When I first started brainstorming ideas for my research project, I had no clue what I wanted to do. I always had an interest in doing something with Bluey after watching another student’s project from the previous year where she watched children's animated movies. Likewise, Bluey had always piqued my interest; while it’s technically a children's show, it quietly yet effectively shows that that's not the case by including deeper topics such as divorce, miscarriages, the struggles of motherhood, and more. Bluey also highlights what a regular family’s day-to-day life might look like instead of following a strict formula, thus making meaningful and relatable connections with its audience.
At first I wanted to see if I could tie Bluey in with psychology as that’s what I want to study in college. Specifically, I thought it would be interesting to look at how Bluey influences its audience, including young children and their parents, if children picked up on some of the darker themes present in Bluey, or if children are actually using the lessons from Bluey within their own lives.
Upon starting my research, I found a lot of sources that talked about the “play” present in Bluey, or the make-believe games Bluey, her family, and her friends play. For example, in one episode of Bluey called “Shadowlands”, Bluey and her friends have to navigate around the park by only stepping on the shadows created by the objects around them. Likewise, this imaginary play has been proven to aid in children’s motor and cognitive development (Schmitt). Likewise, many sources also highlighted the presence of adult messages and themes present in the show all while adapting them to a medium that children can understand. This allows both young and older audiences to connect with and relate to Bluey, helping them understand each other (Staff). However, after doing much of this research, I found that most of the topics I was looking at had been thoroughly researched.
Instead, I started to look at what research had been done on other children's animated television shows, specifically Sesame Street, Daniel Tiger's Neighborhood, and Mister Rogers’ Neighborhood. By doing so, I stumbled upon the term social and emotional learning, or SEL. Most educational shows focus on SEL compared to academic subjects like math or English. According to the Collaborate for Academic, Social, and Emotional Learning, or CASEL, SEL the process we all go through to develop the skills, knowledge, and attitudes to manage our emotions, understand other's emotions, achieve our goals, show empathy, maintain relationships, and make responsible decisions for ourselves and others. Improving one’s SEL has been shown to improve academics and grades, one's mental health, and the number and quality of healthy relationships (CASEL). Furthermore, I found a paper that looked at the SEL content in multiple different shows and created a tool called the Social and Emotional Learning in Educational Children’s Television rating instrument, or SELECT for short (Christensen).
For my final project, I decided to look at the SEL content in every episode of Bluey using the SELECT tool. For each episode, I will code for when there is a SEL skill present (ex. helping others, naming ones emotions, etc.), how it was displayed (ex. characters talked about emotions, one character helped another pick up a heavy object, etc.), and an example of what was done. While research has been done on the SEL content in other children's shows, none has been one on Bluey specifically. Likewise, with Bluey's prevalence and popularity in today’s children's cartoon industry as well as its ability to positively impact children around the globe if there is a presence of SEL skills within it, it’s of the utmost importance that more academic research is done on it.
My research project is looking at the social and emotional learning skills in Bluey. This means that I’m watching all regular-season episodes of Bluey in order to determine how many times each skill is displayed throughout the show and if that number changes across seasons. I also want to find the most commonly occurring skill, which I hypothesized would be cooperating and helping based on the study I got my meathodology from by Claire G Christensen.
So far, I’ve watched 79 episodes of Bluey out of the total 150 episodes I plan to watch. I’ve finished all 51 episodes in Season 1 and have collected 104 data points among them. I’m currently at episode 28 of Season 2 and have collected 45 data points so far. I’m doing good at keeping myself on task in class and on time with my data collection. We’re a little more than halfway through data collection and I’m just barely half way through the episodes I need to watch. I feel that I might be a little bit behind, but nearly every day I’m coming into class and spending the entire time watching Bluey, which is usually 8-10 episodes per class. As long as I stay concentrated and work on data collection in class, I feel that I’ll easily finish by March.
