Essay · Argument
Creators, Not Consumers
Growing up with technology makes a child fluent at being sold to. Making things with it is a different skill, and nobody is born with it.
The claim this piece makes, for parents
Kids who have never known a world without screens are called digital natives, and we assume the fluency comes free. It does not. Most of them are consumers with technology. A few are creators with it. Fewer still will be creators of it. With AI arriving, the gap between those three is the one thing I would work on.
- Of a teen's screen day
- 3%
- is spent creating anything at all, writing, coding, art, or music; the rest is consumption (Common Sense Census, 2019)
- A teen's screen day
- 8h 39m
- of entertainment screen media, not counting school or homework; tweens 5h 33m (Common Sense Census, 2021)
- Take a computer science course
- 6.4%
- of American high school students in a year, even though 60 percent of high schools now offer one (Code.org, 2024)
If I could instill one thing in a child right now, it would not be a language or an instrument or a sport, though I would want all of those too. It would be the habit of using technology to make things rather than to be entertained by things. Especially now. AI is about to make the difference between a consumer and a creator the widest it has ever been, in both directions.
Start with the assumption everyone makes. The kids are on screens all day, so the kids are good with technology. Common Sense Media has measured American children's screen time for a decade, and in 2021 the average teenager spent 8 hours and 39 minutes a day on entertainment screen media, not counting school or homework. A tween spent 5 hours and 33 minutes. That is more time than most adults spend at work.
Now look at what they are doing in those hours. In the same census, the share of that screen time spent creating anything, writing, coding, making digital art or music, was 3 percent for teens and 2 percent for tweens. Common Sense summarized its own finding in three words: consumption crushes creation. Only 3 percent of teens said they really enjoyed coding. The kids are not growing up with technology. They are growing up in front of it.
The myth of the native
The phrase digital native was coined to flatter a generation and it has done real damage. In 2017 Paul Kirschner and Pedro De Bruyckere reviewed the evidence in Teaching and Teacher Education and found none for it. Children born into a world of screens are not information-skilled because of it. When they learn with technology, the authors wrote, they mostly consume passively. The same review dismantled the multitasking myth beside it: what looks like multitasking is task-switching, and it costs.
The international data say the same thing. The International Computer and Information Literacy Study tests eighth graders in dozens of countries on whether they can actually use a computer to find, judge, and make things. In the 2023 round, almost half of students fell below the baseline level, and not one country that took the test in 2013 and again in 2023 had improved. Ten more years of growing up with devices, and the skill went nowhere.
Here is the distinction that matters. A phone is designed so that a two-year-old can operate it. Operating it is not a skill. It is the absence of a barrier. The skill is on the other side of the glass, where someone decided what the two-year-old would see, and that side is where almost no child is being taken.
A teenager's screen day, drawn to scale.
Operating a phone is not a skill. It is the absence of a barrier.
Consumers with, creators with, creators of
I think of it as three rungs. On the bottom rung you are a consumer with technology. You watch, you scroll, you buy, you play what someone else made. This is where the 8 hours and 39 minutes go, and it is where the entire design effort of the largest companies in history is aimed, because your attention is their product.
On the middle rung you are a creator with technology. You use the same device to make something that did not exist before: a video you edited, a song, a spreadsheet that answers a question, a game in Scratch, a website, a business. This rung is open to every child alive. Scratch alone passed 100 million registered users in 2022, almost all of them children, and most of them got there without a class. Nobody on this rung needs to understand how the tool works. They need to want something to exist and to use the tool to make it.
On the top rung you are a creator of technology. You write the code, design the chip, train the model, build the tool the other two rungs use. Not every child will get here, and not every child should. But the children who do will shape what everyone else's day looks like, and the way onto this rung runs through the middle one. Nobody becomes a creator of technology who was not first a creator with it.
Seymour Papert saw this in 1980, before any of these children's parents were born. In Mindstorms he wrote about two futures for the computer in a child's life: one where the computer programs the child, and one where the child programs the computer and, in doing so, gains a sense of mastery over the most powerful technology there is. We built the first future and called it the second. The online world settled into the shape Jakob Nielsen described in 2006: in most communities, 90 percent of users only watch, 9 percent contribute a little, and 1 percent make almost everything. That is a description of audiences. It should not be a description of children.
The three rungs, and where the time goes.
Nobody becomes a creator of technology who was not first a creator with it.
Why AI raises the stakes
The children are already using it. Common Sense found in 2024 that seven in ten American teens had used a generative AI tool, most often for homework. Only 37 percent of their parents knew. Pew found that the share of teens using ChatGPT for schoolwork doubled in a year, from 13 percent in 2023 to 26 percent in 2024, and by 2025 more than half of teens said they had used a chatbot to help with schoolwork.
