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Computers in Human Behavior 56 (2016) 56e64

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Computers in Human Behavior


journal homepage: www.elsevier.com/locate/comphumbeh

Full length article

Young children's transfer of learning from a touchscreen device


Brittany Huber*, Joanne Tarasuik**, Mariana N. Antoniou, Chelsee Garrett, Steven J. Bowe 1,
Jordy Kaufman, The Swinburne Babylab Team2
Swinburne University of Technology, PO Box 218, Hawthorn, Victoria 3124, Australia

a r t i c l e i n f o a b s t r a c t

Article history: Because young children are devoting increasing time to playing on handheld touchscreen devices, un-
Received 5 July 2015 derstanding children's ability to learn from this activity is important. Through two experiments we
Received in revised form examined the ability of 4- to 6-year-old children to learn how to solve a problem (Tower of Hanoi) on a
29 September 2015
touchscreen device and subsequently apply this learning in their interactions with physical objects. The
Accepted 10 November 2015
results were that participants demonstrated signicant improvement at solving the task irrespective of
Available online xxx
the modality (touchscreen vs. physical version) with which they practiced. Moreover, children's learning
on the touchscreen smoothly transferred to a subsequent attempt on the physical version. We conclude
Keywords:
Children
that, at least with respect to certain activities, children are quite capable of transferring learning from
Multimedia touchscreen devices. This result highlights the limitations of generalizing across screen-based activities
Touchscreen (e.g., screen time) in discussing the effects of media on young children's development.
Human-computer-interaction 2015 Elsevier Ltd. All rights reserved.
Transfer

1. Introduction children. Apple's iPad and similar mobile touchscreen devices have
made interactive media accessible to much younger child-
Plato famously opined, Enforced learning will not stay in the rendlargely because the ne motor skills needed to use traditional
mind. So avoid compulsion and let your children's lessons take the computers and video games are not necessary (Scaife & Bond, 1991;
form of play (Plato, 1955). Indeed, importance of play in education Vatavu, Cramariuc, & Schipor, 2014). A recent review (Hirsh-Pasek
and development has been appreciated from Plato's time through et al., 2015) details that the most popular category in Apple's iTunes
the beginnings of developmental science, and continues today (e.g., App Store is the educational category with over 80,000 apps. This
Golinkoff, Hirsh-Pasek, & Singer, 2006; Frost, Wortham, & Reifel, nding is consistent with survey results from Common Sense Me-
2012; Ginsburg, 2007). Given the perceived importance of play, it is dia, which reported that more than half of parents had downloaded
understandable that new and unfamiliar changes to the nature of apps specically for their children (Rideout, 2013).
children's play tend to elicit societal unease. Instances of this can be As with earlier shifts in children's play, the popularity of
seen with the decline of outdoor play in the last century (Frost, touchscreen use is raising a new set of worries related to children's
2010), and as toys with media branding and electronic features cognitive, social, emotional, and physical development (e.g., Carson,
began to saturate the market in the 1970s and 1980s (e.g., Varney, Clark, Berry, Holt, & Latimer-Cheung, 2014; Hernandez, 2014;
1999). Mascheroni, 2014). Consistent with (and contributing to) these
While electronic toys and video games were introduced to worries is the position statement by the American Academy of
children's worlds as early as 1972, the release of the iPad in 2010 Pediatrics (AAP, 2010) on children's media use, which recommends
precipitated a dramatic new shift toward digital gaming by young strict limits on screen time for all young children and discourages
any screen time for children less than 2 years of age. The AAP's
statement appears in many journalistic pieces that cover this topic,
* Corresponding author. often failing to convey that their recommendations are largely
** Corresponding author. based on passive television-viewing research and that there is little
E-mail addresses: bhuber@swin.edu.au (B. Huber), jtarasuik@swin.edu.au
peer-reviewed published research on interactive touchscreen me-
(J. Tarasuik), cgarrett@swin.edu.au (C. Garrett), sbowe@deakin.edu.au (S.J. Bowe),
jkaufman@swin.edu.au (J. Kaufman). dia and young children (e.g. Petersen, 2013; Shapiro, 2014; Wright1
1
Now at Deakin University and Swinburne University of Technology. Consulting, 2014).
2
Swinburne Babylab Team: Mark Finn, Renee Rowsell, Leila Dafner, Jemma Despite the fact that the AAP's statement has since evolved to
Richards, Lucy Sommers and Anthony Bartel. babylab@swin.edu.au

