Questões de Vestibular Sobre inglês
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SCHULZ, Peanuts. Disponível em:
Snoopy describes himself as a __________ dog.
The alternative that suitably completes this blank is
SCHULZ, Peanuts. Disponível em:
The only alternative that does not complete this blank correctly is
The correct sequence, from top to bottom, is
TEXT
The global mortality rate for children younger than 5 has dropped by nearly half since 1990, the United Nations said Tuesday in an annual report on progress aimed at ensuring child survival, but the decline still falls short of meeting the organization’s goal of a two-thirds reduction by next year. Without accelerated improvements in reducing health risks to young children, the report said, that goal will not be reached until 2026, 11 years behind schedule.
Nearly all of the countries with the highest mortality rates are in Africa, the report said, and two countries that are among the world’s most populous — India and Nigeria — account for nearly a third of all deaths among children younger than 5.
A collaboration of Unicef, other United Nations agencies and the World Bank, the report provides a barometer of health care and nutrition in every country. A child mortality rate can be a potent indicator of other elements in a country’s basic quality of life.
The report showed that the mortality rate for children younger than 5, the most vulnerable period, fell to 46 deaths per 1,000 live births last year, from 90 per 1,000 births in 1990. It also showed that the gap in mortality rates between the richest and poorest households had fallen in all regions over most of the past two decades, except for sub-Saharan Africa.
The report attributed much of the progress to broad interventions over the years against leading infectious diseases in some of the most impoverished regions, including immunizations and the use of insecticide-treated mosquito nets, as well improvements in health care to expectant mothers and in battling the effects of diarrhea and other dehydrating maladies that pose acute risks to the young.
“There has been dramatic and accelerating progress in reducing mortality among children, and the data prove that success is possible even for poorly resourced countries,” Dr. Mickey Chopra, the head of global health programs for Unicef, said in a statement about the report’s conclusions.
Geeta Rao Gupta, Unicef’s deputy executive director, said, “The data clearly demonstrate that an infant’s chances of survival increase dramatically when their mother has sustained access to quality health care during pregnancy and delivery.”
Despite the advances, from 1990 and 2013, 223 million children worldwide died before their fifth birthday, a number that the report called “staggering.” In 2013, the report said, 6.3 million children younger than 5 died, 200,000 fewer than the year before. Nonetheless, that is still the equivalent of about 17,000 child deaths a day, largely attributable to preventable causes that include insufficient nutrition; complications during pregnancy, labor and delivery; pneumonia; diarrhea; and malaria.
While sub-Saharan Africa has reduced the under-5 mortality rate by 48 percent since 1990, the report said, the region still has the world’s highest rate: 92 deaths per 1,000 live births, nearly 15 times the average in the most affluent countries. Put another way, the report said, children born in Angola, which has the world’s highest rate — 167 deaths per 1,000 live births — are 84 times as likely to die before they turn 5 as children born in Luxembourg, with the lowest rate — two per 1,000.
The report noted that “a child’s risk of dying increases if she or he is born in a remote rural area, into a poor household or to a mother with no education.”
From: www.nytimes.com Sept. 16, 2014
According to the UN annual report, one of the
factors that increase the risk of a child’s death is
TEXT
The global mortality rate for children younger than 5 has dropped by nearly half since 1990, the United Nations said Tuesday in an annual report on progress aimed at ensuring child survival, but the decline still falls short of meeting the organization’s goal of a two-thirds reduction by next year. Without accelerated improvements in reducing health risks to young children, the report said, that goal will not be reached until 2026, 11 years behind schedule.
Nearly all of the countries with the highest mortality rates are in Africa, the report said, and two countries that are among the world’s most populous — India and Nigeria — account for nearly a third of all deaths among children younger than 5.
A collaboration of Unicef, other United Nations agencies and the World Bank, the report provides a barometer of health care and nutrition in every country. A child mortality rate can be a potent indicator of other elements in a country’s basic quality of life.
The report showed that the mortality rate for children younger than 5, the most vulnerable period, fell to 46 deaths per 1,000 live births last year, from 90 per 1,000 births in 1990. It also showed that the gap in mortality rates between the richest and poorest households had fallen in all regions over most of the past two decades, except for sub-Saharan Africa.
The report attributed much of the progress to broad interventions over the years against leading infectious diseases in some of the most impoverished regions, including immunizations and the use of insecticide-treated mosquito nets, as well improvements in health care to expectant mothers and in battling the effects of diarrhea and other dehydrating maladies that pose acute risks to the young.
“There has been dramatic and accelerating progress in reducing mortality among children, and the data prove that success is possible even for poorly resourced countries,” Dr. Mickey Chopra, the head of global health programs for Unicef, said in a statement about the report’s conclusions.
Geeta Rao Gupta, Unicef’s deputy executive director, said, “The data clearly demonstrate that an infant’s chances of survival increase dramatically when their mother has sustained access to quality health care during pregnancy and delivery.”
