Psychological effects and developmental research of various media
Today, the media is becoming more widespread in homes and schools, and children spend a lot of time with various media from an early age. Several large-scale surveys can be helpful in understanding the actual state of children's use of media. For example, according to a national life time survey conducted by the NHK Broadcasting Culture Research Institute every five years, the mass media of Japanese elementary, junior high, and high school students in 2005 (television, radio, newspapers, magazines / manga, etc.) The amount of contact (books, CDs / tapes, videos) is 2 hours 50 minutes (elementary school students), 3 hours 1 minute (junior high school students), and 4 hours 51 minutes (high school students) per day on weekdays (NHK Broadcasting Culture Research Institute). 2006). Regarding reading, the Mainichi Newspapers and the National School Library Council conduct a "school reading survey" every year, and the number of books (excluding textbooks, manga, magazines, etc.) and magazines read in a month It is being investigated. In a 2007 survey, it was reported that the average number of books read in a month was 9.4 for elementary school students, 3.4 for junior high school students, and 1.6 for high school students (National SLA Survey Department 2007).
Video games and computers are becoming more widespread among children, and according to a survey conducted by the Japan PTA National Council in November 2006, the percentage of elementary and junior high school students in Japan who own video games is about 90%. That is. In addition, in the "Fact-finding Survey on Information and Communication Equipment Usage of Elementary, Junior and Senior High School Students" conducted by the Ministry of Internal Affairs and Communications in December 2006, 85.4% of elementary school students and above, 86.7% of junior high school students, and 83.3% of high school students answered that they had a personal computer at home. ("Information Moral Education" Guidance Method Review Committee 2007). In addition, it is reported that 18.6% of elementary school students and above and 50.7% of junior high school students own their own mobile phones. It is reported that more than 90% of high school students own mobile phones (Benesse Education and Research Development Center 2005).
Regarding the impact of such media use, there are concerns about adverse effects such as cognitive development being hindered by watching violent scenes on TV, becoming a violent personality, and increasing social maladaptation by using video games and the Internet. .. However, results consistent with this concern have not always been shown empirically. On the other hand, as a positive effect of media use, cognitive ability is enhanced by watching TV, or rather aggression is decreased, sociality and cognitive processing ability are increased by video games, and information utilization ability and society are increased by using the Internet. Results such as increased gender and expanded interpersonal relationships have also been reported. It is also suggested that although there are fewer impact studies on reading than in other media, it has both positive and negative effects, as in other media.
Understand under what circumstances and conditions the media will have a positive or negative effect in order to avoid the adverse effects of the media and to bring out the positive effects as much as possible. It is considered useful to do so. Therefore, in this section, we divide the influence of each media into the influence on academic ability and the influence on social and interpersonal aspects, and review mainly the research in Japan in the last 20 years, and the media has a positive influence. We will also introduce research that will be helpful in understanding the conditions and conditions that have an adverse effect.
4.4.1. Impact of reading.
(1) Impact on academic achievementRegarding the effect of reading on the academic ability side, Krashen (1996) summarized the research published in the United States, the United Kingdom, Canada, etc. for about 100 years. It is shown that there is a consistent correlation between free reading and literacy. For example, regarding the relationship between reading activities and reading comprehension, 41 practical examples are taken up, and a free reading (reading because you want to read, do not read a book you do not want to read, but choose another book you want to read) program and conventional Japanese language. We compare the results of reading comprehension tests in textbooks (classes that focus on reading instructional textbooks, grammar, vocabulary, reading comprehension, and direct instruction in spelling). As a result, it is shown that the effect of the free reading program is often the same as or more than that of the conventional lesson regardless of the length of the implementation period. In addition, as the implementation period becomes longer, the free reading program tends to improve the grades in many cases, and it takes a while for the students to be able to select books by themselves, so continue to read freely. It is also suggested that it is important to implement. However, it has been reported that the writing ability of "reading and writing ability" is not always effective. People who are accustomed to reading do not necessarily pay attention to all the characters because they make inferences based on existing knowledge and read only the minimum number of characters that can confirm the content of the sentence. There are limits to how much you can't master written words, such as spelling, punctuation, and grammatical mistakes.
In a Japanese study, Adachi Nireka et al. (1999) conducted a panel survey 1 targeting junior high school and high school students, and the effect of reading volume (average time to read books and magazines per day) on information utilization ability Is under consideration. As a result, it is shown that in junior high school students, the amount of reading of books and magazines enhances "information processing ability (processing ability)" and "information understanding" in the information utilization ability.
1. A panel survey is a research method that estimates the causal relationship between variables (reading amount, information utilization ability, etc.) by conducting the same survey twice or more for the same research subject.