Likewise, as my research has gone on, it has become easier to use the SELECT tool to code for SEL skills. In other words, I feel like after watching so many episodes, it’s really easy for me to pick up on a skill I may have missed in the earlier stages of my research. Of course, single-coder error will always be a limitation in my study, but I feel more confident in my data knowing that I’m not missing as many skills as I might of been beforehand.
One of the biggest issues I’ve had is figuring out if a skill I see in an episode actually counts towards a skill for the SELECT tool. For example, there have been multiple instances where one of the characters gets sad, starts crying, or shows body language that tells me they’re sad. However, for the skill, “Naming One’s Emotions,” the SELECT requires that the character names the specific emotion. In S2E7, "Favourite Thing,” Bingo tells Bluey, "I'm just sad," which counts as a skill because she named her emotion. However, in S2E1, “Hammerbarn”, Bingo is sad because she gives Bluey her pizza-flipper. She tears up, but doesn't verbally say that she's sad, which doesn’t count as a SEL skill. It’s hard not to count these instances because it’s clear that Bingo is sad based off multiple factors that myself and children watching can pick up on, like body language, but I can’t count it as a skill as the SELECT has strict requirements of what counts as a skill and what doesn’t.
One intriguing finding from my research is how I’m coding for pedagogical techniques. With the SELECT, pedagogical techniques are ways that the skills are shown within an episode, including Skill modeling, Skill-Plot integration, Realistic Skill Portrayal, and Skill Naming. In other words, these techniques are used to make sure that a skill is portrayed in a way that the audience will pick up on. However, when I was doing my research, I found that a specific skill can be more than one of these techniques at once. For example, S1E26, "The Beach," Bluey works through a decision making process, talking herself through her situation to decide if she should continue onwards down the beach and get to her mom or turn around and go back to her dad. While Bluey realistically displays her decision making process, this would also count as “Skill-Plot integration” as her challenge is the main topic of the episode. Ultimately, I decided that pedagogical techniques are more to ensure that a skill is being shown in a way that children can understand, not that each skill needs to be one technique specifically. For this reason, I won’t include these techniques in my data analysis as I’ve only been coding for one technique per skill throughout my data collection process, even if a skill is considered to be more than one technique.
I’ve also found that while some episodes will only have one, two, or zero skills shown, there are some episodes that have 5 or more skills. For example, S2E7, "Favorite Thing,” has 6 data points, all but one having to do with emotions (naming ones emotions OR naming others emotions).
Likewise, “The Adventure” (S1E37) has 7 data points. I haven’t found many episodes with 3 to 4 skills in them; most episodes tend to be on the lower side while a few are jam-packed with skills. I hypothesise that this is due to the main themes of some of the episodes. For example, in “Favorite Thing,” Bingo is embarrassed and sad about a mistake she made earlier in the day and the Heeler family works to make her feel better. They talk about their emotions a lot this episode and therefore gives me a lot of skills to code for. However, in episodes such as "The Sleepover" (S1E39) the main conflict is that Bluey and Bingo want to stay up late during their sleepover, yet their cousin Muffin skipped her nap and is incredibly tired. The only skill I coded for this episode is "Resolving Conflicts Non-violently" because Bluey and Bingo want to stay up with Muffin while their Mom wants them to go to bed. This skill is the main plot of the episode, so it’s the only skill I found.
I’m very happy with my research so far! Picking a topic such as Bluey has kept me entertained and excited to continue researching. It's also really fun to rewatch all of Bluey because there's a lot of episodes I either forgot or don’t remember. I also get to say that I'm watching Bluey for a college-level research project and watch TV as my homework, which get's laughs out of a lot of people.
I still need to determine what exactly I want my data analysis to look like, whether that's just counting the number of skills I find and comparing them across the whole season, or going season-by-season and seeing if any trends change. In my final presentation, I would love to be able to show my audience multiple pie-charts of my data as well as lots of examples of specific episodes where skills occured in order for them to really get a grasp of how special and educational Bluey is.