Despite the advances, from 1990 and 2013, 223 million children worldwide died before their fifth birthday, a number that the report called “staggering.” In 2013, the report said, 6.3 million children younger than 5 died, 200,000 fewer than the year before. Nonetheless, that is still the equivalent of about 17,000 child deaths a day, largely attributable to preventable causes that include insufficient nutrition; complications during pregnancy, labor and delivery; pneumonia; diarrhea; and malaria.
While sub-Saharan Africa has reduced the under-5 mortality rate by 48 percent since 1990, the report said, the region still has the world’s highest rate: 92 deaths per 1,000 live births, nearly 15 times the average in the most affluent countries. Put another way, the report said, children born in Angola, which has the world’s highest rate — 167 deaths per 1,000 live births — are 84 times as likely to die before they turn 5 as children born in Luxembourg, with the lowest rate — two per 1,000.
The report noted that “a child’s risk of dying increases if she or he is born in a remote rural area, into a poor household or to a mother with no education.”
From: www.nytimes.com Sept. 16, 2014
Infant mortality rate is among the factors that
account for the measurement of a nation’s
TEXT
The global mortality rate for children younger than 5 has dropped by nearly half since 1990, the United Nations said Tuesday in an annual report on progress aimed at ensuring child survival, but the decline still falls short of meeting the organization’s goal of a two-thirds reduction by next year. Without accelerated improvements in reducing health risks to young children, the report said, that goal will not be reached until 2026, 11 years behind schedule.
Nearly all of the countries with the highest mortality rates are in Africa, the report said, and two countries that are among the world’s most populous — India and Nigeria — account for nearly a third of all deaths among children younger than 5.
A collaboration of Unicef, other United Nations agencies and the World Bank, the report provides a barometer of health care and nutrition in every country. A child mortality rate can be a potent indicator of other elements in a country’s basic quality of life.
The report showed that the mortality rate for children younger than 5, the most vulnerable period, fell to 46 deaths per 1,000 live births last year, from 90 per 1,000 births in 1990. It also showed that the gap in mortality rates between the richest and poorest households had fallen in all regions over most of the past two decades, except for sub-Saharan Africa.
The report attributed much of the progress to broad interventions over the years against leading infectious diseases in some of the most impoverished regions, including immunizations and the use of insecticide-treated mosquito nets, as well improvements in health care to expectant mothers and in battling the effects of diarrhea and other dehydrating maladies that pose acute risks to the young.
“There has been dramatic and accelerating progress in reducing mortality among children, and the data prove that success is possible even for poorly resourced countries,” Dr. Mickey Chopra, the head of global health programs for Unicef, said in a statement about the report’s conclusions.
Geeta Rao Gupta, Unicef’s deputy executive director, said, “The data clearly demonstrate that an infant’s chances of survival increase dramatically when their mother has sustained access to quality health care during pregnancy and delivery.”
Despite the advances, from 1990 and 2013, 223 million children worldwide died before their fifth birthday, a number that the report called “staggering.” In 2013, the report said, 6.3 million children younger than 5 died, 200,000 fewer than the year before. Nonetheless, that is still the equivalent of about 17,000 child deaths a day, largely attributable to preventable causes that include insufficient nutrition; complications during pregnancy, labor and delivery; pneumonia; diarrhea; and malaria.
While sub-Saharan Africa has reduced the under-5 mortality rate by 48 percent since 1990, the report said, the region still has the world’s highest rate: 92 deaths per 1,000 live births, nearly 15 times the average in the most affluent countries. Put another way, the report said, children born in Angola, which has the world’s highest rate — 167 deaths per 1,000 live births — are 84 times as likely to die before they turn 5 as children born in Luxembourg, with the lowest rate — two per 1,000.
The report noted that “a child’s risk of dying increases if she or he is born in a remote rural area, into a poor household or to a mother with no education.”
From: www.nytimes.com Sept. 16, 2014
Some of the broad interventions that brought
progress against the mortality rate for children
include
TEXT
The global mortality rate for children younger than 5 has dropped by nearly half since 1990, the United Nations said Tuesday in an annual report on progress aimed at ensuring child survival, but the decline still falls short of meeting the organization’s goal of a two-thirds reduction by next year. Without accelerated improvements in reducing health risks to young children, the report said, that goal will not be reached until 2026, 11 years behind schedule.
Nearly all of the countries with the highest mortality rates are in Africa, the report said, and two countries that are among the world’s most populous — India and Nigeria — account for nearly a third of all deaths among children younger than 5.
A collaboration of Unicef, other United Nations agencies and the World Bank, the report provides a barometer of health care and nutrition in every country. A child mortality rate can be a potent indicator of other elements in a country’s basic quality of life.
