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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Digital Experience and Cognitive Development in Primary School Students</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Herzen State Pedagogical University of Russia</institution>
          ,
          <addr-line>Saint-Petersburg, Russian Federation 48 Moyka Embankment, St. Petersburg, 191186</addr-line>
          ,
          <country country="RU">Russia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>In this study, authors examined a children experience of using digital devices and its relationships with children's cognitive development. Previous research has shown contradictory findings that reflected associations between children engagement with digital technology usage and cognitions. The study approved hypothesis about qualitative changes in children's digital experience after one year. In just one year the landscape of the known by children mobile apps has significantly transformed and expanded. Children continue to master their digital opportunities in the field of those mobile apps which are widely used by adults. The results of the study show there is a qualitative leap in the digital experience of children who hold down in their minds not only the apps that they usually use but also apps related to them. However, adults tend to associate the digital experience with negative consequences. The findings of this study have shown positive connections between the digital experience, cognitive development and learning outcomes of children. It could be supposed that cognitive development is accompanied by enrichment of the digital experience which is its integral part in modern conditions of children's mental development.</p>
      </abstract>
      <kwd-group>
        <kwd>Primary School Age</kwd>
        <kwd>Digital Technology Usage</kwd>
        <kwd>Apps</kwd>
        <kwd>Digital Experience</kwd>
        <kwd>Children</kwd>
        <kwd>Cognition</kwd>
        <kwd>Memory</kwd>
        <kwd>Attention</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Modern children develop and live in technology-saturated environment [6; 7; 10; 22;
27; 41]. Most of them begin to use digital devices earlier than learn to speak. Some of
them have had their own digital devices before they started going to school. These
children don’t know the world without Internet-based technology and perceive
physical and a virtual reality inseparably [12; 34]. Evidently, they get into the swing of
solving their tasks and satisfying their needs with mobile apps. In the light of L.S.
Vygotsky’s sociocultural theory of children development [
        <xref ref-type="bibr" rid="ref48">48</xref>
        ] digital devices have
become one of the most influenced cultural tools affected developing child’s
cognitions.
      </p>
      <p>Copyright ©2020 for this paper by its authors.</p>
      <p>Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
      <p>
        Moreover, modern children interact constantly with both human and nonhuman
mediators in their perception and communication with the rapidly changing world
[
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. The fundamental changes of sociocultural landscape of Childhood lead to
different ways of cognitive and social development of modern children, compared with
their predecessors’ development. Such a situation has become one of the most
discussing issues in modern psychological literature over the last decades. Researchers
indicated that mental transformations in children development express themselves
through decreasing number of children with average intellect and growing
polarization of developmental levels in children [17; 40]. Psychologists tend to warn of
decrease of cognitive activity, declining of mnemonic and attention skills, and impaired
imagination [5; 9; 17; 40; 45]. However not the all researchers have agreed with such
a negative impact of digital technology on children development. Those who
investigated an association between digital technology use (DTU) and cognitive
development of children reported rather contradictory results. It was indicated by a number of
studies that there was positive impact of computer games on visual spatial and spatial
reasoning skills, perceptual motor skills, creativity, and reaction time [18; 23; 26; 28;
30; 46; 51]. By contrast other studies didn’t reveal any connections between DTU and
children’s cognition [20; 33; 38], or showed negative effects of DTU manifested in a
decrease in verbal memory performance and increased inattention [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], decreased
academic achievement [3; 13; 25]. Thus it is needed to continue investigations for
examining connections between DTU and cognitive skills of children. Moreover, the
most of studies in this area were conducted with samples from adolescence to older.
There is not clear picture of relationships between DTU and children cognitive
development in primary school age. So this paper raised next research questions:
− What changes have been occurring in children’s digital experience during the
primary school age?
− What connections might be found between DTU and children’s cognitive
development in primary school age?
− How does digital experience mediate academic outcomes of children?
Therefore, the main objective of this study was to examine relationships between
children digital experience, their academic outcomes and cognition. Another aim of
the study was to evaluate change in children’ digital experience under natural
conditions of their development over one year. We tested the hypothesis that digital
experience of children connected to their academic outcomes and level of cognitive skills’
development. We also hypothesized that there could be qualitative changes in
children’s digital experience after one year.
1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Digital Technologies and Cognition</title>
      <p>
        The modern world has been taking on much more digital-based features that remade
the usual ways of thinking and problem-solving [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. So mobile devices can help an
individual to add technical tools to the act of thinking at any moment when, for
example, he or she needs to gain relevant information, evaluate a product or calculate
the necessary expenses.