http://dx.doi.org/10.1016/j.chb.2015.11.010
0747-5632/ 2015 Elsevier Ltd. All rights reserved.
B. Huber et al. / Computers in Human Behavior 56 (2016) 56e64 57

indicate the suggested limits are particularly relevant to recrea- In Experiment 1 we addressed the question of whether ToH
tional (as opposed to educational) content (American Academy practice on a touchscreen device improved performance when
of Pediatrics, 2013; Christakis, 2014), many unanswered questions children returned to the physical version of the same task (aim 1).
must still be resolved to evaluate how interactive media promotes We also compared performance of those who received touchscreen
or hinders learning in young children, and whether following the practice to those that practiced on the original physical version of
AAP's suggestions would have real benets. For example, how and the task (aim 2). In Experiment 2, we addressed the question of
why should we discriminate between educational and recrea- whether touchscreen practice has benets even if the child has had
tional digital apps when play in the physical world is often no recent experience with the physical version of the problem (aim
assumed to be both educational and entertaining? More specif- 3). The general methodology of both experiments is illustrated in
ically, how should we treat interactive touchscreen apps that are Table 1.
essentially digital analogues of physical games and activities?
Clearly many such forms of entertainment, such as playing chess, 2. Experiment 1
checkers or card games, require important working memory and
executive functioning skills that we want to foster in young chil- In a baseline trial, 4- to 6-year-old children attempted to com-
dren. But are children as able to learn from such activities on plete the Tower of Hanoi puzzle in its standard, physical three-
touchscreens as they are in real life? Moreover, when such skills dimensional (3D) form. Children then received two practice trials
are learned using digital apps, can young children readily show on either the same 3D physical version or on a two-dimensional
apply, or transfer, these skills in their subsequent interactions with (2D) touchscreen version of the same puzzle. Following these
physical objects? practice trials, the children received a nal test trial on the original
These are important questions to answer for a number of rea- 3D physical version. We compared how the two types of practice
sons. From a practical perspective, parents and educators should affected performance on this nal trial. We reasoned that an ability
know if they can safely replace or augment physical games with to transfer problem-solving skills gained in the touchscreen prac-
these digital analogues. We note that this question is not just a tice trials would manifest in a signicant improvement from
hypothetical, as parents, educators, and journalists have raised it baseline.
with us repeatedly over the past several yearsdtypically in the
form of the question: Does [activity x] count as screen time? 2.1. Method
Additionally, answering this question will help clarify which as-
pects of interactive digital play interfere with or foster learning. 2.1.1. Participants
Specically, does the screen itself or the lack of rich haptic feedback Participants were 50 children (27 female, 23 male) aged 4e6
somehow make learning less likely for young users? years (M 5.1 years, SD 0.8) recruited from the university's
As such, the key aims of the present investigation were: 1) to greater metropolitan area. Each was assigned to one of two con-
determine if children improve at a problem-solving task after ditions, Transfer (n 21, M age 5.2 years, SD 0.8) or No-transfer
practicing with an isometric task on touchscreen; 2) to explore the (n 29, M age 5.1 years, SD 0.7). There was no statistically
extent to which practice modality (e.g. touchscreen or physical signicant difference in mean age of the condition groups,
version) affects performance; and 3) to determine if the benets of t(48) 0.365, p .717. An additional 10 children were recruited
touchscreen practice require prior experience solving the physical but were not included in this data set for the following reasons:
version of the task. failure of recording equipment (n 7; all were in the Transfer
To achieve these aims, it was important to select a problem- condition as the failure related to screen recordings of the iPad),
solving task with an isometric touchscreen version that allowed refusal by the child to attempt the task (n 2), and procedural error
for meaningful comparisons of children's performance across mo- (n 1). All parents provided informed consent for their child's
dalities. Consequently, we carried out two experiments using the participation, approved by the host institution's research ethics
Tower of Hanoi puzzle. There were ve main reasons for this choice. committee.
First, unlike a game of checkers or chess, there is a single optimal
solution path that does not depend on the performance of a com- 2.1.2. Materials
petitordthus vastly reducing the inter-game variability in perfor- The ToH puzzle has been used extensively with children and
mance. Second, regardless of whether one tackles the puzzle using adults to assess problem solving, planning ability, and executive
the standard physical disks or using a touchscreen app, the solution functioning. Novel to most children, the task requires self-control
to the puzzle and the scoring methods for prociency are identical, and working memory of three rules to inhibit making an invalid
which allowed us to make straightforward comparisons across move. We used the three-disk version of the ToH, which consisted
modalities. Third, prior work with the puzzle indicated that it can of three wooden pegs and three wooden disks, each a difference
be used to assess problem solving in children as young as 4 years of color and size (small, medium, and large) that can travel across any
age (e.g., Bull, Espy, & Senn, 2004; Lillard & Peterson, 2011) and we of three pegs. To solve the puzzle, the three disks must be moved
wanted to include preschool children in our sampledas this is a from their starting peg to the third peg while abiding by three
group that until recently has little experience using computing rules: 1) only one disk can be moved at a time, 2) a larger disk
devices (Scaife & Bond, 1991; Vatavu et al., 2014). Fourth, the Tower cannot be placed on a smaller disk, and 3) the disks must always be
of Hanoi (ToH) puzzle is also used to assess the same set of cognitive placed on one of the three pegs (i.e., they cannot be put on the
and executive functioning abilities (e.g. planning) that are used in ground or table).
games like checkers or chess (Klahr & Robinson, 1981; Welsh, Touchscreen ToH trials were completed on a commercially
Friedman, & Spieker, 2006)dthus allowing us to draw conclu- available, 2D iPad app (Extra Tower of Hanoi by Morard Dany)
sions about the extent to which children can learn from digital played on an iPad 2. The traditional 3D model of the ToH is
analogues of these types of games. Finally, pre- and post- described above. The child's ToH set was situated on a table directly
intervention administrations of the ToH task have previously in front of the child. An additional set sat across the table in front of
been used to successfully investigate other factors that can affect the experimenter. This set was used to depict the goal state, and
learning (e.g., sleep; Ashworth, Hill, Karmiloff-Smith, & Dimitriou, was visible to the child throughout the task. This goal state
2014). set always had the same modality as the child's set (i.e., when the
58 B. Huber et al. / Computers in Human Behavior 56 (2016) 56e64

