Abstract
The relevance of the analysis of child development in the digital world is associated with identifying the range of negative substitutions. Functional substitution shows that an active role belongs to the gadget. A child performs a passive role, receiving full navigation, “wired” in the gadget. Digital interaction forms reactive behavior according to the logic “stimulus - new temptation”. Social substitution is caused by copying a fi nished scheme set by the algorithm. There is no need for joint action, which is a criterion of sociality. Replacing the adult fi gure with a gadget generates a digital loneliness. The child fi nds himself “beyond” the joint work and social obligations, the installation of communication is blocked. The shift of the semantic event center is due to the fact that the child, being in virtual environment, experiences events as real and value-signifi cant. The fact is that gadget-independent motivation and goal-setting disappear. Scenario capture demonstrates the effect of total immersion. In the digital world, the priority scenario of behavior is initially set by algorithms. The convenience and effi ciency of the gadget teach the child to take ready-made schemes of action, giving rise to the illusion of development. Results. In the process of digital interiorization, several types of substitutions have been identifi ed, including functional, social, semantic and scenario capture. They are dangerous with negative effects that deform the development of the child, the cognitive and psycho-mental structure of a personality. The fi nal effect of digital substitutions is the social immaturity of the child in the world of real object-activity relations. Conclusion. The identifi ed substitutions can be evaluated as a part of the global technology aimed at algorithmization of behavioral patterns. There is an acute need for the return of the adult fi gure and the increasing algorithmic responsibility of software developers.
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