Photo by Maxim Berg on Unsplash
Technology has become woven into almost every learning experience today, from interactive math games and AI writing assistants to digital research tools and classroom tablets. While these innovations have opened incredible opportunities for engagement and accessibility, they’ve also raised an important question: how does digital technology actually shape students’ cognitive development?
Technology is transforming how students learn, think, and interact with information. My recent inquiry explored how digital tools influence cognitive development.
Research shows a clear balance: when technology use is unstructured or excessive, it can fragment attention and weaken memory. However, when used intentionally, digital tools can strengthen higher-order thinking, metacognition, and cognitive flexibility. The difference lies in how technology is guided, not just in the tools used, but in how they are integrated into the learning process.
In a world where phones, laptops, and tablets are always within reach, it’s no surprise that digital technology has become deeply embedded in the way students learn. But how is all this screen time actually shaping the brain? I took some time to explore a study by Small et al. (2020) that examines how technology affects attention, memory, and self-regulation.
This study examines how frequent digital-technology use (screens, internet searching, apps, videogames, etc.) impacts brain function and behaviour, both positively and negatively.
In the context of teaching and learning, this research is relevant in several ways:
Digital tools and online searching can act as cognitive stimulants: for example, the authors found that older adults who were “internet-naïve” and then learned to search online showed increased neural activation in regions associated with decision‐making, complex reasoning, and working memory.
In a learning environment, this suggests that introducing digital technologies (when well chosen and implemented) may help promote certain cognitive functions (e.g., attention, memory, decision‐making) by engaging learners in different mental tasks than “traditional” offline tasks.
Conversely, the study also points to risks: for example, extended screen time, multitasking while using technology, or heavy technology use may impair attention, emotional/social intelligence, sleep, and brain development, factors which directly influence learning outcomes.
Thus, in teaching and learning, digital technology is a double‐edged sword: it offers opportunities to enrich and adapt learning, but also introduces new demands and risks (cognitive load, attention fragmentation, social/emotional withdrawal, etc.).
For educators (such as in your context of inclusive education and UDL lesson planning), this means the integration of technology must be purposeful and balanced, not merely for novelty. The technology should scaffold learning, supporting cognitive and metacognitive processes, rather than distracting or overwhelming learners.
The study reports that digital tools can act as neural exercise: e.g., older adults learning internet search strategies showed increased brain activation, suggesting cognitive stimulation.
Certain videogames and computer‐based tasks show benefits in working memory, fluid intelligence, multitasking capacity, reaction time, visual attention, etc.
Digital technology can also offer access to mental‐health or learning‐support applications: e.g., apps for self-management, monitoring, skills training, mood/sleep support. These may indirectly support learning by improving learner well‐being.
For learners with diverse needs (which is relevant to your inclusive education interest), technology can allow personalization, scaffolding, adaptive tasks, immediate feedback, multimedia input—all of which can be cognitive or motivational advantages if designed well.
The study identifies reduced attention: frequent screen media use and multitasking are correlated with symptoms of ADHD or attention‐deficit behaviours.
Impaired emotional and social intelligence: prolonged screen use may reduce face‐to‐face interactions, thereby limiting the development of social cue recognition.
Social isolation: heavy social‐media or screen use is linked to increased perceived isolation, even though the technology purports to connect people.
Adverse brain development for children: for young children, more screen time (and less reading/time interacting) is associated with poorer language development, executive functioning, and white‐matter connectivity linked to reading/language.
Sleep disruption: Screen exposure (especially LED/blue light) is linked to worse sleep onset/duration, which in turn negatively impacts cognitive performance and learning.
Addiction: The study describes “internet addiction” (or at least problematic digital use), which is associated with inattention, hyperactivity/impulsivity, and functional impairment.
Habituation and reduced novelty: Some tasks may become routine and thus less stimulating over time; reduced neural activation may reflect efficiency but might also reflect less challenge.
Unknown causal mechanisms: The authors caution that many of these findings are correlations; it is not always clear whether technology causes the problems or whether individuals with certain vulnerabilities use technology more.