      </p>
      <p>
        Augmented human cognition not only adds efficiency to an individual’s life, but it
might alter the cognitive process itself. It is clear that widespread use of calculators
has dramatically reduced basic arithmetic fluency [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], digital address book function
on smartphones facilitated to displace part of human memory to digital space [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and
so on. Nowadays people don’t need to keep in mind the content of necessary
information for decision making they rather need to know where they can find that
information. It turns smartphones into sources of transactive memory or an external
memory store [
        <xref ref-type="bibr" rid="ref44">44</xref>
        ]. D. Dennett has called an inclusion of external tools in internal
cognitive processes as situated cognition [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. The extended mind is another
definition of cognitions when they are acting with help of the environmental tools [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Despite of all the benefits of digital devices’ usage, fears about transformation of
mental processes by digital technologies were occurred in press and scientific
literature more and more often [2; 5; 9; 15; 17; 40; 45]. These anxieties have been spurred
by digital divide between generations. Adults have never been lived as children in a
technologically complicated environment and do not know precisely what upbringing
practices might be useful for digital natives [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]. Nonetheless, Henry H. Wilmer,
Lauren E. Sherman and Jason M. Chein have shown in their review of studies
exploring the connection between mobile technology habits and cognitive functioning that
smartphone usage and attention have rather negative relationships. They also have
found some evidence that mobile devices habits might have negative impact on
mnemonic functioning [
        <xref ref-type="bibr" rid="ref49">49</xref>
        ]. At the same time, most of research was based on self-report
questionnaires that rather estimated DTU habits than breadth and content of digital
experience. Another issue is related to what cognitive functions are more suitable for
changing social conditions and might provide a more successful adaptation to a
complex environment of modern life.
2
2.1
      </p>
    </sec>
    <sec id="sec-3">
      <title>Method</title>
      <sec id="sec-3-1">
        <title>Participants and procedures</title>
        <p>The study involves 235 children aged between 9 and 10 (110 girls (46,8%), mean age
9,53 SD=0,51). All of the children were within the range of normal without any
disabilities or developmental delays. There were 110 3rd graders (45,6% girls) and 125
4th graders (48,00% girls) of one of Saint-Petersburg schools (Russia). The study was
a part of the large-scale monitoring of mental and social development of school
students so parents gave permission to participate their children earlier. Notwithstanding
information about this study was presented to parents on parent-teacher meetings.
Parents were informed about goals and objectives of the study, and stages of their
children’s participation in the study. The study was conducted in school during
children-psychologist meetings. Each child was examined individually, apart from others
in a school psychologist’s office. Additionally, 11 teachers were asked to assess
children’s engagement with DTU. Teachers filled Evaluation of the child’s engagement
with DTU for each child in their classes separately.</p>
        <p>
          The monitoring is carried out annually, and the digital experience measurement
included in the monitoring second year. In this regard we conducted data screening
to identify children that had 2 year of measures for digital experience. There were 62
3rd graders (41,94% girls) and 93 4th graders (54,84% girls) who had both Icon
Recognition test scores and teachers’ evaluation of engagement with DTU from the
2018 year’s study [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ].
2.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Measures</title>
      </sec>
      <sec id="sec-3-3">
        <title>2.2.1. Digital Experience</title>
        <p>In this study we used three types of a source of information to measure digital
experience. It couldn't possible to use self-report questionnaires because children don't have
enough abilities to estimate the amount of time which they have spent using mobile
devices. In regard to this matter, the Icon Recognition Test was used with children for
direct estimation of their digital experience and recognition of different types of
mobile apps. At the same time, we used an indirect assessment of digital experience by
means of teachers’ evaluations of child engagement with DTU and peers’ evaluation
of the child digital experience through digital sociometry.</p>
        <p>
          Icon Recognition Test (IRT). This test was used to estimate an experience of
children with mobile devices [
          <xref ref-type="bibr" rid="ref35">35</xref>
          ]. The IRT contains 25 app’s icons and 25 foil pictures
without any verbal captions under pictures. Three types of apps were used including
standard icons for calling, texting, shooting and keeping photos, social media apps,
and games apps. The children were asked to choose those pictures that they could
earlier see on screens of any devices. We instructed them not to guess but check only
those pictures in which they are sure. An amount of icons selected minus an amount
of foils selected was calculated as the total scores. The test had a high internal
reliability (Cronbach's Alpha (standardized) α=0.77, split half r=0.81).
