The report focuses on how children use emerging communications media— video games, CD-ROMs, the Internet and other computer software— outside the classroom, in their homes. It is organized into four sections: (1) interactive media use and access; and its impact on children's (2) cognitive development, (3) social development, and (4) health and safety. Finally, we have a series of questions and proposals rooted in the understanding that the medium alone is not the message; that creative ideas and human values will ultimately determine whether communications technologies fulfill their enormous potential to educate, inform and inspire.
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