Table 1
Methodology for experiments 1 and 2.

Experiment 1 Experiment 2

Transfer No-transfer No-pre-exposure

Trial 1 3D 3D 2D
Trial 2 2D 3D 2D
Trial 3 2D 3D 2D
Trial 4 3D 3D 3D

3D physical version of the problem solving task. 2D touchscreen app version of the problem solving task.

participant attempted the puzzle on the iPad, the other iPad


depicted the goal state).
We modied the instructions of the task to accommodate
younger children by incorporating a cover story about monkeys
based on Klahr (1978). Participants were continuously recorded
using an unobtrusively placed camera. App activity was recorded
using a series of software tools, such as Reector (AirSquirrels.com),
a receiver that allowed us to wirelessly mirror app activity onto the
screen of an unseen computer running a screen-recording
application.

2.1.3. Design and procedure


Pilot work by our lab conducted prior to this experiment sug-
gested that many 4- to 6-year-old children persistently struggle
with the complexity of the standard 3-disk, 7-move, ToH puzzle
(i.e., they failed to solve the puzzle in any trial during the experi-
mental session). To overcome their difculty in the current study,
all children were initially presented with a 5-move version of the
puzzle in which the task is set up for the child with the rst two
correct moves towards the goal state completed. The initial state
and goal state of both versions are illustrated in Fig. 1. Those who
solved the 5-move version within 2 min moved on to the harder
version and were presented with the 7-move version for Trials 1
through 4. The remainder of the children used a 5-move puzzle
throughout the experiment; the pretrial served as their baseline
trial (Trial 1; See Fig. 2). Overall, two-thirds of the participants Fig. 2. Schematic of trial progression in Experiments 1 and 2 with respect to the easier
and harder ToH puzzle.
(n 33) completed the seven-move version of the task. Of the 17
children who completed the task on the 5-move version, 76%
(n 13) were under 5 years of age. benet from the touchscreen practice, children must be able to
Prior to the 5-move trial, children were randomly assigned to transfer their learning to the 3D version of the puzzle in the test
one of two conditions: a Transfer condition (n 21) or a No- trial. In the No-transfer condition, all four trials were instead con-
transfer condition (n 29). In the Transfer condition, children ducted with the same 3D modeldrequiring no learning transfer
performed an initial baseline trial (Trial 1) with the 3D model, across modality in order to demonstrate improvement at test.
followed by two 2D practices (Trials 2 and 3) on the iPad, and n- Each trial (including the pretrial) lasted up to 5 min. At the 5-
ishing with a test trial (Trial 4) on the 3D model. Thus, in order to

Fig. 1. Initial state and goal state of the 5-move and 7-move ToH puzzle.
B. Huber et al. / Computers in Human Behavior 56 (2016) 56e64 59