        </p>
        <p>Digital Sociometry. Sociometry is well known as a qualitative technique created by
J.L. Moreno to measure degree of relatedness among people. Sociometry is based on
choices that people make in interpersonal relationships. The choices are made on the
basis of some criterion. We used the criteria which was adopted for the aims of the
study. Children were asked to choose up to five classmates whom they would contact
if they need to learn something about mobile phones. Additionally, children had to
choose up to five classmates whom they would not contact in such a situation. Digital
sociometric status (DSS) was calculated by subtracting negative nominations from
positive choices referred to the total amount of pupils in the class. DSS was
identifying as peer acceptance and rejection in relation to the child’s digital experience.
Teacher’s evaluation of the child’s engagement with DTU Scale. A ten-pointed Likert
scale (1-almost not interested in DTU; 10- excessive interested in DTU) was used to
evaluate children’s engagement with DTU by teachers (TE).</p>
      </sec>
      <sec id="sec-3-4">
        <title>2.2.2. Cognitions</title>
        <p>We examined different cognitive skills including memory skills, attention, and
thinking abilities (generalization, causal inference, comprehension). All the techniques
used were selected according to their capacity to predict successful learning outcomes
and the children age.</p>
        <p>
          Memory tests. We used two memory test developed by L. M. Shipitsyna [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ].
These tests based on the ten words technique which was proposed by A.R. Luria.
Children were provided with two sets of ten objects to measure visual and auditory
working memory. The first set contained 10 pictures of objects (cat, umbrella, bag,
chair, clock, pyramid, fish, butterfly, bucket, hedgehog). Children were asked to
remember what was painted on the pictures and to write it after the presentation. The
visual memory scores were calculated as the sum of the correctly reproduced words.
The second set included ten words (mountain, star, window, bun, handle, soap, spring,
glasses, book, squirrel). The words were spoken to the children and, after that, the
examiner asked them to write down the remembered words. The auditory memory
scores were calculated in the same way as the sum of the correctly reproduced words.
        </p>
        <p>
          “The Fourth Superfluous” Test. The test includes five sets of words [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ]. There
were four words in each set (like, a sparrow, a tit, a dove, and a bee). Three of them
could be combined into one group whereas the fourth word didn’t belong to this
group. Children were asked to find the fourth superfluous word and to name the group
formed by the remaining words. This test was used to measure generalization
strategies and ability to highlight the essential features of objects. The overall score was
calculated as a sum of the correct choices.
        </p>
        <p>
          Picture Arrangement Test “Sequential Pictures”. The test contains three series of
comic-strip pictures presented in a mixed-up order [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ]. The task of examinee is to
arrange them in the right sequence to tell a story that makes sense. The first set of
pictures has four sketches (“a key”), the second one has five sketches (“a swimmer”),
the last set of pictures has six sketches (“dodgers”). The test was used to assess a child
ability to understand social situations and to generate appropriate inferences about
causal relations of events. The causal inference scores were calculated as a sum of
correct arrangements of pictures.
        </p>
        <p>
          “Absurdities in the Picture” Test. The “Absurdities in the Picture” test contains the
picture where animals are located in the ridiculous situations (for example, a cat in a
nest, a goose on a chain in a dog-house, etc.) [
          <xref ref-type="bibr" rid="ref31">31</xref>
          ]. Children were asked to find
everything that seems to them strange and wrong. After that the examiner asked them to
explain what is wrong and how should it actually be. The task time was limited to
three minutes. The test was used to evaluate the child's elementary representations of
the surrounding world, his or her comprehension of logical connections that exist
between particular objects of the world (animals, their way of life, and nature at
whole). The overall scores were calculated as a number of inconsistencies found,
corrected for ability to explain the absurdities of situation.
        </p>
        <p>
          The Piéron-Rusen test. The Piéron-Rusen test is a well-known technique used in
Russia over a long period of time [
          <xref ref-type="bibr" rid="ref39">39</xref>
          ]. This test had been developed by H. Piéron as a
modification of Bourdon test and, after that, the test has undergone a significant
modification implemented by Russian psychologist E.I. Rusen in the third decade of the
twentieth century. The test contains a sequence of geometrical figures (triangles,
circles, rhombs, squares). There are 10 rows of 10 geometric shapes. Children were
instructed to fill different figures by different symbols. Squares should be marked by
plus, triangles should be marked by dashes, rhombs by points. Circles should remain
unmarked. Children had 60 second to complete the test. The test is intended to
measure a sustained attention’s level. Three indicators of sustained attention were
measured including number of correctly filled figures (correctness index), number of
mistakes, and the level of sustained attention.
