In this interpretive study of children’s social interactions in a family child care setting, children were seen to spend a significant portion of their time playing, watching others play, and distracted by video games. When children were focused on video games, their interactions with one another were disjointed, rushed, and ineffective. Because children’s interactions are considered to be important learning opportunities, the prevalence of video games in child care settings and the implications of their use should be studied more closely.
Similar content being viewed by others
References
Ceglowski, D. (2003). Children’s perceptions of child care. Paper presented at the meeting of the American Educational Research Association, Chicago, IL
Cordes, C., & Miller, E. (2000). Fool’s gold: A critical look at computers in childhood. College Park, MD: Alliance for Childhood. Retrieved January 5, 2004 from http://www.allianceforchildhood.net/projects/computers/computers_reports.htm
DeVries R., Zan B., (1994). Moral classrooms, moral children: creating a constructivist atmosphere in early education. New York: Teachers College Press
Katz, L. (1999). Another look at what young children should be learning. Champaign, IL: Clearinghouse on Elementary and Early Childhood Education. ERIC Document #ED430735
Keller, S. (1992). Children and the Nintendo. Champaign, IL: Clearinghouse on Elementary and Early Childhood Education. ERIC Document #ED405069
NAEYC (1996). Technology and young children—ages 3 through 8. A Position Statement of the National Association for the Education of Young Children. Washington, DC
Nastasi B., Clements D., (1993). Motivational and social outcomes of cooperative computer education environments Journal of Computing in Childhood Education 4(1): 15–43
Panelas T., (1983). Adolescents and video games: Consumption of leisure and the social construction of the peer group Youth & Society 15(1): 51–65
Provenzo E. F., (1992). The video generation The American School Board Journal 179(3): 29–32
Rest, J. R. (1983). Morality. In P. Mussen (Ed.), Handbook of child psychology: Volume 3, Cognitive development (4th ed.; J. Flavell & E. Markman, Vol. Eds., pp. 556–628). New York: Wiley
Rideout, V. J., Vandewater, E. A., & Wartella, E. A., (2003). Zero to six: Electronic media in the lives of infants, toddlers, and preschoolers. The Henry J. Kaiser Family Foundation. Retrieved January 5, 2004 from www.kff.org/entmedia/entmedia102803pkg.cfm
Shantz, C. H. (1983). Social cognition. In P. Mussen (Ed.), Handbook of child psychology: Volume 3. Cognitive development. (4th ed.; J. Flavell & E. Markman, Vol. Eds., pp. 495–555). New York: Wiley
Sherry J. L., (2001). The effects of violent video games on aggression: A meta-analysis Human Communication Research 27(3): 409–431
Yelland N., Lloyd M., (2001). Virtual kids of the 21st century: Understanding the children in schools today In Information Technology in Childhood Education Annual 175–192
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
Bacigalupa, C. The Use of Video Games by Kindergartners in a Family Child Care Setting. Early Childhood Educ J 33, 25–30 (2005). https://doi.org/10.1007/s10643-005-0016-4
Published:
Issue Date:
DOI: https://doi.org/10.1007/s10643-005-0016-4