2. The following documents are available as reviews of domestic and foreign experiments and research studies on the cognitive ability of watching TV.Rei Omi (2003). “Television and Cognitive Ability”. Akira Sakamoto ed. Media and Human Development. Gakubunsha, p.23-38.Rei Omi (2007). Trends in research on the effects of cognitive ability media on youth-Literature survey- (Research representative: Akira Sakamoto). 2006 Ministry of Education, Culture, Sports, Science and Technology commissioned "Promotion of harmful environment measures surrounding youth" research Business, p.173-182.3. Long-term effects are obtained by longitudinal studies (a study method in which a subject is surveyed once and then the same survey or a part of the same survey is conducted multiple times at a certain time interval). It is said that the influence relationship can be identified to some extent by analyzing the obtained data by a certain method. When the surveys conducted multiple times are basically the same, they are called "panel surveys" as described above (Note 1).4. Meta-analysis is a method of estimating the effect as a whole by integrating the results of multiple studies conducted on the same theme by a statistical method.The following documents are available as meta-analytic studies examining the relationship between TV viewing and academic ability.Williams, P. A. Haertel, E. H., Haetel, G. D., & Walberg, H. J. (1982). The impact of leisure time television on school learning: A research synthesis. American Educational Research Journal, 19 (1), p. 19-50.5. The following documents are available as reviews of domestic and foreign experiments and research studies on the aggression of TV viewing.Terumi Sasaki, Yukiko Horiuchi (2007). Trends in research on the effects of violent media on adolescents-Literature survey- (Research representative: Akira Sakamoto) 2006 Ministry of Education, Culture, Sports, Science and Technology commissioned "Promotion of harmful environmental measures surrounding youth" survey Research Project, p.103-120.6. Content analysis is an analysis method that attempts to quantitatively grasp the characteristics of each piece of information and messages presented by the media by classifying and evaluating them.The following documents can be used as a reference for content analysis research on the depictions of violence and prosocial actions in television programs.(1) Sumiko Iwao (2000). Message from TV drama: Social psychological analysis. Keiso Shobo, 257, 4p.(2) Makiko Sado, Akira Sakamoto, Kanae Suzuki (2004). Analysis of depictions of violence and prosocial behavior in television programs. Journal of the Japan Society for Educational Technology. 28 (Suppl), p.77-80.(3) Akira Sakamoto (2007). Construction of an evaluation system for the depiction of violence in television programs-based on content analysis and longitudinal surveys-. Ministry of Education, Culture, Sports, Science and Technology's Scientific Research Grant Research Results Report. Research Project Number: 15203026.(4) Gunter, B., & Harrison, J., & Wykes, M. (2003). Violence on Television: Distribution, Form, Context, and Themes. Lawrence Erlbaum Associates.(5) Smith, S. L, Wilson, BJ, Kunkel, D., Linz, D., Potter, J., Colvin, CM, & Donnerstein, E. (1998). “Violence in television programming overall: University of California, Santa Barbara study ”. National Television Violence Study. Vol.3. M. Seawall (Ed.). Sage Publications, p.5-220.7. The following documents are available as reviews of domestic and foreign experiments and research studies on the effects of video game use on cognitive ability.Nobuko Ibori (2003). “Video games and cognitive ability”. Media and human development. Akira Sakamoto ed. Gakubunsha, p.80-94.8. Regarding visual attention and spatial visualization, the following definitions are introduced in the literature of Note 7.Visual attention is said to be the ability to keep track of the movements of many different objects. In addition, spatial visualization means "the ability to rotate an object in the head and manipulate a rotated two- or three-dimensional object", and "perceive the relationship between a two- or three-dimensional object or an object and the environment." Or, the ability to hold it in imagination. "9. The following documents are available as reviews of domestic and foreign experiments and research studies on video games and brain activity.Akira Sakamoto (2008). "Study on the effects of simulation games on brain activity and cognition" Research report (Research representative: Akira Sakamoto). 2005 Science and Technology Fusion Promotion Foundation Research Grant Research.10. The prefrontal cortex plays an important role in controlling behavior and developing memory, emotions, and learning abilities. The development of this prefrontal cortex requires sufficient stimulation by the age of 20, and if it is inhibited during this period, it will suffer damage for the rest of its life.11. Alpha waves are the 8 to 13 Hz frequency components of human brain waves, and are said to be more common than other frequency components at rest and when the eyes are closed. Beta waves are 14 to 30 Hz frequency components, and are often seen during daily activities.12. See also the URL below.Takeshi Matsuda. The effect of video games on the brain.http://ardbeg.c.u-tokyo.ac.jp/~hlab/pc/studies/matsuda.html, (See 2008-03-20).13. Experimental results have shown that the gamma band is a frequency band of 20 Hz to 30 Hz or higher and is closely related to cognitive activity (attention, feature integration, perceptual learning, memory, etc.).14. A quasi-experiment satisfies the random placement and control group settings when it is difficult to use the method of randomly assigning subjects and verifying the hypothesis by comparing with the control group and other conditions in a real situation. There is no such thing, but it takes the form of an experiment.
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