Here is why this is the moment. AI is the first technology that can sit on either rung of the ladder for the same child, with the same tool, on the same afternoon. Ask it for the essay and you have become a more efficient consumer: the thing got made and you were not there. Ask it to help you build the website, debug the game, draft the first version of the song you then rewrite, and you have just been handed the most capable collaborator any child has ever had. The tool does not decide which of those happens. The habit does, and the habit is formed long before the child can type.
It also changes what the top rung looks like. The World Economic Forum's 2025 survey of employers put AI and big data at the head of the fastest-growing skills to 2030, with technological literacy close behind. Those are creator-of skills. But the same report put analytical thinking first among the core skills employers want, and that is a creator-with skill: the ability to look at a problem, decide what should exist, and make it. AI will do more and more of the typing. It will not decide what to build. The children who can will be the ones who have been deciding what to build since they were six.
So the question for a parent is no longer whether a child will use AI. They will. It is whether they will meet it as a vending machine or as a workshop, and that is decided by which of those the rest of their technology already is.
The same tool, two directions.
The question is not whether a child will use AI. It is whether they will meet it as a vending machine or as a workshop.
What TEKids is for
I have been part of an organization in Morgantown called TEKids, now STEM Our State, which since 2012 has run afterschool, summer, and weekend STEM programs for kids from kindergarten through high school across north central West Virginia. With a Benedum Foundation grant it partnered with Fairmont State to take an inquiry science curriculum called EnergyMakers into elementary schools. Its afterschool program has cost seventy dollars for a season of two-hour weekly sessions, with scholarships for families who need them, because the point was never the families who could already afford a robotics kit.
What a program like that does is simple to say and hard to do at home. It moves a child from the bottom rung to the middle one by making them build something that has to work. A circuit that lights or does not. A program that runs or throws an error. A bridge that holds the weight or drops it. The feedback is immediate and it comes from the world, not from an adult, and a child who has felt that once knows something a thousand hours of watching will never teach: that the things on the screen were made by someone, and that someone could be them.
The other thing it does is put the child in a room with other children making things. That is not incidental. Mitchel Resnick, who built Scratch at the MIT Media Lab, organizes his whole theory of creative learning around four words, projects, passion, peers, and play, and the third is peers. Children learn to make things the way they learn to speak, from other people doing it near them.
What to do, from people who have studied it
None of this requires a parent who can code. It requires a parent who treats the screen as a workshop and insists, gently and for years, that something comes out of it. Here is what the research and the people who built these tools actually recommend.
- 01
Move one hour.
Common Sense's own numbers make the arithmetic easy. One hour a day moved from consuming to making takes a teenager's creation share from 3 percent to about 15. You do not need to cut the screen time. You need to change what one hour of it is for. The device stays. The job changes.
Common Sense Census, 2019 and 2021
- 02
Let the child program the computer.
Papert's test from 1980 still works. For any app or game in the house, ask which way the arrow points: is the computer programming the child, or is the child programming the computer? Scratch, a text editor, a camera with an editing app, a spreadsheet, a microphone. Anything where the output did not exist before they sat down.
Papert, Mindstorms, 1980
- 03
Imagine, create, play, share, reflect.
Resnick's ten tips for parents are organized under those five headings, two tips each. Show examples to spark ideas. Give them a wide range of materials and accept every kind of making, not just the kind you value. Care about the process more than the product. Help them find collaborators and be one yourself. Ask real questions about what they made, and tell them what you noticed.
Resnick, Lifelong Kindergarten, 2017
- 04
Ask the school one question.
Does it offer a foundational computer science course, and is your child in it? Sixty percent of American high schools now offer one and 6.4 percent of students take it, so the answer to the first question is probably yes and the answer to the second is probably no. Rural and very small schools are the least likely to offer it at all, which is why organizations like TEKids exist.
Code.org, State of Computer Science Education, 2024
- 05
Make AI the apprentice, not the vending machine.
Set one rule for AI at home: it can help you make something, and it cannot make it for you. Then use it that way yourself, where they can see. The Common Sense survey found half of parents had never discussed AI with their teen at all. The rule is the conversation.
Common Sense Media, The Dawn of the AI Era, 2024
- 06
Find them a room.
A club, a camp, a library program, a weekend class, a friend's garage. The research on creative learning keeps landing on peers, and a child who sees another child finish something believes it can be finished. If there is nothing near you, that is the thing to build.
Resnick, the four P's; Csikszentmihalyi on flow at work
What moving one hour does.
What I would tell a parent, in three lines:
- 01
Screen time is the wrong number.
Count what came out of the screen this week. If the answer is nothing, that is the problem, however many hours it was.
- 02
The middle rung is open to everyone.
No talent is required to make a thing with a computer. Only the habit of wanting things to exist and the stubbornness to finish them.