min mark or when the participant solved the puzzle (whichever Within-modality comparison of Trial 1 to Trial 4 veried this
occurred rst), the trial ended and the task was reset by an nding: Transfer: c2 (1) 24.27, p < .0001; No-transfer: c2
experimenter in preparation for the next trial. If at any time the (1) 21.73, p < .0001.
child made a move that constituted a rule break, they were Additionally, analyses did not reveal any signicant interactions
reminded of the rule by the experimenter. In the 3D trials, if the involving age: Age by Trial, c2 (3) 4.68, p .197; Age by Condition,
child did not immediately correct a rule break, the experimenter c2 (1) 0.83, p .362; Age by Trial by Condition, c2 (3) 6.00,
guided the disk back to its previous position. In 2D trials, the app p .111.
automatically returned the disk to its pre-violation position. We repeated this analysis on a subset of our data that included
only 4-year-old children (n 26). This analysis revealed that the
2.1.4. Coding same overall pattern of results applies for the youngest children in
From the video and screen recordings of testing sessions, we our sample. There was a signicant effect of Trial, c2 (3) 46.5,
coded all disk moves in each of the four trials and calculated the p < .001, with these preschoolers generally improving with
total number of complete moves that each child made. A complete repeated practice. The lack of a Trial by Condition interaction, c2
move was dened as occurring when the child lifted a disk from a (3) 3.22, p .359, suggested that practice modality did not affect
peg and placed it on another or the same peg. When a rule break performance at test. Individual comparisons of Trials 1 to 4 in each
occurred, both the original rule break and the subsequent correc- condition veried this nding: Transfer: c2 (1) 16.40, p < .0001;
tion counted as a separate complete move. We also recorded the No-transfer: c2 (1) 18.27, p < .0001.
total amount of time taken by the child to complete a trial either by In the 4-year-old performance analysis, we included the task
solving the puzzle or reaching the 5-min time limit. In the latter difculty variable as a factor, 5 moves (n 13) versus 7 moves
case, the time recorded was 5 min. (n 13), because a high proportion of the 4-year-old participants
From these measures, two main dependent variables were (50%) participated using the 5-move version (compared with only
computed. The rst was Extra-moves, which denoted the total 16% of the older children).3 We found a statistically signicant
number of complete disk moves made by the child beyond the interaction involving task difculty and Trial, c2 (3) 12.96,
minimum required to solve the puzzle (either 5 or 7). Thus, the p .005, but no signicant interaction of task difculty and Con-
minimum Extra-moves score for any single trial was zerodmean- dition, c2 (1) 0.31, p .576. There was also no statistically sig-
ing that the child solved the puzzle in the minimum number of nicant 3-way interaction for Trial, Condition and task difculty, c2
moves. The second measure was Time-per-move, which was (3) 1.50, p .683.
computed as trial time divided by total number of moves made. We
reasoned that this measure would reect the child's condence at 2.2.3. Time-per-move analysis
solving the task and skill at moving the disks. Both of these mea- Likewise to the Extra-moves data, Time-per-move data was
sures have been used in previous studies using the Tower of Hanoi likewise skewed to the right on all trials (see Fig. 3) and therefore
(e.g., Schiff & Vakil, 2015). also analyzed with negative binomial regression for panel data. Our
Six missing practice trials (i.e., Trials 2 and 3) were treated as analysis of Time-per-move (Table 2) revealed that children moved
missing data in our analyses. A single observer coded the majority the disks more quickly as they became more practiced, regardless of
