Monday, April 7, 2008
Technology redefines the way children play, learn
Generation Z is growing up in a world where pretending, imaginary play, and learning have been dramatically redefined. Unlike the generations that came before them, Z children, ages 12 and younger, have spent their formative years using technology to play and learn.
Children as young as two and three years old are now using computers. According to Nielsen/Net Ratings Inc., the number of online users in the 2-to-11 age group rose 19 percent to 15.1 million in December 2006, from 12.6 million in December 2002.
Furthermore, according to a 2007 study released by the Consumer Electronics Association and Toy Industry Association, consumers are expected to spend $2 billion on electronic toys for children ages 0 – 15 years within the next 12 months.
What does this mean for America’s consumers, businesses, and associations?
It means today’s children and future workforce are even more tech-savvy than Generation Y, and technology is not only influencing–but shaping–the way they play, learn, and the way they will eventually work and do business.
For those of you who aren’t yet aware of how technology is influencing the lives of America’s children, here’s a brief synapsis of the most popular tech toys out there right now:
- Fisher Price® Smart Cycle (Ages 3-6) – A virtual fitness experience, you plug the Smart Cycle right into a TV and as the child pedals, favorite character friends guide him or her through learning discoveries, games and even races.
- Fisher Price® Kid-Tough™ Digital Camera with Bonus Card (Ages 3+) – Designed to teach children how to take, view and download their own photographs. Features a color LCD preview screen; two-eye viewing; dual handgrips; big buttons; storage space for 60 images; and a “bonus card” that will hold an additional 142 images.
- Power Rangers Operation Overdrive Mega Mission Helmet (Ages 4+) – This replica Power Rangers helmet features a silver chrome band with mega-action flashing LED lights and sound effects. Using the included USB cord, which plugs into the top of the helmet, you can download over 20 missions from Bandai's Power Ranger Operation Overdrive Web site.
- Text ‘n Talk Walkie Talkies (Ages 5+) – Loaded with cell-phone style features, these next-generation walkie talkies let kids send and receive text messages. With a huge 1,000 foot range, four channels, and 10 pre-set text messages, these walkie talkies feature a keypad, LCD screen, message alert, and belt clip.
- Webkinz (Ages 6 – 13) – Children learn to use the computer and Internet with Webkinz, plush pets that each come with a unique Secret Code that lets you enter the Webkinz World online and play with a virtual version of your pet.
- EyeClops (Ages 7+) – A handheld bionic eye that plugs into your TV. Point the EyeClops at any object and see it magnified 200 times on your TV. Includes an observation dish and tube to view liquids, salt, bugs, etc.
- RipRoar Creation Station (Ages 8+) - RipRoar’s Creation Station is an all-inclusive system for setting up, filming, editing, and uploading videos to You Tube or other online video sharing sites. Simply hang the green screen, point the camera at it, and start filming. Then use the integrated software and included CD to edit the action, replace the green screen with background images, drop in sound or visual effects, and add music.
Our oldest daughter turns 7 this month. During the past year, she’s become fascinated by technology and all it has to offer. From her Smart Globe that downloads the latest world news, to her virtual pets on Webkinz and BellaSara, and her interactive robotic pet, MioPup.
When I was 7, I was climbing trees, playing Barbies, or riding my bike. Granted, my daughter does all of this too, but her world has opened up to infinite playing and learning opportunities inspired by technology.
I guess that’s why the top two gifts on her birthday wish list are a frog habitat -- and an iPod.
Labels: Generation Y, Generation Z, imaginary play, learning, technology, Webkinz
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