Dr. Kardaras makes a good case that our children are being neurally harmed by the amount of time spent on digital devices. This book should be on the reading list of any parent.
I am making note of many of the quotes I enjoyed from the book for future reference.
"There is not one credible research study that shows that a child exposed to more technology earlier in life has better educational outcomes than a tech-free kid; while there is some evidence that screen-exposed kids may have some increased pattern-recognition abilities, there just isn't any research that shows that they become better students or better learners." p. 3
"The researchers found that the more video games the kids played, the greater MD (mean diffusivity, meaning microstructural properties of various parts of the brain) in key parts of the brain -- and increased MD equates to lower tissue density of cellular structures. Not good things." p. 18
"Minecraft is in every way -- clinically and neurologically -- an addicting drug. Minecraft proponents will use the magic buzzword "educational" to deflect any concern but fail to produce any research or evidence that actually show that video games can lead to increased learning. Sure, there is some evidence that the vdieo games can increase spatial awareness and pattern recognition -- but at what cost?" p. 20
"Interactive multimedia leaves very little to the imagination. Like a Hollywood film, multimedia narrative includes such specific representation that less and less is left to the mind's eye. By contrast, the written word sparks images and evokes metaphors that get much of their meaning from their reader's imagination and experiences. When you read novel, much of the color, sound and motion comes from you." p. 28
"[Steve] Jobs expressed a very clear anti-tech-in-the-classroom opinion as well -- after having once believed that technology was the educational panacea: 'I've probably spearheaded giving away more computer equipment to schools than anybody on the planet. But I've come to the conclusion that the problem is not one that technology can hope to solve. What's wrong with education cannot be fixed with technology. No amount of technology will make a dent.'" p. 31
"... children from preliterate low-tech societies in Guatemala and similar countries showed a prodigious capacity for learning environments equal to those provided for North American and Western European children, they demonstrated an ability to learn estimated to be three or four times greater than that of their higher-tech peers, showing far superior attention, comprehension and retention." p. 34
"In addition to being addicting, according to Sax, video games do not engender the sense of resilience or the patience and drive that the real world requires. In real life, when people lose at sports, they have to lick their wounds and process those experiences as they learn to eventually get back on the horse to compete another day. All of that fosters resilience and emotional growth. When you lose in a video game, you hit the reset button. Game on." p. 40
"The question simply comes down to one of cost/benefit: is having a rewired brain that an see patterns and targets better and react more quickly worth the potential for developing impulse- control disorders -- like addiction and ADHD -- not to mention more serious psychiatric and developmental disorders, such as schizophrenia and autism?" p. 43
"So how dopaminergic are virtual experiences? According to one ground-breaking study by Koepp in 1998, video games increase dopamine as much as sex does, about 100 percent. And keep in mind that those are positively quaint 1998 vdeo games, not the 72 inch LCD, ultrarealistic, hyperstimulating and highly arousing games of today. Think of it this way: we'd be horrified if our young children were exposed to something as inappropriate and stimulating as sex, yet we're letting them get virtual brain orgasm every time they play video games. Knowing that is really any wonder that kids are so hooked on their electronics?" p. 62
"Interestingly, that same brain imaging is now showing us that it's not just understimulated neural pathways (as in feral children) that can lead to neurological differences and developmental problems -- but hat the overstimulation of the glowing, flashing screen of iPads and video games can damage myelin in neural pathways as well. That's because myelin is extremely vulnerable to disruption; oligodendrocytes, the brain cells that produce cholesterol for proper myelination, are easily damaged by things such as head trauma, environmental stressors, toxins, stress hormones, certain drugs -- and overstimulation. What problems can develop as a result of this myelin-destroying overstimulation? Our ability to pay attention and focus, our ability to feel empathy and our ability to discern reality can all be adversely affected by overstimulation during key developmental windows."p.65
"Yes, that's right: that iPad that your child's school thought would be so wonderful as a first-grade learning tool is making your child's brain resemble that of a drug addict." p. 66
"'For the first time, we have found that a sample of randomly assigned young adults showed less activation in certain frontal brain regions following a week of playing violent video games at home, ' claimed Dr. Yang Wang, the lead researcher of the study. 'The affected brain regions are important for controlling emotion and aggressive behavior." p. 67
"[Dr.] Doan believes that many of the suicides and homicides committed by PTSD vets are also influenced by violent video games and sleep deprivation. 'Many of these soldiers -- they're young
kids who are already gamers when they come into the military. Then when they're on base, they can't drink or do drugs because the get tested for that, so they play video games for hours on end as an escape. Add in some combat trauma and sleep deprivation and you have a recipe for disaster.'" p. 79
"According to that 2010 research study done by Case Western Reserve University School of Medicine, 20% of teens engaged in hypertexting (120 daily texts). These hypertexters were shown to be at higher risk for unhealthy behaviors and mental health problems: they were twice as likely to have tried alcohol, 41 percent more likely to have used illegal drugs, nearly three and half times more likely to have had sex and 90 percent more likely to have had four or more sex partners." p. 90
"Dunbar is also concerned about the negative developmental impact that our new digital world will have on children. From past research on social interaction, we know that early childhood experiences are crucial in developing those art of the brain that are dedicated to social interaction, empathy and other interpersonal skills. If we deprave a child of interaction and touch early on because they mostly socially interact via screen, those areas won't fully develop." p. 93
"Facebook, with its 1.23 billion active users, has not lead to happiness; instead, it has led to a phenomenon known as 'Facebook depression,' whereby the more 'friends' one has on Facebook, the higher the likelihood of depression. There is also, as mentioned, the double whammy that the more time spent on social media and the more texting a person does, the higher the likelihood of not just depression but tech addiction as well, which only further amplified the isolation and disconnect from healthier activities and true, meaningful face-to-face social contact." p. 94