of the recordings. To assess coder reliability a second observer practice modality, c2 (3) 97.0, p < .001. Unsurprisingly, age was a
coded four trials of a randomly selected subset of participants signicant predictor of Time-per-move, demonstrating that older
(n 36 trials). A weighted Cohen's Kappa score of 0.94 was children were faster at making moves than younger children. Our
computed for ranked data on completed moves (i.e., each trial was analysis of Time-per-move did not reveal any interactions involving
assigned a ranking of 1e4 as a function of complete moves made). age and Trial, c2 (3) 3.65, p .302; Age and Condition, c2
(1) 0.28, p .596, or Trial and Condition, c2 (3) 4.70, p .195,
2.2. Results nor was there a statistically signicant 3-way interaction
(Age  Condition  Trial), c2 (3) 3.55, p .315.
2.2.1. Results summary
The key aims of Experiment 1 were to determine if 2D practice 2.3. Discussion
would result in learning that was transferrable to the 3D puzzle;
and to determine if practice on the 2D model was comparable to The key result of Experiment 1 is that children readily trans-
practice with the original 3D model in terms of nal trial perfor- ferred learning from their practice with the tablet-based Tower of
mance. Overall, the results showed similar levels of effectiveness of Hanoi puzzle to the physical version. This nding was robust and
2D and 3D practice: both groups showed downward trends in the remained valid across the two main dependent measures: Extra-
number of excess moves and time per move. These analyses are moves and Time-per-move. Notably, acquiring problem-solving
described below. skills from screen-based media and successfully applying them to
the physical world is an unusual nding in the broader literature
2.2.2. Extra-moves analysis (c.f., Chen & Siegler, 2013), the implications of which are described
Extra-moves data was evidently skewed to the right on all trials in detail in the General Discussion.
(see Fig. 3). These outcome measures were therefore analyzed with The 3D baseline trial (Trial 1) in Experiment 1 was included to
negative binomial regression for panel data, using the xtnbreg control for inter-participant variability; however, we were aware
procedure in Stata12.1, accounting for over-dispersion in the data that this baseline trial could have introduced a confounding factor.
and allowing for random intercepts.
The analysis of Extra-moves (Table 2) revealed that children
required more moves to solve the task in the initial baseline trial 3
Note that we also performed a series of alternative analyses, which included (a)
than either of the subsequent practice trials (Trials 2 and 3) or the separate analysis of the 5-move and 7-move puzzle participants, (b) an analysis
nal test trial (Trial 4). While there was a clear signicant effect of with age analyzed discretely (4 vs. 5 vs. 6 years) rather than continuously, and (c) an
analysis of a recoded version of the data where rule breaks did not count as two
Trial, c2 (3) 71.7, p < .001, there was no evidence of a signicant separate moves. In all of these analyses, the pattern of results was very similar to
Trial by Condition interaction, c2 (3) 5.08, p .167, suggesting those reported here. There was signicant improvement regardless of practice
that this improvement occurred regardless of practice modality. modality across task difculty versions and age group.
60 B. Huber et al. / Computers in Human Behavior 56 (2016) 56e64

Fig. 3. Box-and-Whisker Plots of Extra-moves and Time-per-move measures: (a) Transfer condition (Experiment 1); (b) No-transfer condition (Experiment 1); (c) No-pre-exposure
condition (Experiment 2). The Extra-moves and the Time-per-move variables both illustrate improvement in performance across all conditions.

Table 2
Negative binomial regression model of extra-moves and time-per-move in Experiment 1.

