The Effect of Creating an Intervention in Children's Game Play and the Subsequent Minimization of Physical and Mental Damage

Ahmad Hammoud, Khodor Addam, Nada Bukhari
2018 International Journal of Information and Education Technology  
Children have become increasingly attached to smart devices as they become more ubiquitous in our society. Parents find themselves positioned between two extremes with no evidence of which may work. Taking a radical stance against device usage (whether absolute freedom or strict prohibition) does not work with children particularly. Yet, it is known that there are negative impacts from over usage. A mobile application has been developed to provide a moderated approach to this issue. The concept
more » ... issue. The concept is to pause all games every few minutes and challenge the child with a question in Math, Science, or English related to their school curriculum. Children cannot keep playing unless they provide the correct answer and review their lessons in the process. In essence, this allows children continue to play on the condition that they review their lessons. Through this work, the concept of how children should perceive video gaming is changed. The outcome is to demonstrate to children that a tablet or smartphone is a privilege, not a right and that the price of the privilege is other activities including school work. In this article, the researchers have investigated the conditions of the usage of smart devices and devised a new solution that allows parents to minimize physical and mental damage while avoiding the extremes of freedom or prohibition. This was determined during an exercise that has been conducted on children playing games to measure their level of anxiety with and without the proposed solution to assess its efficiency. Four experts observed 40 children playing games and documented their reactions in terms of hyperventilation, abnormal movements, heartbeats, and blood pressure. The experiment included 2 parts. In part I, players kept playing for 30 minutes continuously without being interposed. In part II, players were interposed every 4 minutes and challenged with questions from their school curricula. The objective of the experiment is to check whether an intervention to the children every 4 minutes will lead to better physical and mental conditions.
doi:10.18178/ijiet.2018.8.4.1051 fatcat:ln37oqw7rfabfjlmaompxe4ri4