- 03
AI will reward the habit and punish its absence.
A creator with the best tool in history is about to be unstoppable. A consumer with it is about to be very comfortable and very replaceable.
Hand them the other side of the glass
Every child alive will be handed a screen. That part is settled. The only decision left to a parent is which side of the glass the child grows up on: the side where things are shown to you, or the side where you decide what is shown.
The first side is free, comfortable, and crowded, and it is getting more comfortable every year. The second side costs an hour a day, a room with other kids in it, and a parent who keeps asking what got made. It is the best investment I know of, and with AI it is about to pay like nothing else.
The world will hand your child a screen. You hand them the keyboard.
Every number on this page is here with where it came from, so you can check me. Where a figure was read from a report's own summary or press release rather than its tables, the text says about. The figures are schematic where they say so.
- 01Rideout, V., and Robb, M. B. The Common Sense Census: Media Use by Tweens and Teens, 2019. Common Sense Media (content creation 2 percent of tweens' and 3 percent of teens' screen time; 3 percent of teens really enjoy coding; the report's own phrase, consumption crushes creation). link ↗
- 02Rideout, V., Peebles, A., Mann, S., and Robb, M. B. The Common Sense Census: Media Use by Tweens and Teens, 2021. Common Sense Media (entertainment screen use 5:33 a day for tweens and 8:39 for teens, excluding school and homework; up 17 percent since 2019). link ↗
- 03Code.org, CSTA, and ECEP Alliance. 2024 State of Computer Science Education (60 percent of public high schools offer foundational computer science; 6.4 percent of high school students enrolled in one; rural, urban, and very small schools least likely to offer it). link ↗
- 04Kirschner, P. A., and De Bruyckere, P. The myths of the digital native and the multitasker. Teaching and Teacher Education 67, 135 to 142, 2017 (no evidence for information-skilled digital natives; students learning with technology mainly consume passively; multitasking is task-switching). link ↗
- 05International Association for the Evaluation of Educational Achievement. ICILS 2023 International Report (almost half of eighth graders below Computer and Information Literacy Level 2; no country that took part in 2013 and 2023 improved its average). link ↗
- 06Common Sense Media. The Dawn of the AI Era: Teens, Parents, and the Adoption of Generative AI at Home and School, September 2024 (seven in ten teens had used generative AI, 53 percent for homework help; 37 percent of their parents knew; 49 percent of parents had not discussed it). link ↗
- 07Pew Research Center. About a quarter of U.S. teens have used ChatGPT for schoolwork, double the share in 2023. January 15, 2025 (26 percent in 2024, 13 percent in 2023); and Teens, Social Media and AI Chatbots 2025 (54 percent had used a chatbot to help with schoolwork; a different measure). link ↗
- 08Pew Research Center. Teens, Social Media and Technology 2024. December 12, 2024 (1,391 teens; 73 percent on YouTube daily; nearly half online almost constantly). link ↗
- 09Papert, S. Mindstorms: Children, Computers, and Powerful Ideas. Basic Books, 1980 (the computer programming the child against the child programming the computer, and gaining a sense of mastery over the technology). link ↗
- 10Nielsen, J. Participation Inequality: Encouraging More Users to Contribute. Nielsen Norman Group, October 2006 (in most online communities 90 percent of users lurk, 9 percent contribute a little, 1 percent account for almost all the action). link ↗
- 11Resnick, M. Lifelong Kindergarten: Cultivating Creativity through Projects, Passion, Peers, and Play. MIT Press, 2017; and Ten Tips for Cultivating Creativity, MIT Press Reader (the four P's; ten tips for parents and teachers under Imagine, Create, Play, Share, Reflect, two each, beginning with show examples to spark ideas). link ↗
- 12Scratch Foundation media kit (Scratch reached 100 million registered users in 2022); MIT Media Lab, Scratch Online Community (more than 130 million projects shared). link ↗
- 13World Economic Forum. The Future of Jobs Report 2025, skills outlook (AI and big data, networks and cybersecurity, and technological literacy the fastest-growing skills to 2030; analytical thinking the top core skill). link ↗
- 14Fairmont State University. Benedum Foundation awards FSU grant to launch STEM initiative (TEKids of Morgantown, afterschool, summer, and weekend STEM programs for K-12 students in north central West Virginia since 2012; the EnergyMakers inquiry science curriculum across five elementary schools). link ↗
- 15TEKids, Community and Schools pages (the afterschool program fee of $70 for weekly two-hour sessions, and scholarships). link ↗
- 16Csikszentmihalyi, M., and LeFevre, J. Optimal experience in work and leisure. Journal of Personality and Social Psychology 56(5), 815 to 822, 1989 (the great majority of flow experiences come in the middle of effort, not in leisure). link ↗