Predictor N Extra-moves Time-per-move

b 95% CI p-value b 95% CI p-value

Trial
1 50 Ref Ref Ref Ref Ref Ref
2 48 0.40 [0.70, 0.09] <0.010* 0.35 [0.52, 0.18] <0.001*
3 47 1.30 [1.69, 0.92] <0.001* 0.66 [0.85, 0.47] <0.001*
4 50 1.38 [1.77, 0.99] <0.001* 0.90 [1.10, 0.70] <0.001*
Age 0.06 [0.26, 0.14] 0.553 0.24 [0.40, 0.08] 0.004*
Condition
No-transfer Ref Ref Ref Ref Ref Ref
Transfer 0.06 [0.25, 0.37] 0.700 0.05 [0.20, 0.30] 0.705
Constant 1.01 [0.80, 2.10] 0.069 4.17 [3.17, 5.18] <0.001
*
denotes statistical signicance at p < 0.05.
B. Huber et al. / Computers in Human Behavior 56 (2016) 56e64 61

Specically, it is possible that some children learned how to solve (Mdn 6.0, SD 9.0), despite having never been exposed to the 3D
the puzzle using the 3D version after a single trial, and thus per- puzzle prior to Trial 4. Although there was a signicant effect of
formed well on the 3D puzzle in Trial 4dunrelated to the middle Trial on Time-per-move, c2 (3) 14.10, p .003, this effect
practice trials. Similarly, children's experience with the 3D version appeared to be driven by improvement in the 2D modality only, as
may have provided them with a requisite understanding of the there was no signicant difference in Time-per-move when
puzzle onto which they could map their 2D practice experi- comparing baseline (Mdn 4.5, SD 5.7) to test (Mdn 4.5,
encesdthus they were only able to benet from 2D practice SD 1.9).
because they had prior experience with the 3D analogue. Age was a signicant predictor of Extra-moves, with older
For these reasons, the third aim of our study was to determine children performing signicantly better than younger children,
whether recent practice with the physical version of the puzzle is though age did not signicantly affect Time-per-move.
necessary for young children to benet from subsequent 2D prac-
tice. It was reasoned that if either of these baseline-related issues 3.3. Discussion
were responsible for the pattern of results, then removing the
initial 3D baseline trial should prevent children from demon- Children were signicantly better at solving the puzzle in Trial 4
strating transfer from the touchscreen to the physical modality. than they were in Trial 1, even though Trial 4 was the rst time that
Experiment 2 was designed to test this hypothesis. they had encountered the 3D ToH puzzle. This nding illustrates
that young children's ability to learn problem-solving skills on a
3. Experiment 2 touchscreen device and apply this knowledge in their interactions
with physical objects, was not dependent on (nor obviously
To address this outstanding issue, we conducted another enhanced by) prior exposure to the physical object.
experiment that did not include a 3D baseline trial. In this experi-
ment the participants were given three attempts to complete the 4. General discussion
ToH puzzle with the 2D version before attempting the puzzle with
the 3D version for the test trial. Because children were not exposed Relating to the original aims of the study, the key ndings of this
to the ToH 3D model prior to attempting the puzzle on the 2D work were that:
model, improved performance from Trial 1 to Trial 4 in Experiment
2 would indicate that young children can learn problem-solving 1) Four- to 6-year-old children improved at a problem-solving task
skills from an activity on a touchscreen without referencing an through practice on a touchscreen device.
analogous 3D experience. 2) The extent of this improvement was similar to that of children
who practiced only with a physical version. That is, there was no
3.1. Method evidence that children who practiced using the 3D puzzle per-
formed any better on the nal 3D trial than children who
Participant recruitment and experimental procedures in practiced using the 2D model.
Experiment 2 were identical to those of Experiment 1, with the 3) The learning benets of touchscreen practice did not require an
exception that all children completed Trial 1 on the 2D model initial exposure to the 3D version of the puzzle.
rather than the 3D model. Eighteen 4- to 6-year-old children
(M 5.4 years, SD 0.9) participated in Experiment 2 (9 male, 9 We therefore conclude that children are capable of improving at
female), with an additional ve children omitted from analysis 3D problem-solving tasks, even when practice occurs on a
because of video recording errors. All participants performed the touchscreen device. While we used a Tower of Hanoi task, we
2D version of the ToH puzzle for the rst three trials, and the 3D expect that these results would generalize to other games requiring
version of the ToH puzzle for Trial 4. As in Experiment 1, all children planning and executive functioning (e.g., chess).
completed a 5-move pretrial; however, the pretrial was completed Our ndings have important implications for our understanding
on the 2D version of the ToH puzzle instead of the 3D version. of children's ability to learn from interactive media; and are
particularly pertinent in the evolving societal debate regarding the
3.2. Results proper role of new media in the lives of young children (e.g.,
Earnest et al., 2014; Goggin, 2013). These implications are discussed
Consistent with Experiment 1, Extra-moves and Time-per-move below.
were found to be over dispersed (see No Pre-exposure panel in
Fig. 3) and were therefore analyzed with negative binomial 4.1. Learning to solve problems from interactive media
regression for panel data (see Table 3). The key result of Experiment
2 was that in terms of Extra-moves children showed signicant Our ndings offer an important counterexample to claims that
improvement from baseline (Mdn 12.5, SD 13.9) to test preschoolers struggle to learn problem-solving strategies from