The report showed that the mortality rate for children younger than 5, the most vulnerable period, fell to 46 deaths per 1,000 live births last year, from 90 per 1,000 births in 1990. It also showed that the gap in mortality rates between the richest and poorest households had fallen in all regions over most of the past two decades, except for sub-Saharan Africa.
The report attributed much of the progress to broad interventions over the years against leading infectious diseases in some of the most impoverished regions, including immunizations and the use of insecticide-treated mosquito nets, as well improvements in health care to expectant mothers and in battling the effects of diarrhea and other dehydrating maladies that pose acute risks to the young.
“There has been dramatic and accelerating progress in reducing mortality among children, and the data prove that success is possible even for poorly resourced countries,” Dr. Mickey Chopra, the head of global health programs for Unicef, said in a statement about the report’s conclusions.
Geeta Rao Gupta, Unicef’s deputy executive director, said, “The data clearly demonstrate that an infant’s chances of survival increase dramatically when their mother has sustained access to quality health care during pregnancy and delivery.”
Despite the advances, from 1990 and 2013, 223 million children worldwide died before their fifth birthday, a number that the report called “staggering.” In 2013, the report said, 6.3 million children younger than 5 died, 200,000 fewer than the year before. Nonetheless, that is still the equivalent of about 17,000 child deaths a day, largely attributable to preventable causes that include insufficient nutrition; complications during pregnancy, labor and delivery; pneumonia; diarrhea; and malaria.
While sub-Saharan Africa has reduced the under-5 mortality rate by 48 percent since 1990, the report said, the region still has the world’s highest rate: 92 deaths per 1,000 live births, nearly 15 times the average in the most affluent countries. Put another way, the report said, children born in Angola, which has the world’s highest rate — 167 deaths per 1,000 live births — are 84 times as likely to die before they turn 5 as children born in Luxembourg, with the lowest rate — two per 1,000.
The report noted that “a child’s risk of dying increases if she or he is born in a remote rural area, into a poor household or to a mother with no education.”
From: www.nytimes.com Sept. 16, 2014
The world's highest under-five mortality rate is
in
TEXT
The global mortality rate for children younger than 5 has dropped by nearly half since 1990, the United Nations said Tuesday in an annual report on progress aimed at ensuring child survival, but the decline still falls short of meeting the organization’s goal of a two-thirds reduction by next year. Without accelerated improvements in reducing health risks to young children, the report said, that goal will not be reached until 2026, 11 years behind schedule.
Nearly all of the countries with the highest mortality rates are in Africa, the report said, and two countries that are among the world’s most populous — India and Nigeria — account for nearly a third of all deaths among children younger than 5.
A collaboration of Unicef, other United Nations agencies and the World Bank, the report provides a barometer of health care and nutrition in every country. A child mortality rate can be a potent indicator of other elements in a country’s basic quality of life.
The report showed that the mortality rate for children younger than 5, the most vulnerable period, fell to 46 deaths per 1,000 live births last year, from 90 per 1,000 births in 1990. It also showed that the gap in mortality rates between the richest and poorest households had fallen in all regions over most of the past two decades, except for sub-Saharan Africa.
The report attributed much of the progress to broad interventions over the years against leading infectious diseases in some of the most impoverished regions, including immunizations and the use of insecticide-treated mosquito nets, as well improvements in health care to expectant mothers and in battling the effects of diarrhea and other dehydrating maladies that pose acute risks to the young.
“There has been dramatic and accelerating progress in reducing mortality among children, and the data prove that success is possible even for poorly resourced countries,” Dr. Mickey Chopra, the head of global health programs for Unicef, said in a statement about the report’s conclusions.
Geeta Rao Gupta, Unicef’s deputy executive director, said, “The data clearly demonstrate that an infant’s chances of survival increase dramatically when their mother has sustained access to quality health care during pregnancy and delivery.”
Despite the advances, from 1990 and 2013, 223 million children worldwide died before their fifth birthday, a number that the report called “staggering.” In 2013, the report said, 6.3 million children younger than 5 died, 200,000 fewer than the year before. Nonetheless, that is still the equivalent of about 17,000 child deaths a day, largely attributable to preventable causes that include insufficient nutrition; complications during pregnancy, labor and delivery; pneumonia; diarrhea; and malaria.
While sub-Saharan Africa has reduced the under-5 mortality rate by 48 percent since 1990, the report said, the region still has the world’s highest rate: 92 deaths per 1,000 live births, nearly 15 times the average in the most affluent countries. Put another way, the report said, children born in Angola, which has the world’s highest rate — 167 deaths per 1,000 live births — are 84 times as likely to die before they turn 5 as children born in Luxembourg, with the lowest rate — two per 1,000.
The report noted that “a child’s risk of dying increases if she or he is born in a remote rural area, into a poor household or to a mother with no education.”
