What evidence-based strategies exist for managing children’s problematic technology usage and behavior?

What evidence-based strategies exist for managing children’s problematic technology usage and behavior?

Blog Post odmdaily
Blog Post odmdaily

Evidence-based strategies for managing children’s problematic technology usage and behavior are largely rooted in general, effective parenting and discipline principles, adapted specifically for digital environments. These strategies emphasize a foundational framework of warmth, structure, and consistent consequences, combined with targeted approaches for screens, games, and social media.

Foundational Evidence-Based Discipline

Effective discipline is defined as a system for teaching children acceptable behavior through warmth, structure, and appropriate consequences. This approach aligns with authoritative parenting, which is supported by research for improving outcomes like self-esteem and academic achievement, and involves maintaining high levels of both warmth and structure.

  1. Warmth (Show You Care): Building a warm, positive relationship with your child is crucial, as this foundation of trust and affection makes other, less pleasant disciplinary strategies more effective. This means showing affection and support, which for older kids might include snack runs, movie nights, or thanking them for something they’ve done.
  2. Structure (Set the Rules): Structure involves establishing consistent, predictable rules, limits, and expectations.
    • Communicate rules openly and explain the reasoning behind them in an age-appropriate way.
    • Rules should be clear and specific (e.g., “You can play Minecraft for 30 minutes on weekdays after you finish your homework, as long as it is before 8pm” is clearer than vague statements).
    • For older children, actively involve them in developing rules and limits. An autonomy-supportive approach—where teens feel respected and treated as individuals—is particularly effective for setting technology boundaries.
  3. Consequences (Behavioral Principles): Consequences are responses (good or bad) used to teach acceptable behaviors, based on the theory of Operant Conditioning.
    • Positive Reinforcement is used to increase desired behavior. This involves adding a positive outcome. For instance, specifically praising a child when they put the iPad down quickly and calmly.
    • Negative Punishment is used to decrease unwanted behavior. This involves taking away something good. Ignoring unwanted behaviors, such as withdrawing parental attention when a child screams after screen time ends, is a key component of negative punishment and should be done with extreme consistency. Note that parental attention, even in the form of scolding or lecturing, acts as positive reinforcement for young children, which can unintentionally increase misbehavior.

Strategies for Managing Technology-Specific Behaviors

1. Managing Screen Time Limits and Meltdowns

To prevent meltdowns when screen time ends, parents can utilize planning and consistency:

  • Planning and Warnings: Work with the child to create a screen time transition plan. Give them a simple choice (e.g., which show to watch) to help them feel in control. Provide quick warnings (e.g., “Five more minutes” or “One more episode”) before time is up.
  • Consistency: When a limit is set, stick to it. Giving in to whining or crying teaches the child that tantrums are effective for gaining more screen time.
  • Post-Screen Activity: Consider the timing and the activity following screen time. It may be helpful to follow screen time with a low-energy activity (like a puzzle) or a high-energy activity (like jumping jacks), depending on the child’s needs.
  • Content and Timing Adjustment: Experiment with different stopping points; ending a game right when a child is close to achieving a goal can be frustrating. Turning off autoplay can provide a simple “stopping cue” for transition.
  • Reduction: If a child repeatedly struggles with mood or behavior after using screens, consider reducing screen time, especially if it displaces other mood-boosting activities important for health (like sleep, physical activity, or time outside).

2. Managing Violent Video Game Use

While research suggests that playing violent video games carries a small risk for increasing aggressive behavior (but not long-term violent or criminal behavior), parents should employ cautious strategies:

  • Know the Game: Parents should familiarize themselves with the games by playing them with their child or watching them occasionally. Check game reviews and ratings (e.g., Common Sense Media) and utilize parental controls.
  • Know the Child: Be cautious if the child is already prone to aggression or has difficulty regulating behavior. Observe their behavior after playing the game. A “trial period” for certain games may be useful, with the understanding that usage will be paused if signs of aggressive behavior appear.
  • Talk About It: Discuss family values like kindness, respect, and empathy, and talk about how video games may affect other kids their age. Encourage the child to recognize when games are exaggerated or unrealistic.
  • Set Limits: Decide on specific rules regarding what they can play, and where and when they can play it. Setting rules with an autonomy-supportive approach is effective.

3. Managing Teen Phone Use and Social Media

Technology boundaries should fit within the larger discipline system. Strategies focus on prevention of overuse and misuse:

  • Establish Key Rules: Implement essential rules, such as no phones in the bedroom, especially at night, to protect sleep. Designate at least one other phone-free time or location (e.g., family meals).
  • App Oversight: Require permission before downloading new apps or making purchases to stay aware of what the child is using.
  • Parental Controls: Parental controls are viewed as a “gate, not a wall”—useful for slowing kids down and setting barriers, though they are not foolproof. Parental controls are available on major platforms (Instagram, TikTok, Snapchat, YouTube) and phone operating systems (iOS and Android) [298, 304–314]. These can be used to set screen time limits, approve app downloads, and restrict certain content.
  • Fostering Honesty: If a teen makes a mistake online, parents should reinforce honesty to encourage it in the future. If a teen is honest about trouble they caused, the parent should praise them (Positive Reinforcement) or remove a consequence for that instance (Negative Reinforcement). Yelling or harshly punishing honesty makes the teen less likely to report problems in the future.

4. Addressing Phone Interference in Schools

Research suggests that schools should limit phone use during the school day as much as possible, as phones can distract from academic work and interrupt in-person social interactions.

  • Studies on phone policies show that limiting phone use in schools can result in overall positive outcomes, including small but significant improvements in student test scores, especially for lower-achieving students.
  • Policy implementation should be carefully considered; some studies show positive effects when policies are enforced, and others show little effect, suggesting that the effectiveness relies heavily on how the policies are enacted.

Professional Help

If you have concerns about your child’s well-being, including significant sleep problems, aggressive tendencies, or truly pathological or “addictive” screen use (marked by impaired control, prioritizing gaming over other activities, and continuing use despite negative consequences), consult a physician or mental health professional. Treatments like Cognitive Behavioral Therapy (CBT) are effective for many issues and can help address problematic gaming.

Paycheap.ng

Subscribe to Blog via Email

Enter your email address to subscribe to this blog and receive notifications of new posts by email.

Join 18.9K other subscribers

Leave a Reply

Your email address will not be published. Required fields are marked *

five × five =

This site uses Akismet to reduce spam. Learn how your comment data is processed.