themselves • Begin to develop planning and organizational skills SEEK THESE TECHNOLOGICAL MILESTONES: • Educational "how to" websites for children, under your supervision • Computer-based games or sites focusing on puzzles and problem solving • Online calendars and organizational materials AT AGE 8, CHILDREN: • Understand drama and can lose themselves in make-believe characters • Tend to experiment in and develop their own tastes and interests • Become interested in the past SEEK THESE TECHNOLOGICAL MILESTONES: • Provisional play in basic roleplaying or fantasy games • Supervised use of websites and software that support a child's interests and skills • Factual websites that explore historical periods AT AGE 9, CHILDREN: • Advance their focus and problem-solving skills • Start to look up to people outside of the family • Like or get more involved in sports SEEK THESE TECHNOLOGICAL MILESTONES: • Brainteaser websites or software • Educational training sites on how different types of media work • Websites and games related to sports or other physical activity • Informational/educational sites with search abilities AT AGE 10, CHILDREN: • Develop their sense of humor • Embrace different genres of story and further expand their reading levels • Develop hobbies and begin to collect things SEEK THESE TECHNOLOGICAL MILESTONES: • Informative sites about the things they like to collect • Introduction to websites on historical life and stories appropriate for their reading levels • Websites that appeal to your child's sense of humor • Word pun/word play websites and games In today's technology-saturated world, kids have a wide range of media, websites, and video games at their disposal. This is where parents play a key role in developing children's habits and education. SOURCES: Ipsos OTX MediaCT, 2011 Longitudinal Media Experience (LMX) Family Study, February 2011, www.ipsos-na.com/dl/pdf/products-tools/media-content-technology/ipsos_mediact_Imx_family.pdf Common Sense Media, Zero to Eight: Childrens Media Use in America, October 2011, www.commonsensemedia.org/sites/default/files/research/zerotoeightfinal2011.pdf The Joan Ganz Cooney Center at Sesame Workshop, Always Connected: The New Digital Media Habits of Young Children, March 2011, www.joanganzcooneycenter.org/wp-content/uploads/2011/03/jgcc_alwaysconnected.pdf PBS Parents, Children and Media, February 2013, www.pbs.org/parents/childrenandmedia RASMUSSEN COLLEGE This infographic was created by Column Five for Rasmussen College.

TECH R US - Technology Development Stages for Kids

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These days, children are getting their hands on mobile devices at a younger age every day. kids are ditching their non-digital toys by age three and turning their attention to smartphones and tablets....

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