From: www.nytimes.com Sept. 16, 2014
One positive aspect Dr. Chopra cites is that the
report shows
TEXT
The global mortality rate for children younger than 5 has dropped by nearly half since 1990, the United Nations said Tuesday in an annual report on progress aimed at ensuring child survival, but the decline still falls short of meeting the organization’s goal of a two-thirds reduction by next year. Without accelerated improvements in reducing health risks to young children, the report said, that goal will not be reached until 2026, 11 years behind schedule.
Nearly all of the countries with the highest mortality rates are in Africa, the report said, and two countries that are among the world’s most populous — India and Nigeria — account for nearly a third of all deaths among children younger than 5.
A collaboration of Unicef, other United Nations agencies and the World Bank, the report provides a barometer of health care and nutrition in every country. A child mortality rate can be a potent indicator of other elements in a country’s basic quality of life.
The report showed that the mortality rate for children younger than 5, the most vulnerable period, fell to 46 deaths per 1,000 live births last year, from 90 per 1,000 births in 1990. It also showed that the gap in mortality rates between the richest and poorest households had fallen in all regions over most of the past two decades, except for sub-Saharan Africa.
The report attributed much of the progress to broad interventions over the years against leading infectious diseases in some of the most impoverished regions, including immunizations and the use of insecticide-treated mosquito nets, as well improvements in health care to expectant mothers and in battling the effects of diarrhea and other dehydrating maladies that pose acute risks to the young.
“There has been dramatic and accelerating progress in reducing mortality among children, and the data prove that success is possible even for poorly resourced countries,” Dr. Mickey Chopra, the head of global health programs for Unicef, said in a statement about the report’s conclusions.
Geeta Rao Gupta, Unicef’s deputy executive director, said, “The data clearly demonstrate that an infant’s chances of survival increase dramatically when their mother has sustained access to quality health care during pregnancy and delivery.”
Despite the advances, from 1990 and 2013, 223 million children worldwide died before their fifth birthday, a number that the report called “staggering.” In 2013, the report said, 6.3 million children younger than 5 died, 200,000 fewer than the year before. Nonetheless, that is still the equivalent of about 17,000 child deaths a day, largely attributable to preventable causes that include insufficient nutrition; complications during pregnancy, labor and delivery; pneumonia; diarrhea; and malaria.
While sub-Saharan Africa has reduced the under-5 mortality rate by 48 percent since 1990, the report said, the region still has the world’s highest rate: 92 deaths per 1,000 live births, nearly 15 times the average in the most affluent countries. Put another way, the report said, children born in Angola, which has the world’s highest rate — 167 deaths per 1,000 live births — are 84 times as likely to die before they turn 5 as children born in Luxembourg, with the lowest rate — two per 1,000.
The report noted that “a child’s risk of dying increases if she or he is born in a remote rural area, into a poor household or to a mother with no education.”
From: www.nytimes.com Sept. 16, 2014
Although the United Nations annual report
shows mortality rate for children under 5 has
dropped considerably worldwide, it is crucial to note
that
TEXT
For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.
While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”
Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly
The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”
For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.
A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.
But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.
In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.
Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.
But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.
While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.
“I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”
From: www.nytimes.com, March 10, 2014
TEXT
For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.
While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”
Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly
The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”
For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.
A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.
But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.
In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.
Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.
But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.
While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.
“I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”
From: www.nytimes.com, March 10, 2014
TEXT
For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.
While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”
Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly
The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”
For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.
A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.
But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.
In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.
Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.
But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.
While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.
“I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”
From: www.nytimes.com, March 10, 2014
TEXT
For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.
While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”
Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly
The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”
For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.
A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.
But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.
In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.
Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.
But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.
While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.
“I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”
From: www.nytimes.com, March 10, 2014
TEXT
For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.
While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”
Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly
The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”
For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.
A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.
But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.
In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.
Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.
But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.
While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.
“I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”
From: www.nytimes.com, March 10, 2014
TEXT
For a $14.95 monthly membership, the website Lumosity promises to “train” your brain with games designed to stave off mental decline. Users view a quick succession of bird images and numbers to test attention span, for instance, or match increasingly complex tile patterns to challenge memory.
While Lumosity is perhaps the best known of the brain-game websites, with 50 million subscribers in 180 countries, the cognitive training business is booming. Happy Neuron of Mountain View, Calif., promises “brain fitness for life.” Cogmed, owned by the British education company Pearson, says its training program will give students “improved attention and capacity for learning.” The Israeli firm NeurMuch of the focus of theonix is developing a brain stimulation and cognitive training program that the company calls a “new hope for Alzheimer’s disease.”