        </p>
      </sec>
      <sec id="sec-3-5">
        <title>2.2.3. Learning outcomes</title>
        <p>
          In this study we used last quarter grades (QG) in core subjects (Language, Math,
Reading) and reading skills development test by L. A. Yasyukova [
          <xref ref-type="bibr" rid="ref50">50</xref>
          ]. The
Yasyukova test is considered a measure of a level of reading skills as a part of
universal learning actions. The test contains excerpt from a fairy tale where words are
omitted in sentences. The task of examinees is to fill missing words fitted the meaning of
the sentence. The task time is limited to seven minutes. The overall score was
calculated as a sum of correctly filled words according to the test keys.
2.3
        </p>
      </sec>
      <sec id="sec-3-6">
        <title>Data Analysis</title>
        <p>In this study descriptive and comparative analysis to evaluate gender and grade level
differences were conducted. Gender, grade level, and digital experience were
determined as independent variables. We split up the sample into three groups according to
the parameters of digital experience (low, middle, and high level) using cut-off values
( ). We used analysis of variance and Pearson chi-square criteria for
comparative analysis, the related samples were compared by the Sign test procedure to
identify qualitative changes in children digital experience after one year. The next step was
performed by analyzing a correlational structure of all the study variables. All
analyses were calculated in Statistica v. 6.1 (StatSoft Inc.).
3</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Results</title>
      <p>The results of recognition of mobile apps icons according gender and grades of
education are shown in Table 1. The Table 1 also contains results of comparison of icons’
recognition for paired longitudinal samples by the Sign test procedure. For two
inferential samples, a qualitative leap in digital experience was found. Children recognize
mobile apps significantly better after one year. The enhancements were revealed
among the recognition of icons of social media apps, Google apps, and standard
smartphone features. At that, these enhancements less concerned with the recognition
of game apps. There were no significant differences in recognition of the most mobile
games’ icons (Masha and The Bear, Fiksiki, Tree cats, LEGO, Monster Trucks racing
game, Toy Pop Cubes). We also didn’t find significant correlation between IRT
scores 2018 and 2019 years (r=0,03; p&gt;0,05). However, significant correlation
between TE scores 2018 and 2019 years was revealed (r=0,70; p&lt;0,01). It was assumed
that gender and grade of education might moderate digital experience. The results
have shown that there are not so many differences between 3rd and 4th graders.</p>
      <p>3rd graders significantly better recognized mobile apps associated with games (Tree
cats – 2=4,60, p&lt;0,05; Fiksiki – 2=5,03, p&lt;0.05). At the same time, 4th graders
significantly better recognized Skype icon (2=4,37, p&lt;0,05). Similarly, too few
differences were found when girls and boys were compared in their recognition of mobile
apps’ icons. Girls significantly better identified Google Photos app’s icon (2=5,68,
p&lt;0,05) and Dr. Panda School app’s icon (2=6,65, p&lt;0,01). On the contrary, boys
were better in recognition of such mobile games apps’ icons as LEGO (2=11,00,
p&lt;0,01) and Minion Rush (2=4,08, p&lt;0,05).
Analysis of variance revealed significant contributions of gender and grade in IRT
scores, DSS and evaluation of children’s engagement with DTU by teachers (see Fig.
1). Each factor affects the digital experience’s parameters separately. So all the
parameters of digital experience were higher in 4th graders (F=10,34; p&lt;0,0001).
However, we found a more contradictory effect of gender on parameters of digital
experience (F=6,30; p&lt;0,0001). Girls were evaluated significantly less engaged with DTU
than boys by teachers, but girls had higher IRT scores than boys. At the same time,
girls and boys had the similar scores in DSS.
We also revealed significant contributions of digital experience parameters in
cognition variables (see Fig.2). Children with higher IRT scores had more developed visual
memory (F=2,85; p&lt;0,05), sustained attention (F=4,42; p&lt;0,05). They more easily
disclosed causal relationships between events (F=4,04; p&lt;0,05). Interestingly, the
memory development of children who had middle DSS was higher than the rest.</p>
      <p>There were obtained significant correlations between IRT scores and cognition
variables (see Table 2). The children who had higher visual memory skills (r=0,23,
p&lt;0,01) and higher ability to understand social situations and to draw deductive
reasoning inferences (r=0,20, p&lt;0,01) recognized mobile apps icons better. It is
important to note that DSS and teachers’ evaluations of children engagement with DTU
didn’t have any connection to cognition variables.