Table 3
Negative binomial regression model of extra-moves and time-per-move in Experiment 2.

Predictor N Extra-moves Time-per-move

b 95% CI p-value b 95% CI p-value

Trial
1 18 Ref Ref Ref Ref Ref Ref
2 17 0.34 [0.83, 0.14] 0.166 0.38 [0.70, 0.06] 0.020*
3 16 1.27 [1.92, 0.62] <0.001* 0.66 [1.02, 0.30] <0.001*
4 18 0.84 [1.38, 0.29] 0.003* 0.26 [0.56, 0.05] 0.101
Age 0.28 [0.55, 0.01] 0.042* 0.03 [0.26, 0.20] 0.804
Constant 2.19 [0.57, 3.80] 0.008 4.28 [0.56, 8.01] 0.024

* denotes statistical signicance at p < 0.05.


62 B. Huber et al. / Computers in Human Behavior 56 (2016) 56e64

screen-based media. Notably, the predominant view is based on (of goals and rules), working memory, and inhibition (Zelazo,
research about children and non-interactive video. For example, a Carter, Reznick, & Frye, 1997). With practice, the children in our
review by Schmidt and Vandewater (2008) described various study may have reduced the total number of moves they made by
studies of children's educational television programming in which improving any combination of these skills.
school-age children struggled to apply skills taught via television
when minor changes were made to the task or context (e.g., 4.2. Social contingency versus contingency
Hodapp, 1977). In contrast, our nding that both 2D and 3D training
resulted in signicant improvement with the test indicates that It is well established that learning is enhanced when the
preschool children are capable of learning to solve problems using learning context involves elaboration through social interaction
an interactive touchscreen application. The change of modality (e.g., Chi, 2009). Although standard video is not responsive to
(from 2D to 3D) clearly did not represent a signicant change for viewer behavior, many young children will respond to prompts by
the participants in terms of task demands or task context. Indeed, it familiar, socially meaningful onscreen characters. Prior research
is well known that young children struggle to transfer problem- has revealed that programming that incorporates this type of par-
solving skills to new contexts (for a review, see Clerc, Miller, & asocial interaction positively affects learning outcomes in young
Cosnefroy, 2014), and yet we found no compelling evidence of children (Richert, Robb, & Smith, 2011; Gola, Richards, Lauricella, &
any such struggle here. Calvert, 2013). Consequently, parasocial contingency has been
Our participants successful learning regardless of training mo- identied as an important feature to incorporate when trying to
dality is consistent with work on the advantages of active versus maximize children's learning from passive television viewing
passive learning. A large body of research on toddlers, children and (Linebarger & Walker, 2005) and digital media more generally
adults demonstrates that learning is enhanced when the learner is (Hirsh-Pasek et al., 2015).
actively engaged in the learning process (Hirsh-Pasek et al., 2015). Despite the benets of parasocial video interaction, no work to
For example, Sommerville, Hildebrande and Crane (2008) found date has specically examined if the benets of contingent media
that 10-month-old infants better learned to identify a goal and must be social in nature (Kirkorian & Pempek, 2013). Our nding of
solve a tool-use problem when they had received practice manip- smooth transfer across the modalities suggests that social contin-
ulating the tool, compared with observing another person use the gency may be important for television programming not because it
tool. Similarly a study of adults learning to tie knots from a video is social, but because it is the only known method involving any
demonstration revealed that those who could control the video form of contingency in that restrictive medium. In contrast, with
playback learned more efciently than those who were required to touchscreen technology, the inherent contingency in performing
simply watch the video passively (Schwan & Riempp, 2004). actions and witnessing their effects may be enough to foster
In fact, just presenting a task as a problem to be solved can transferable learning. This prediction is well founded in the liter-
encourage children to attend to and encode video in ways that ature on children's learning, as there are many examples of even