Much of the focus of the brain fitness business has been on helping children with attention-deficit problems, and on improving cognitive function and academic performance in healthy children and adults. An effective way to stave off memory loss or prevent Alzheimer’s — particularly
The problem, Dr. Doraiswa if it were a simple website or video game — is the “holy grail” of neuroscience, said Dr. Murali Doraiswamy, director of the neurocognitive disorders program at Duke Institute for Brain Sciences. The problem, Dr. Doraiswamy added, is that the science of cognitive training has not kept up with the hype. “Almost all the marketing claims made by all the companies go beyond the data,” he said. “We need large national studies before you can conclude that it’s ready for prime time.”
For centuries, scientists believed that most brain development occurred in the first few years of life — that by adulthood the brain was largely immutable. But over the past two decades, studies on animals and humans have found that the brain continues to form new neural connections throughout life. But questions remain whether an intervention that challenges the brain — a puzzle, studying a new language or improving skill on a video game — can really raise intelligence or stave off normal memory loss.
A series of studies in recent years has suggested that certain types of game training can improve a person’s cognitive performance. In February 2013, however, an analysis of 23 of the best studies on brain training, led by the University of Oslo researcher Monica Melby-Lervag, concluded that while players do get better, the increase in skill hasn’t been shown to transfer to other tasks. In other words, playing Sudoku or an online matching game makes you better at the game, but it doesn’t make you better at math or help you remember names or where you left your car keys.
But other studies have been more encouraging. Last September, the journal Nature published a study by researchers at the University of California, San Francisco, that showed a driving game did improve short-term memory and longterm focus in older adults. The findings are significant because the research found that improvements in performance weren’t limited to the game, but also appeared to be linked to a strengthening of older brains over all, helping them to perform better at other memory and attention tasks.
In addition, brain monitoring during the study showed that in older participants, game training led to bursts in brain waves associated with attention; the patterns were similar to those seen in much younger brains.
Earlier this year, the National Institutes of Health invited applications to more rigorously test brain fitness training to stave off cognitive decline. Researchers say they hope the effort will help establish a consistent standard for determining whether a brain-training intervention works.
But while the science remains unclear, entrepreneurs have seized on what is likely to be a sizable marketing opportunity. In May, hundreds of researchers and businesses will gather in San Francisco for the NeuroGaming Conference and Expo to explore the latest research and the newest technology.
While there is no real risk to participating in the many unproven brain-training games available online and through smartphones, experts say, consumers should know that the scientific jury is still out on whether they are really boosting brain health or just paying hundreds of dollars to get better at a game.
“I’m not convinced there is a huge difference between buying a $300 subscription to a gaming company versus you yourself doing challenging things on your own, like attending a lecture or learning an instrument,” Dr. Doraiswamy said. “Each person has to personalize for themselves what they find fun and challenging and what they can stick with.”
From: www.nytimes.com, March 10, 2014
TEXT
Clifford the Big Red Dog looks fabulous on an iPad. He sounds good, too — tap the screen and hear him pant as a blue truck roars into the frame. “Go, truck, go!” cheers the narrator. But does this count as story time? Or is it just screen time for babies? It is a question that parents, pediatricians and researchers are struggling to answer as children’s books, just like all the other ones, migrate to digital media.
For years, child development experts have advised parents to read to their children early and often, citing studies showing its linguistic, verbal and social benefits. In June, the American Academy of Pediatrics advised doctors to remind parents at every visit that they should read to their children from birth, prescribing books as enthusiastically as vaccines and vegetables.
On the other hand, the academy strongly recommends no screen time for children under 2, and less than two hours a day for older children.
At a time when reading increasingly means swiping pages on a device, and app stores are bursting with reading programs and learning games aimed at infants and preschoolers, which bit of guidance should parents heed?
The answer, researchers say, is not yet entirely clear. “We know how children learn to read,” said Kyle Snow, the applied research director at the National Association for the Education of Young Children. “But we don’t know how that process will be affected by digital technology.”
Part of the problem is the newness of the devices. Tablets and e-readers have not been in widespread use long enough for the sorts of extended studies that will reveal their effects on learning.
Dr. Pamela High, the pediatrician who wrote
the June policy for the pediatrics group, said
electronic books were intentionally not addressed.
“We tried to do a strongly evidence-based policy
statement on the issue of reading starting at a very
young age,” she said. “And there isn’t any data,
really, on e-books.”
But a handful of new studies suggest that reading to a child from an electronic device undercuts the dynamic that drives language development. “There’s a lot of interaction when you’re reading a book with your child,” Dr. High said. “You’re turning pages, pointing at pictures, talking about the story. Those things are lost somewhat when you’re using an e-book.”
In a 2013 study, researchers found that children ages 3 to 5 whose parents read to them from an electronic book had lower reading comprehension than children whose parents used traditional books. Part of the reason, they said, was that parents and children using an electronic device spent more time focusing on the device itself than on the story (a conclusion shared by at least two other studies).
