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The Effects of Electronic Media On A Developing Brain
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Author: Robert Sylwester
Professor of Education
University of Oregon
Eugene Oregon 97403-1215
Phone: (503) 345-1452

Apportioning Time And Energy During Maturation

We have about 150,000 hours of living to expend between the ages of one and
18.
We sleep about 50,000 hours of this time, and we dream about two hours of the
eight we sleep each night. Sleeping and dreaming appear to be positively
related to the development and maintenance of the long term memories that
emerge out of daytime activities, because they allow our brain to eliminate
the interference of external sensory/motor activity while it physically adds
to, edits, and erases the neural network synaptic connections that create
long-term memories.

We spend about 65,000 of our 100,000 waking hours involved in solitary
activities, and in direct informal relationships with family and friends, and
these activities play a major role in the development and maintenance of
important personal memories.

We spend about 35,000 of our waking hours with our larger culture in formal
and informal metaphoric/symbolic activities -- about 12,000 hours in school,
and about twice that much with various forms of mass media (e.g., TV,
computers, films, music, sports, non-school print media, churches, museums).
Mass media and school thus play major roles in the development and
maintenance of important culture memories .

So on an average developmental day between the ages of l-18, a young person
sleeps 8 hours, spends 10 waking hours with self, family, and friends, 4 with
mass media -- and only 2 hours in school. Our society has incredible
expectations for those two hours!

Young people tend now to spend much time/energy on such electronic media as
video games, TV, and computers -- at the expense of non-electronic media and
socialization (although new forms of socialization are evolving around
TV-watching and video-game-playing).

The attentional demands of electronic media range from rapt (video games) to
passive (much TV), but this is the first generation to directly interact with
and alter the content on the screen and the conversation on the radio.
Screenagers emotionally understand electronic media in ways that adults don't
-- as a viral replicating cultural reality, instead of as a mere communicator
of events. For example, portable cameras have helped to shift TV's content
from dramatic depiction's to live theater, extended (and often endlessly
repeated and discussed) live coverage of such breaking events as wars,
accidents, trials, sports, and talk-show arguments. What occurs anywhere is
immediately available everywhere. Our world has truly become a gossipy global
village, where everyone knows everyone else's business.

Emotion drives attention, which drives learning, memory, and behavior, so
mass media often insert strong primal emotional elements into their
programming to increase attention. Since violence and sexuality in media
trigger primal emotions, most young people confront thousands of violent acts
and heavy doses of sexuality during their childhood media interactions. This
comes at the expense, alas, of other more positive and normative experiences
with human behaviors and interactions. Mass media tend to show us how to be
sexy not sexual, and powerful not peaceful.

Commercial sponsorship in mass media has led to a distorted presentation of
important cultural and consumer-related issues. For example, TV commercials
tend to be very short, superficial, and factually biased. Further, computer
programs and TV editing techniques tend to compress, extend, and distort
normal time/space relationships, a critically important element in the
creation and use of effective long- term memories.

Our Brain and Electronic Media: Biological Systems, Cultural Issues
Brain Development

*   Our awesomely complex, yet elegantly simple brain is the best organized
three pounds of matter in the known universe. Decidedly human but
individually unique, it is a wary, curious, and exploratory organ that
actively experiences and interprets its environment, applying a variety of
cognitive models and systems that it develops (within established limits) to
the reality it perceives. The brain, as a basic animal organ, developed in
three successive layers over evolutionary time to meet survival, emotional,
and finally rational challenges. Our rational cortical forebrain is unique
among animal brains in its size and capabilities, but our sub cortical
survival and emotional systems play much more powerful roles in shaping our
thoughts and behavior than previously believed.

*   Our brain is composed of tens of billions of highly interconnected
neurons that interact electrochemically with surrounding and distant neurons
through a complex system of tubular (dendrite/axon) extensions that receive
and send messages. Cortical neurons are organized into a vast number of
dedicated semiautonomous columnar modules (or networks)/ most of which are
modifiable by the experiences that wire up our brain to its environment. Each
module processes a very specific function (a tone, vertical lines), and
groups of modules consolidate their functions to process more complex
cognitive functions. And so, for example, sounds become phonemes become words
become sentences become stories.

