Are Educational Toys really Educational?

D is for Digital, a report released at this year’s Consumer Electronics Show, confirms parents’ worst fears about video games marketed as educational. The study by the respected Joan Ganz Cooney Center found less than 3 percent of the games studied were based on educational curriculum.

Educational toys (including video games) is a $1.1 billion segment of the $22 billion toy industry and the fastest growing one, according to Playthings magazine.

Sadly, it is an unregulated one. Manufacturers must abide by “truth in advertising” laws but as no standards exist for educational claims and those made by electronic toy manufacturer remain largely unsubstantiated.

Though some companies such as LeapFrog, Hooked On Phonics and Knowledge Adventure do devote sections of their Web sites to describing research and impact studies, such research is not widely available or documented.

And the voice of reason is often drowned out. Though child development experts and prestigious organizations such as the American Academy of Pediatrics recommend no screen time for children under two, the infant and preschool market for electronics has exploded in the past few years. Despite an alarming rate of attention issues noted by teachers and rising childhood obesity, American children still sit in front of a screen, TV, computer, and increasingly the myriad of handhelds and game consoles, an average of 5 hours per day — well more than the amount recommended by experts.

And still the category of products keeps growing.

The Joan Ganz Cooney Foundation recognizes that parents have no way of knowing whether or not a game or toy marketed as “educational’ really is:

Without firm and independently verified standards of educational value, how is a typical parent or educator able to discern if the multitude of products in the marketplace live up to their claims?

And has these recommendations:

Federal regulatory bodies such as the Federal Trade Commission, voluntary industry groups such as The Better Business Bureau, and parent advocates such as Common Sense Media should collaborate on a consumer protection initiative to better describe educational effectiveness in interactive media products for children.

Until then — caveat emptor.