“Parents were literally putting their hands over the kids’ hands and saying, ‘Wait, don’t press the button yet. Finish this up first,’ ” said Dr. Julia Parish-Morris, a developmental psychologist at Children’s Hospital of Philadelphia and the lead author of the 2013 study that was conducted at Temple University. Parents who used conventional books were more likely to engage in what education researchers call “dialogic reading,” the sort of back-and-forth discussion of the story and its relation to the child’s life that research has shown are key to a child’s linguistic development.
Complicating matters is that fewer and fewer children’s e-books can strictly be described as books, say researchers. As technology evolves, publishers are adding bells and whistles that encourage detours. “What we’re really after in reading to our children is behavior that sparks a conversation,” said Kathy Hirsh-Pasek, a professor of psychology at Temple and co-author of the 2013 study. “But if that book has things that disrupt the conversation, like a game plopped right in the middle of the story, then it’s not offering you the same advantages as an old-fashioned book.”
Of course, e-book publishers and app developers point to interactivity as an educational advantage, not a distraction. Many of those bells and whistles — Clifford’s bark, the sleepy narration of “Goodnight Moon,” the appearance of the word “ham” when a child taps the ham in the Green Eggs and Ham app — help the child pick up language, they say.
There is some evidence to bear out those claims, at least in relation to other technologies. A study by the University of Wisconsin in 2013 found that 2-year-olds learned words faster with an interactive app as opposed to one that required no action.
But when it comes to learning language, researchers say, no piece of technology can substitute for a live instructor — even if the child appears to be paying close attention.
Patricia K. Kuhl, a director of the Institute for Learning and Brain Sciences at the University of Washington, led a study in 2003 that compared a group of 9-month-old babies who were addressed in Mandarin by a live instructor with a group addressed in Mandarin by an instructor on a DVD. Children in a third group were exposed only to English.
“The way the kids were staring at the screen, it seemed obvious they would learn better from the DVDs,” she said. But brain scans and language testing revealed that the DVD group “learned absolutely nothing,” Dr. Kuhl said. “Their brain measures looked just like the control group that had just been exposed to English.
The only group that learned was the live social interaction group.” In other words, “it’s being talked with, not being talked at,” that teaches children language, Dr. Hirsh-Pasek said.
Similarly, perhaps the biggest threat posed
by e-books that read themselves to children, or
engage them with games, is that they could lull
parents into abdicating their educational
responsibilities, said Mr. Snow of the National
Association for the Education of Young Children.
“There’s the possibility for e-books to become the TV babysitters of this generation,” he said. “We don’t want parents to say, ‘There’s no reason for me to sit here and turn pages and tell my child how to read the word, because my iPad can do it.’ ”
But parents may find it difficult to avoid resorting to tablets. Even literacy advocates say the guidelines can be hard to follow, and that allowing limited screen time is not high on the list of parental missteps. “You might have an infant and think you’re down with the A.A.P. guidelines, and you don’t want your baby in front of a screen, but then you have a grandparent on Skype,” Mr. Snow said. “Should you really be tearing yourself apart? Maybe it’s not the world’s worst thing.”
“The issue is when you’re in the other room and Skyping with the baby cause he likes it,” he said. Even if screen time is here to stay as a part of American childhood, good old-fashioned books seem unlikely to disappear anytime soon. Parents note that there is an emotional component to paper-andink storybooks that, so far, does not seem to extend to their electronic counterparts, however engaging.
From: www.nytimes.com, OCT. 11, 2014
TEXT
Clifford the Big Red Dog looks fabulous on an iPad. He sounds good, too — tap the screen and hear him pant as a blue truck roars into the frame. “Go, truck, go!” cheers the narrator. But does this count as story time? Or is it just screen time for babies? It is a question that parents, pediatricians and researchers are struggling to answer as children’s books, just like all the other ones, migrate to digital media.
For years, child development experts have advised parents to read to their children early and often, citing studies showing its linguistic, verbal and social benefits. In June, the American Academy of Pediatrics advised doctors to remind parents at every visit that they should read to their children from birth, prescribing books as enthusiastically as vaccines and vegetables.
On the other hand, the academy strongly recommends no screen time for children under 2, and less than two hours a day for older children.
At a time when reading increasingly means swiping pages on a device, and app stores are bursting with reading programs and learning games aimed at infants and preschoolers, which bit of guidance should parents heed?
The answer, researchers say, is not yet entirely clear. “We know how children learn to read,” said Kyle Snow, the applied research director at the National Association for the Education of Young Children. “But we don’t know how that process will be affected by digital technology.”
Part of the problem is the newness of the devices. Tablets and e-readers have not been in widespread use long enough for the sorts of extended studies that will reveal their effects on learning.
Dr. Pamela High, the pediatrician who wrote
the June policy for the pediatrics group, said
electronic books were intentionally not addressed.
“We tried to do a strongly evidence-based policy
statement on the issue of reading starting at a very
young age,” she said. “And there isn’t any data,
really, on e-books.”