promote learning. In a recent study by Chen and Siegler (2013), young infants quickly learning from nonsocial contingencies (e.g.,
toddlers were able to imitate a series of actions seen over video, Kaufman, Gilmore & Johnson, 2006; Wang et al., 2012). Moreover,
provided that these steps were shown as sequential steps to ach- recent evidence suggests that the most profound benet of
ieve a clearly dened goal. The results of this work contrast with including social elements into children's digital experiences, is not
much of the work revealing children succumbing to a video on learning to solve problems per se, but on maintaining social
decit. For example, young children are often unable to correctly relationships when physical presence is not possible (Tarasuik,
retrieve objects from various locations after seeing the hiding Galligan, & Kaufman, 2011, 2013).
events occur via video (Troseth, 2003). Similarly, they also struggle
to imitate a series of actions presented on video or even on a 4.3. Executive functioning and problem solving
touchscreen device (e.g., Moser et al., 2015), when the actions are
not clearly presented as a problem-solving task. As Chen and Sie- Our results are notable in the context of recent research sug-
gler point out, creating 2D content that conveys a clear goal such gesting that screen-media use negatively affects subsequent exec-
that children see the task as a problem to be solved can be chal- utive functioning. Lillard and Peterson (2011) for example, reported
lengingdespecially for younger children who are still learning to impaired executive functioning in 4-year-olds after watching 9 min
identify others' goals. Furthermore, as the number of steps to of a fast-paced cartoon. The ToH task that we used to assess
achieve a goal increases (taxing the viewer's memory), video be- learning transfer is also commonly used as a measure of executive
comes a less valuable medium for learning (Barnett, 2014; Barr, functioning (as it was in the aforementioned study), yet most
2010). With increasing complexity, learning to solve problems children in our study showed improved performance after repeated
increasingly depends on the participant's engagement in the task practice in the touchscreen modality. Our ndings demonstrate
(e.g., Bauer & Mandler, 1992). that while some types of media consumption may negatively
For these reasons, it is apparent why learning to solve problems impact executive functioning, other types may instead offer effec-
using an interactive touchscreen app is effective. App use, almost by tive opportunities to practice and hone executive functioning skills.
denition, requires consistent engagement, and because it is active
in nature, the requirement to appreciate solutions through passive 4.4. Conclusion: generalizing to other digital learning experiences
viewing is removed (Geist, 2014). The current study revealed
smooth transfer from the touchscreen device to the physical puzzle, One of the reasons for carrying out this research was to address
which helps to demonstrate the limited value of screen time as a concerns about the generalizability of knowledge and skills learned
concept. Passive viewing is clearly very different from active on a touchscreen device: If skills can be learned from a touchscreen,
engagement, yet discussions of the effects of screen time on chil- can these skills transfer to the real world (Kirkorian & Pempek,
dren tend not to discriminate on this important factor. 2013)? Obviously the task for children in our experiments was
We acknowledge that questions remain relating to exactly what somewhat different from what children generally experience with
problem-solving skills were acquired through the practice trials. As apps in their everyday lives. In particular, our digital task was iso-
with a game like checkers or chess, a variety of cognitive skills are metric to the physical task. As such, future research should evaluate
important in succeeding at the ToHdincluding long-term memory the extent to which problem-solving strategies learned digitally
B. Huber et al. / Computers in Human Behavior 56 (2016) 56e64 63

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A Google Faculty Research Award to Jordy Kaufman, Mark Finn Klahr, D., & Robinson, M. (1981). Formal assessment of problem-solving and plan-
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