"Years ago, there was a famous PSA commercial geared toward parents that would run in New York: 'It's 10 o'clock -- do you know where your children are?' Today answering yes to that simple question could still be a problem; if thee is a computer in that bedroom, your child is not alone and could potentially not be safe. Instead, the new PSA for this millennium needs to say 'It's 10 o'clock -- do you you who your kids are online with?'" p. 106
"The researchers found that following a ban on phone use, the schools' test scores improved by 6.4 percent. Interestingly, the impact on underachieving students (mostly poor and special ed) was even more significant: their average test scores rose by 14 percent." p. 107
"Dunckley hypothesized that interacting with screens overstimulates the child and shifts the nervous system into fight-or-flight mode, which then leads to dysregulation and disorganization of the various biological and hormonal systems. These disrupted systems can then create -- or exacerbate -- disorders such ADHD, depression, oppositional defiant disorder and anxiety." p. 116
"Sure enough, ample research has shown that exposure to video games and television in childhood and adolescence is a significant risk factor for something exciting makes it difficult for a kid to downshift to something less exciting, others have hypothesized that because most TV shows or video games involve rapid changes in focus, frequent exposure to screens may compromise children's abilities to sustain focus on tasks that are not inherently as attention-grabbing -- like schoolwork." p. 123
"The trap that many parents fall into is in believing that when their kids are hypnotically looking at a screen, they are demonstrating a profound ability to stay focused. after all, they maintain a laserlike attention on the screen, so how can there possibly be an attention problem? But that rapt attention to the screen actually typifies an attention problem. As NYU peditrics professor Dr. Perri Klass wrote for the New Your Times (May 9, 2011): "In fact, a child's ability to stay focused on a screen, though not anywhere else, is actually characteristic of attention deficit hyperactivity disorder.'" p. 126
"And to all those parents who think it's a swell idea to give smartphones to your little ones, Dr. Black sheds some very sobering light on that idea: 'Children's skulls and scalps are thinner. So the radiation can penetrate deeper into the brain of children and young adults. There cells are dividing at a faster rate, so the impact of radiation can be much larger." p. 130
"In a 2014 meta-analysis of 217 studies published between 1957 and 1990, psychologists Dr. George Comstock and Dr. Haejung Paik found that the short-term effect of exposure to television violence on actual physical violence against a person was moderate to large in strength. Their results, published in the journal Communication Research, showed a 'positive and significant correlation between television violence and aggressive behavior.'" p. 137
"For good measure, the report added: 'The weight of scientific evidence has been convincing to pediatricians, with more than 98% of pediatricians ... expressing the personal belief that media violence affects children's aggression. Yet, the entertainment industry, the American public, politicians, and parents all have been reluctant to accept these findings and to take action. The debate should be over.'" p. 140
"Dr. Kimberly Ross, a psychologist and founder of the Center for Online and internet Addiction agrees: 'There definitely seems to be a correlation between violent game use and aggressive behavior. Kids throw things, they'll hit their parents, they'll start being violent at school. Parents say, 'He was a good boy; he didn't act like this before.'' Indeed, I've worked with several families who have been attacked by their kids, some mentioned already in this book, when kids' devices were taken away." p. 157
"The research on technology is clear: an exhaustive 2012 meta-analysis, which systematically reviewed 48 studies that examined technology's impact on learning, found that 'technology-based interventions tend to produce just slightly lower levels of improvement when compared with other researched interventions and approaches.'" p. 201
"As Dr. Toyama writes in his commentary, 'Why Technology Will Never Fix Education,' which appeared in the May 19, 2015 issue of the Chronicle of Higher Education: 'One problem is a widespread impression that Silicon Valley innovations are good for society. WE confuse business success with social value, though the two often differ. Any idea that more technology in and of itself cures social ills is obviously flawed. ... Unfortunately, there is no technological fix, and that is perhaps the hardest lesson of amplification. More technology only magnifies socioeconomic disparities, and the only way to avoid that is non-technological.'" p. 202
"Thus Sydney Grammar School has banned students from bringing laptops to school and requires them to handwrite assignments and essays until Year 10. The students have access to computers in the school computer lab, but Dr. Vallance regards laptops in the classroom as a distraction: 'We find that having laptops or iPads in the classroom inhibits conversation -- it's distracting.'" p. 215
"The internationally respected Organization for Economic Co-operation and Development (OECD) has also chimed in and questioned the growing reliance on technology in schools. In a 2015 report, it said schools must give students a solid foundation in reading, writing and math before introducing computers. Indeed, it found that heavy users of computers in the classroom 'do a lot worse in most learning outcomes,' and concluded by saying: 'In the end, technology can amplify great teaching but great technology cannot replace poor teaching.'" p. 216
"One professor from MIT made the passionate plea that we must encourage children to develop the ability to think first, and then give them the computer. After that, the sky's the limit. But if you introduce the computer before the child's thought processes are worked out, then you have a disaster in the making. This is because, as Paiget pointed out, the first twelve years of life are spent putting into place the structures of knowledge that enable young people to grasp abstract, metaphoric, symbolic types of information. ... The danger here is that the computer ... will interrupt that development.'" p. 220
"The Alliance for Childhood, a consortium of some of the top educators and mental health experts in the country, makes several recommendations to combat technology's erosion of the healthy balanced childhood. In addition to mature exposure and time for unstructured play, they also recommend that children maintain close loving relationships with adults and have opportunities to engage in music, drama, painting and other arts. Further, they suggest that kids get involved with hands-on crafts and pursue activities that involve creative verbal expression, like poetry and storytelling." p. 242