*   Genetics plays a much larger role in brain development and capability
than previously believed. because biological evolution proceeds much slower
than cultural evolution, we're horn with a generic human brain that's
genetically more tuned to the pastoral ecological environment that humans
lived in thousands of years ago than to our current fast-paced urban
electronic environment. Our curiosity and inherently strong problem-solving
capabilities allowed us to develop such tools as autos/ books/ computers/
drugs that compensate for our body/brain limitations -- and very powerful
portable electronic computerized instruments are now rapidly transforming our
culture. We can thus view drugs and technology as a fourth technological
brain -- located outside of our skull, but powerfully interactive with the
three integrated biological brains within our skull.

*   Motivation experience and training can enhance generic capabilities
(e.g., infants can easily master any human language, but they aren't born
proficient in any of them), so brain development is a dynamic mix of nature
and nurture. Thus, it's important to choose one's parents carefully --
because of the genes they pass on, and because of the cultural environment
they create -- the appropriate mix of biology, technology, and society.

*   Our brain is designed to adapt its cortical networks to the environment
in which it lives (e.g., to master the local language). A socially
interactive environment that stimulates curiosity and exploration enhances
the development of an effective brain. Thus, excessive childhood involvement
with electronic media that limit social interaction could hinder the
development of a brain's social systems. Conversely, denying a child easy and
extensive exploration of electronic technology helps to create an
electronically hampered adult in an increasingly electronic culture. Surfing
on TV, video, the Internet, and anything else that's electronic is the
screenagers version of how to drive a car by first successfully mastering a
tricycle/wagon/bicycle.


Memory Systems

*   Our short-term (or working) memory is an attentional buffer that allows
us to hold a few units of information for a short period of time while we
determine their importance. Since the system has space/time limitations, it
must rapidly combine (or chunk) key related bits of foreground information
into single units by identifying similarities/ differences/patterns that can
simplify an otherwise confusing sensory field. The appeal of computerized
video games may well lie in their lack of explicit instructions to the
players, who suddenly find themselves in complex electronic environments that
challenge them to quickly identify and act on rapidly changing elements that
may or may not be important. Failure sends the player back to the beginning,
and success brings a more complex, albeit, attractive challenge in the next
electronic environment.

*   Our short-term memory processes frame the segment of the environment that
we perceive. We attend to the things that are inside the frame, and were
merely aware of the context, the things that are outside of the frame. Mass
media often eliminate a proper presentation of the context of an event, and
so distort its meaning and importance. The result is that it presents a rare
isolated event as being common, and people overreact. For example, a brutal
park murder clears all the parks in the region. Children must develop a sense
of context in the electronic media world they experience (and unfortunately,
many adults who should assist them also equate rare with common. Even a
President spoke normatively of welfare queens who lived in mansions and drive
large cars).

*   The efficiency of our dual long term memory system depends on our ability
to string together and access long sequences of: (1) related motor actions
into automatic skills (procedural memory), and (2) related objects/ events
into stories (declarative memory). Thus, story-telling activities dominate
our culture, through
conversations/jokes/songs/novels/films/TV/ballets/sports/etc. Young people
must master various storytelling forms and techniques, and electronic media
can both help and hinder this process (through their range, editing
techniques, and interactive potential.


Response Systems

*   Our brain uses two systems to analyze and respond to environmental
challenges, and electronic mass media often exploit these systems:

1.  A relatively slow, analytic, reflective system (thalamus-
hippocampus-cortex circuitry) explore the more objective factual elements of
a situation, compares them with related declarative memories, and then
responds. It's best suited to non-threatening situations that don't require
an instant response -- life's little challenges. It often functions through
storytelling forms and sequences, and so is tied heavily to our language and
classification capabilities. User-friendly computer programs and non-frantic
TV programming tend to use this rational system.

