A few years after the original puppy-hiding experiment, in 2004, Troseth reran it, only she changed a few things. She turned the puppy into a stuffed Piglet (from the Winnie the Pooh stories). More important, she made the video demonstration explicitly interactive. Toddlers and their parents came into a room where they could see a person—the researcher—on a monitor. The researcher was in the room where Piglet would be hidden, and could in turn see the children on a monitor. Before hiding Piglet, the researcher effectively engaged the children in a form of media training. She asked them questions about their siblings, pets, and toys. She played Simon Says with them and invited them to sing popular songs with her. She told them to look for a sticker under a chair in their room. She gave them the distinct impression that she—this person on the screen—could interact with them, and that what she had to say was relevant to the world they lived in. Then the researcher told the children she was going to hide the toy and, after she did so, came back on the screen to instruct them where to find it. That exchange was enough to nearly erase the video deficit. The majority of the toddlers who participated in the live video demonstration found the toy.
Blue’s Clues was on the right track. The pause could trick children into thinking that Steve was responsive to them. But the holy grail would be creating a scenario in which the guy on the screen did actually respond—in which the toddler did something and the character reliably jumped or laughed or started to dance or talk back.
Like, for example, when Gideon said “Giddy” and Talking Baby Hippo said “Giddy” back, without fail, every time. That kind of contingent interaction (I do something, you respond) is what captivates a toddler and can be a significant source of learning for even very young children—learning that researchers hope the children can carry into the real world. It’s not exactly the ideal social partner the American Academy of Pediatrics craves. It’s certainly not a parent or caregiver. But it’s as good an approximation as we’ve ever come up with on a screen, and it’s why children’s-media researchers are so excited about the iPad’s potential.
A couple researchers from the Children’s Media Center at Georgetown University show up at my house, carrying an iPad wrapped in a bright-orange case, the better to tempt Gideon with. They are here at the behest of Sandra Calvert, the center’s director, to conduct one of several ongoing studies on toddlers and iPads. Gideon is one of their research subjects. This study is designed to test whether a child is more likely to learn when the information he hears comes from a beloved and trusted source. The researchers put the iPad on a kitchen chair; Gideon immediately notices it, turns it on, and looks for his favorite app. They point him to the one they have invented for the experiment, and he dutifully opens it with his finger.
Onto the screen comes a floppy kangaroo-like puppet, introduced as “DoDo.” He is a nobody in the child universe, the puppet equivalent of some random guy on late-night public-access TV. Gideon barely acknowledges him. Then the narrator introduces Elmo. “Hi,” says Elmo, waving. Gideon says hi and waves back.
An image pops up on the screen, and the narrator asks, “What is this?” (It’s a banana.)
“This is a banana,” says DoDo.
“This is a grape,” says Elmo.
I smile with the inner glow of a mother who knows her child is about to impress a couple strangers. My little darling knows what a banana is. Of course he does! Gideon presses on Elmo. (The narrator says, “No, not Elmo. Try again.”) As far as I know, he’s never watched Sesame Street, never loved an Elmo doll or even coveted one at the toy store. Nonetheless, he is tuned in to the signals of toddler world and, apparently, has somehow figured out that Elmo is a supreme moral authority. His relationship with Elmo is more important to him than what he knows to be the truth. On and on the game goes, and sometimes Gideon picks Elmo even when Elmo says an orange is a pear. Later, when the characters both give made-up names for exotic fruits that few children would know by their real name, Gideon keeps doubling down on Elmo, even though DoDo has been more reliable.
By age 3, Gideon would tune in to what was cool in toddler world, then drop the iPad in my lap and ask for certain games by their approximate description.
As it happens, Gideon was not in the majority. This summer, Calvert and her team will release the results of their study, which show that most of the time, children around age 32 months go with the character who is telling the truth, whether it’s Elmo or DoDo—and quickly come to trust the one who’s been more accurate when the children don’t already know the answer. But Calvert says this merely suggests that toddlers have become even more savvy users of technology than we had imagined. She had been working off attachment theory, and thought toddlers might value an emotional bond over the correct answer. But her guess is that something about tapping the screen, about getting feedback and being corrected in real time, is itself instructive, and enables the toddlers to absorb information accurately, regardless of its source.
Calvert takes a balanced view of technology: she works in an office surrounded by hardcover books, and she sometimes edits her drafts with pen and paper. But she is very interested in how the iPad can reach children even before they’re old enough to access these traditional media.
“People say we are experimenting with our children,” she told me. “But from my perspective, it’s already happened, and there’s no way to turn it back. Children’s lives are filled with media at younger and younger ages, and we need to take advantage of what these technologies have to offer. I’m not a Pollyanna. I’m pretty much a realist. I look at what kids are doing and try to figure out how to make the best of it.”
Despite the participation of Elmo, Calvert’s research is designed to answer a series of very responsible, high-minded questions: Can toddlers learn from iPads? Can they transfer what they learn to the real world? What effect does interactivity have on learning? What role do familiar characters play in children’s learning from iPads? All worthy questions, and important, but also all considered entirely from an adult’s point of view. The reason many kids’ apps are grouped under “Education” in the iTunes store, I suspect, is to assuage parents’ guilt (though I also suspect that in the long run, all those “educational” apps merely perpetuate our neurotic relationship with technology, by reinforcing the idea that they must be sorted vigilantly into “good” or “bad”). If small children had more input, many “Education” apps would logically fall under a category called “Kids” or “Kids’ Games.” And many more of the games would probably look something like the apps designed by a Swedish game studio named Toca Boca.