But a handful of new studies suggest that reading to a child from an electronic device undercuts the dynamic that drives language development. “There’s a lot of interaction when you’re reading a book with your child,” Dr. High said. “You’re turning pages, pointing at pictures, talking about the story. Those things are lost somewhat when you’re using an e-book.”
In a 2013 study, researchers found that children ages 3 to 5 whose parents read to them from an electronic book had lower reading comprehension than children whose parents used traditional books. Part of the reason, they said, was that parents and children using an electronic device spent more time focusing on the device itself than on the story (a conclusion shared by at least two other studies).
“Parents were literally putting their hands over the kids’ hands and saying, ‘Wait, don’t press the button yet. Finish this up first,’ ” said Dr. Julia Parish-Morris, a developmental psychologist at Children’s Hospital of Philadelphia and the lead author of the 2013 study that was conducted at Temple University. Parents who used conventional books were more likely to engage in what education researchers call “dialogic reading,” the sort of back-and-forth discussion of the story and its relation to the child’s life that research has shown are key to a child’s linguistic development.
Complicating matters is that fewer and fewer children’s e-books can strictly be described as books, say researchers. As technology evolves, publishers are adding bells and whistles that encourage detours. “What we’re really after in reading to our children is behavior that sparks a conversation,” said Kathy Hirsh-Pasek, a professor of psychology at Temple and co-author of the 2013 study. “But if that book has things that disrupt the conversation, like a game plopped right in the middle of the story, then it’s not offering you the same advantages as an old-fashioned book.”
Of course, e-book publishers and app developers point to interactivity as an educational advantage, not a distraction. Many of those bells and whistles — Clifford’s bark, the sleepy narration of “Goodnight Moon,” the appearance of the word “ham” when a child taps the ham in the Green Eggs and Ham app — help the child pick up language, they say.
There is some evidence to bear out those claims, at least in relation to other technologies. A study by the University of Wisconsin in 2013 found that 2-year-olds learned words faster with an interactive app as opposed to one that required no action.
But when it comes to learning language, researchers say, no piece of technology can substitute for a live instructor — even if the child appears to be paying close attention.
Patricia K. Kuhl, a director of the Institute for Learning and Brain Sciences at the University of Washington, led a study in 2003 that compared a group of 9-month-old babies who were addressed in Mandarin by a live instructor with a group addressed in Mandarin by an instructor on a DVD. Children in a third group were exposed only to English.
“The way the kids were staring at the screen, it seemed obvious they would learn better from the DVDs,” she said. But brain scans and language testing revealed that the DVD group “learned absolutely nothing,” Dr. Kuhl said. “Their brain measures looked just like the control group that had just been exposed to English.
The only group that learned was the live social interaction group.” In other words, “it’s being talked with, not being talked at,” that teaches children language, Dr. Hirsh-Pasek said.
Similarly, perhaps the biggest threat posed
by e-books that read themselves to children, or
engage them with games, is that they could lull
parents into abdicating their educational
responsibilities, said Mr. Snow of the National
Association for the Education of Young Children.
“There’s the possibility for e-books to become the TV babysitters of this generation,” he said. “We don’t want parents to say, ‘There’s no reason for me to sit here and turn pages and tell my child how to read the word, because my iPad can do it.’ ”
But parents may find it difficult to avoid resorting to tablets. Even literacy advocates say the guidelines can be hard to follow, and that allowing limited screen time is not high on the list of parental missteps. “You might have an infant and think you’re down with the A.A.P. guidelines, and you don’t want your baby in front of a screen, but then you have a grandparent on Skype,” Mr. Snow said. “Should you really be tearing yourself apart? Maybe it’s not the world’s worst thing.”
“The issue is when you’re in the other room and Skyping with the baby cause he likes it,” he said. Even if screen time is here to stay as a part of American childhood, good old-fashioned books seem unlikely to disappear anytime soon. Parents note that there is an emotional component to paper-andink storybooks that, so far, does not seem to extend to their electronic counterparts, however engaging.
From: www.nytimes.com, OCT. 11, 2014
TEXT
Clifford the Big Red Dog looks fabulous on an iPad. He sounds good, too — tap the screen and hear him pant as a blue truck roars into the frame. “Go, truck, go!” cheers the narrator. But does this count as story time? Or is it just screen time for babies? It is a question that parents, pediatricians and researchers are struggling to answer as children’s books, just like all the other ones, migrate to digital media.
For years, child development experts have advised parents to read to their children early and often, citing studies showing its linguistic, verbal and social benefits. In June, the American Academy of Pediatrics advised doctors to remind parents at every visit that they should read to their children from birth, prescribing books as enthusiastically as vaccines and vegetables.
On the other hand, the academy strongly recommends no screen time for children under 2, and less than two hours a day for older children.