2.  A fast conceptual, reflexive system (thalamus-amygdala- cerebellum
circuitry) identifies the fearful and survival elements in a situation, and
quickly activates automatic response patterns (procedural memory) if survival
seems problematic.

The fast system developed through natural selection to respond to immanent
predatory danger and fleeting feeding and mating opportunities. It thus
focuses on any loud/ looming/ contrasting/ moving/ obnoxious/ attractive
elements that might signal potential danger, food, and/or mates.

The system thus enhances survival, but its rapid superficial analysis often
leads us to respond fearfully, impulsively, and inappropriately to situations
that didn't require an immediate response, (Regrets and apologies often
follow). Stereotyping and prejudice are but two of the prices we humans pay
for this powerful survival system. Worse, fear can strengthen the emotional
and weaken the factual memories of an event. Consequently, we become fearful
of something, but we're not sure why, so the experience has taught us little
that's consciously useful.

*   People often use mass media to exploit this system by stressing elements
that trigger rapid irrational fear responses. Politicians demonize opponents;
sales pitches demand an immediate response; zealots focus on fear of groups
who differ from their definition of acceptable.

The fast pacing of TV and video game programming, and their focus on
bizarre/violent/sexual elements also trigger this system. If the audience
perceives these elements and the resulting visceral responses as the
real-world norm, the electronic media must continually escalate the
violent/sexual/bizarre behavior to trigger the fast system. Rational thought
development would thus suffer. We can see this escalation in mass media.

*   Conversely, if a person perceives these electronic-world elements as an
aberration, and not normative of the real world, such electronic experiences
could often actually help to develop rational thought and appropriate
response. Those who will understand the normative center of a phenomenon must
also know about its outer reaches -- and mass media provide a useful
metaphoric format for observing the outer reaches of something without
actually experiencing it (such as how to escape from a dangerous situation
one might confront )


So perhaps it's not what electronic media bring to a Developing Mind that's
most important, but rather what the Developing Mind brings to the electronic
media. Children who mature in a secure home/school with parents/teachers who
explore all of the dimensions of humanity in a non-hurried accepting
atmosphere can probably handle most electronic media without damaging their
dual memory and response systems. They'll tend to delay their responses, to
look below the shiny surface of things. Further, they'll probably also prefer
to spend much more of their time in direct interactions with real live
people. They will thus develop the sense of balance that permits them to be a
part of the real and electronic worlds -- but also to stand apart from them

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References
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Media Theory/Research/Opinions -- That Will Stimulate Your Thoughts:
Chen, Milton. SMART PARENTS' GUIDE TO CHILDREN'S TV (l994, KQED Books/Tapes)
Greenfield, Patricia. MIND AND MEDIA: THE EFFECTS OF TELEVISION, VIDEOGAMES,
AND COMPUTERS (1984, Harvard).
Healy, Jane. ENDANGERED MINDS: WHY CHILDREN DON'T THINK AND WHAT WE CAN DO
ABOUT IT (1990, Touchstone)
McLuhan, Marshall. UNDERSTANDING MEDIA: THE EXTENSIONS OF MAN (1964, Signet)
Provenzio, Eugene. VIDEO KIDS: MAKING SENSE OF INTENDO (1991, Harvard)
Rushkoff, Douglas. MEDIA VIRUS (1994, Ballentine Books)
Sylwester, Robert. A CELEBRATION OF NEURONS: AN EDUCATOR S GUIDE TO THE HUMAN
BRAIN (1995, ASCD). In EDUCATIONAL LEADERSHIP: " How Emotions Affect
Learning" (Oct. 1994), "What Brain Research Says About Paying Attention"
(Dec. 1992), "Expanding the Range, Dividing the Task; Educating the Human
Brain in an Electronic Society: (Oct. 1990).
Theme Issue: Realizing the Promise of Technology EDUCATIONAL LEADERSHIP
(April 1994)
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