The results revealed disturbingly low correlation between IRT scores and teacher’s
evaluation of children’s engagement with DTU. But there was connection between
IRT scores and DSS. The children who recognized mobile apps icons better were
rated higher in DSS by other children (r=0,16, p&lt;0,05).</p>
      <p>Finally, we conducted analysis of variance and correlation analysis to find
associations between digital experience parameters and children’s learning outcomes. There
wasn’t significant contribution of IRT scores in average quarter grades of children
(F=1,70, p&gt;0,05). However, DSS and TE significantly contributed to average quarter
grades and these contributions were opposite (See Fig.3). When children need to get
advice about digital technology they seem to prefer peers who had higher learning
outcomes (F=29,13, p&lt;0,0001). When teachers evaluated children’s engagement with
DTU they tend to rate higher those students who had lower learning outcomes
(F=4,20, p&lt;0,05).
Analysis of correlational matrix revealed strong associations between IRT scores;
DSS and learning outcomes (see Table 3). The children who recognized mobile apps
icons better had higher learning outcomes and were rated higher in their DSS.
It is important to note that teachers’ evaluation of children’s engagement in DTU
didn’t have any significant correlation with children’s learning outcomes.
4</p>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>The findings of this study help to disclose some aspects of digital experience and its
connections to cognitive development and learning outcomes in primary school
children. The study approved hypothesis about qualitative changes in children’s digital
experience after one year. In just one year the landscape of the known by children
mobile apps has significantly transformed and expanded. In children's minds, mobile
games give way to apps whose main functions are connected to different forms of
communication and media consumption. Many children have begun to own
smartphones in primary school age that let them discover digital worlds more
extensively and intensively. Higher DSS of 4th graders might indicate also an
intensification of communication on the topic of digital technology, as children get older.
Children continue to master their digital opportunities in the field of those mobile apps
which are widely used by adults. The results of the study show there is a qualitative
leap in the digital experience of children who hold down in their minds not only the
apps that they usually use but also apps related to them (for example, Google products
apps like Google Drive). Such uneven, abrupt development of children’s digital
experience is confirmed by the absence of significant correlation between two points of
IRT scores dimension with a gap of one year. In primary school age, none has the
internal advantages of developing the digital experience even if he or she had more
knowledge about mobile devices just a year before. However, adults tend to associate
the digital experience with negative consequences. Their estimates do not
fundamentally change throughout one year despite the qualitative transformation of the
children’s digital experience. Teachers attribute higher engagement with DTU to lagging
students, although this connection is not evident. Importantly, there were gender
differences in estimation of children’s engagement with DTU caused by vulnerability of
such estimates to social bias and gender stereotypes. So quality of estimation of
children’s digital experience by adults might be equivocal that has already been doubted
in previous studies [32; 35; 36; 47].</p>
      <p>
        The findings of this study have shown positive connections between the digital
experience and cognitive development. We revealed connection between IRT scores and
visual memory skills, sustained attention, causal inference and learning outcomes of
children that approved the first hypothesis. The connections between executive
functions, learning outcomes, and the digital experience raise a set of psychological
questions for further research as they do not correspond with some previous studies [3; 13;
19; 25; 49] but approve others [1; 11; 21; 42; 43]. It is important to study the
formation of the children’s digital experience in its inseparable connection with the child
mental development. G.U. Soldatova and A.E. Vishneva suggest that there may be
found a golden mean for a time of Internet usage by children that could provide better
support to their cognitive development [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ]. The results of this study might not be
approval for causal relationships between the digital experience and cognitions. We
only can say that cognitive development is accompanied by enrichment of the digital
experience which is its integral part in modern conditions of children’s mental
development.
      </p>
    </sec>
    <sec id="sec-6">
      <title>Conclusion</title>
      <p>Despite of increasing expansion of digital technologies to daily children lives there
are still many open issues related to children interaction with digital devices.</p>
      <p>In this study we revealed breadth and content of children digital experience and its
associations with cognitive development and learning outcomes. We found that
enrichment of digital experience is embedded in children’s cognitive development since
it is a part of perception, exploration, and reflection of the surrounding world. Gaining
knowledge about the digital world doesn’t contradict but rather supports cognitive
development of children. The findings of this study may serve as a framework for the
development of supporting psychological programs used in processes of digitalization
and personalization of elementary education. We also suppose that this study would
contribute to the development of methodological discussion dedicated to questioning
how to measure the experience of children with digital devices.</p>
    </sec>
  </body>
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