Developmental vulnerability: Younger learners (with more brain plasticity) may be more vulnerable to negative effects of excess screen time; thus using digital tools without moderation carries greater risk for early learners.
Photo by Jakub Żerdzicki on Unsplash
Purposeful Integration of Technology
Use digital tools when they clearly support the learning objective (e.g., interactive simulations, cognitive games, research via internet) rather than defaulting to screens for convenience.
For younger learners especially, ensure screen‐based tasks are active, scaffolded, and socially mediated (the study points out that digital media may be educational for preschool‐age children only when accompanied by parental interaction).
Design tasks that require higher‐order thinking (decision‐making, complex reasoning, reflection) not simply passive consumption.
Manage Attention & Multitasking Demands
Avoid requiring simultaneous multitasking of many digital tools; design learning so tasks are sequential or focused, as the study suggests multitasking impairs cognitive performance.
Build in scaffolds and cues to help learners focus: e.g., set clear goals, limit distractors, provide structured time on screens, pause for reflection.
Support Social and Emotional Interaction
Incorporate face‐to‐face or synchronous peer interaction alongside digital tasks (to mitigate risks to emotional/social intelligence). The study’s findings about improved nonverbal cue recognition with fewer screens support this.
Use digital tools that promote collaboration, discussion, and feedback rather than solitary screen time.
Address Sleep and Breaks
Educate learners about healthy screen habits (e.g., avoiding screens right before bed, using devices with blue-light filters, ensuring adequate sleep) because poor sleep undermines learning.
Schedule screen-free or low-tech breaks: offline reading, discussion, physical movement to allow rest for the brain.
Monitor and Limit Excessive Use
Be aware of signs of excessive or problematic use (e.g., constant switching, digital distraction, reduced face-to-face interaction, sleep problems).
Set boundaries: e.g., maximum screen time for certain tasks, planned “unplugged” learning sessions, alternating modalities (digital + analog).
Differentiate for Age/Developmental Stage
For younger learners (kindergarten, early primary) especially: keep screen time minimal, ensure adult scaffolding, and favour rich face‐to‐face interactions and hands‐on learning.
For older learners: use digital tools to challenge and enhance cognitive competence (e.g., games or apps that promote working memory, fluid intelligence) but still manage risk.
Evaluate Tools with Evidence
The study points out that only a small fraction of mental-health or educational apps have rigorous evaluation (only ~3% in one survey) of effectiveness.
Therefore, choose digital learning tools based on evidence (studies, reviews) rather than purely marketing claims.
Monitor outcomes: track attentiveness, engagement, social interaction, sleep/health behaviours, and adjust use of tech accordingly.
Build Reflective Metacognitive Habits
Encourage learners (and teachers) to reflect on how technology is being used: What is the impact on focus, memory, social interaction?
Foster digital literacy: teach not just how to use digital tools but when and why, how to self‐regulate screen use, how to manage distractions.
Balance and Hybrid Approaches
Combine digital and non-digital learning modalities to get the benefits of each and mitigate the risks of over-reliance on screens.
For example: have a lesson segment conducted offline (discussion, hands‐on activity), followed by a digital task that extends learning, then a debrief/discussion.
Teaching Reflection
As an educator in training, this exploration changed how I think about technology’s role in developing students’ minds. It’s not enough to simply use digital tools; we must teach students how to think about their own thinking while using them. I want to design lessons that strengthen metacognition, where students reflect on how technology helps or hinders their concentration, recall, and reasoning.
For example, before starting a digital task, I might ask students to predict what strategies will help them stay focused, and afterward, reflect on what worked. I also plan to balance digital activities with hands-on or outdoor learning to give the brain time to rest and process, supporting the neural consolidation that leads to long-term understanding.
Ultimately, my goal is to use technology to enhance cognitive growth, not compete with it. When used intentionally, digital learning can help students become not only more capable learners but also more self-aware thinkers, able to navigate the digital world with curiosity, balance, and focus.