At a time when reading increasingly means swiping pages on a device, and app stores are bursting with reading programs and learning games aimed at infants and preschoolers, which bit of guidance should parents heed?
The answer, researchers say, is not yet entirely clear. “We know how children learn to read,” said Kyle Snow, the applied research director at the National Association for the Education of Young Children. “But we don’t know how that process will be affected by digital technology.”
Part of the problem is the newness of the devices. Tablets and e-readers have not been in widespread use long enough for the sorts of extended studies that will reveal their effects on learning.
Dr. Pamela High, the pediatrician who wrote
the June policy for the pediatrics group, said
electronic books were intentionally not addressed.
“We tried to do a strongly evidence-based policy
statement on the issue of reading starting at a very
young age,” she said. “And there isn’t any data,
really, on e-books.”
But a handful of new studies suggest that reading to a child from an electronic device undercuts the dynamic that drives language development. “There’s a lot of interaction when you’re reading a book with your child,” Dr. High said. “You’re turning pages, pointing at pictures, talking about the story. Those things are lost somewhat when you’re using an e-book.”
In a 2013 study, researchers found that children ages 3 to 5 whose parents read to them from an electronic book had lower reading comprehension than children whose parents used traditional books. Part of the reason, they said, was that parents and children using an electronic device spent more time focusing on the device itself than on the story (a conclusion shared by at least two other studies).
“Parents were literally putting their hands over the kids’ hands and saying, ‘Wait, don’t press the button yet. Finish this up first,’ ” said Dr. Julia Parish-Morris, a developmental psychologist at Children’s Hospital of Philadelphia and the lead author of the 2013 study that was conducted at Temple University. Parents who used conventional books were more likely to engage in what education researchers call “dialogic reading,” the sort of back-and-forth discussion of the story and its relation to the child’s life that research has shown are key to a child’s linguistic development.
Complicating matters is that fewer and fewer children’s e-books can strictly be described as books, say researchers. As technology evolves, publishers are adding bells and whistles that encourage detours. “What we’re really after in reading to our children is behavior that sparks a conversation,” said Kathy Hirsh-Pasek, a professor of psychology at Temple and co-author of the 2013 study. “But if that book has things that disrupt the conversation, like a game plopped right in the middle of the story, then it’s not offering you the same advantages as an old-fashioned book.”
Of course, e-book publishers and app developers point to interactivity as an educational advantage, not a distraction. Many of those bells and whistles — Clifford’s bark, the sleepy narration of “Goodnight Moon,” the appearance of the word “ham” when a child taps the ham in the Green Eggs and Ham app — help the child pick up language, they say.
There is some evidence to bear out those claims, at least in relation to other technologies. A study by the University of Wisconsin in 2013 found that 2-year-olds learned words faster with an interactive app as opposed to one that required no action.
But when it comes to learning language, researchers say, no piece of technology can substitute for a live instructor — even if the child appears to be paying close attention.
Patricia K. Kuhl, a director of the Institute for Learning and Brain Sciences at the University of Washington, led a study in 2003 that compared a group of 9-month-old babies who were addressed in Mandarin by a live instructor with a group addressed in Mandarin by an instructor on a DVD. Children in a third group were exposed only to English.
“The way the kids were staring at the screen, it seemed obvious they would learn better from the DVDs,” she said. But brain scans and language testing revealed that the DVD group “learned absolutely nothing,” Dr. Kuhl said. “Their brain measures looked just like the control group that had just been exposed to English.
The only group that learned was the live social interaction group.” In other words, “it’s being talked with, not being talked at,” that teaches children language, Dr. Hirsh-Pasek said.
Similarly, perhaps the biggest threat posed
by e-books that read themselves to children, or
engage them with games, is that they could lull
parents into abdicating their educational
responsibilities, said Mr. Snow of the National
Association for the Education of Young Children.
“There’s the possibility for e-books to become the TV babysitters of this generation,” he said. “We don’t want parents to say, ‘There’s no reason for me to sit here and turn pages and tell my child how to read the word, because my iPad can do it.’ ”
But parents may find it difficult to avoid resorting to tablets. Even literacy advocates say the guidelines can be hard to follow, and that allowing limited screen time is not high on the list of parental missteps. “You might have an infant and think you’re down with the A.A.P. guidelines, and you don’t want your baby in front of a screen, but then you have a grandparent on Skype,” Mr. Snow said. “Should you really be tearing yourself apart? Maybe it’s not the world’s worst thing.”
“The issue is when you’re in the other room and Skyping with the baby cause he likes it,” he said. Even if screen time is here to stay as a part of American childhood, good old-fashioned books seem unlikely to disappear anytime soon. Parents note that there is an emotional component to paper-andink storybooks that, so far, does not seem to extend to their electronic counterparts, however engaging.
From: www.nytimes.com, OCT. 11, 2014