File:Study about change in intelligence in children 9–12 from screen time watching, screen time Socializing, screen time gaming.webp

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Summary

Description
English: "Path diagram of a strict measurement invariant Latent Change Score model with the change in intelligence from ages 9–10 to 11–12. Screen time Watching, Screen time Socializing, Screen time Gaming, cogPGS (Polygenic scores for cognitive performance), and SES (socioeconomic status) are exogenous variables, each already accounting for the effect of the others on baseline intelligence and on the change in intelligence after two years. All variables are standardized. (Which is why the loadings differ between time points—the constraining of loadings and intercepts must be done for the unstandardized estimates.) Non-significant values are marked with “n.s.”. Following convention, rectangles represent observed or exogenous variables and circles represent latent variables (screen time types are shown with only one rectangle for aesthetic reasons—they are actually three distinct rectangles). Single-headed arrows denote regression weights, while double-headed arrows represent variances, covariances, or errors. Standardized betas."
Date
Source https://www.nature.com/articles/s41598-022-11341-2
Author Authors of the study: Bruno Sauce, Magnus Liebherr, Nicholas Judd & Torkel Klingberg

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Captions

From the study "The impact of digital media on children’s intelligence while controlling for genetic differences in cognition and socioeconomic background"

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11 May 2022

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current14:34, 30 June 2022Thumbnail for version as of 14:34, 30 June 20222,007 × 1,012 (116 KB)PrototyperspectiveUploaded a work by Authors of the study: Bruno Sauce, Magnus Liebherr, Nicholas Judd & Torkel Klingberg from https://www.nature.com/articles/s41598-022-11341-2 with UploadWizard
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