Identifying the online trends

Identifying the Online Trends. The Impact of Technology on Kids

Introduction

The increase in the knowledge of science and artificial intelligence has made so much technological possibilities and devices available to children and the world at large.

Children in the 21st century are avid users of technology, the rise in use has an impact in a child’s brain and their physical development, we use technology in our everyday life so it is nearly impossible to prevent children from also desiring them.

It is our job to find the right ways for our children to interact with technology, we need to understand the way it impacts them and how to encourage the right use of it.

GAMIFICATION

With the increased use of technology in the current times, it isn‟t a strange sight to see children nowadays fiddle with smartphones and tablets, unlocking new interactive tech experiences. This immersive in-take of technology has paved the way for gamification use, in which kids‟ engagement levels are being increasingly enhanced. Several research studies has highlighted that game playing makes up a vital element of a child‟s cognitive and social development, and learning can be much higher from playing and fulfilling „hands-on‟ activities.

Current Online Trend: SELFIE

Selfies are usually taken by activating the front-facing camera on most smartphones, holding the phone out in front of yourself with one arm, and snapping a photograph. That‟s all there is to it, really. But there‟s so much more meaning behind why we do it, and why it‟s become such a massive trend. Anyone who has a smartphone has the power to take a “selfie”, but the younger crowd seems to be especially involved in the trend, mainly because teens and the 18 to 34 demographic are heavy digital users than their older counterparts. Photo-based social networks that are meant to be primarily used on a mobile devices like Instagram and Snapchat have made selfie-taking even more intense. These users connect to their friends/audiences in completely visual ways. Many have jumped on the selfie-stick trend to avoid having to extend their arm to capture better shots. Since social media is the driving force of most selfie activity, younger kids interested in staying connected to their friends, boyfriends, girlfriends, crushes or colleagues are more active in sharing selfies on a regular basis.

SOME OF THE REASON PEOPLE TAKE SELFIES: To genuinely express themselves. To build their own self-image. To get attention from as many people as possible. To get a specific person‟s attention, Boredom. Etc…

This is why several platforms today are attempting to revive learners‟ interest through gaming in education to ignite their competitive learning and drive higher engagement and satisfaction. This perspective on education has also transformed into immersive learning. With this dynamic approach, the focus is on the cognitive, physical, social and emotional development of children. This trend has opened doors to creative learning.

Gamification in education is a dynamic learning experience for strengthening attention skills in children that provides the best opportunity for parents in helping their children wade through several academic and social challenges.

CYBERBULLYING

CYBER BULLYING

Cyberbullying is bullying with the use of digital technologies. It can take place on social media, messaging platforms, gaming platforms and mobile phones. It is a repeated behavior, aimed at scaring, angering or shaming those who are targeted. Such as Cyberstalking, Impersonation, insulting, Trolling, and Catfishing. According to a 2018 Google Survey, teachers listed cyberbullying as the top online issue with children in the classroom. With the advancement of technology and the rise of social media, today‟s youth bring their bullies home with them. Home has become a whole new battleground where bullies are guaranteed anonymity and direct access to their victims on a consistent basis.

Cyberbullying takes place across virtually every social media platform. Facebook, with its 2.8 billion active users, was unsurprisingly the most common social media network used by bullies in years past. The age requirement for Facebook is 13, but there were over 7.5 million users below that age back in 2011. One can only imagine how much that number has swelled over the years. The age restrictions on these social media platforms are rarely enforced. Many argue that young children are not socially or emotionally mature enough to appreciate the consequences of what they post online or send to others via private messenger, but there are also plenty of parents who are largely unconcerned about their kids’ use of such sites.

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