Child psychologists all over the world are sounding the alarm: many modern technologies do not have an educational impact on children, but rather the opposite. An example of this is a Japanese game from Sega called "digital sandbox".
Instead of building fancy sand figures in an ordinary sandbox using a scoop and a bucket, children manipulate virtual sand in a digital "tray", where insects appear, rivers flow and freeze due to visual effects.
Indeed, today an avalanche of new technologies literally fell on schoolchildren and preschoolers. It has come to the point that many of them learn virtual reality earlier than everyday reality. More and more new gadgets are replacing familiar toys from the life of children.
The statistics look alarming. Contrary to the recommendations of the American Academy of Pediatrics, 38% of children under 2 years of age use smartphones and tablets. And this despite the fact that science does not know how this affects their mental development.
On the one hand, parents are convinced that modern digital technologies are vital for children in the future, and on the other hand, that an educational factor must be present in the development of children. Even Steve Jobs shielded his children from the influence of technology, which he himself developed.
Most likely, the truth is somewhere in the middle between wooden children's cubes and ultra-modern gadgets. The compromise might look something like this: while playing with the children's railroad, the child will receive information about 3D printing technology, and while playing Lego, he will learn robotics. Otherwise, the younger generation will use new technologies without understanding their essence.