首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
This paper reviews the key types of personalization in children’s literacy apps to propose a taxonomy and research framework for future empirical studies Systematic content analysis was used to identify the amount and type of personalization in a hundred most popular children’s literacy apps/digital books. Titles with three and more personalization features were screened qualitatively to identify what can be personalized, how personalization occurs and who personalizes the experience. Similar themes were synthesized into a research framework that outlines how identity, self-evaluation and agency relate to personalization. The discussion sets the agenda for future research, design and evaluation of children’s digital books.  相似文献   

2.
3.
Abstract

This article outlines an ecological framework for describing children’s social experiences during digital play. It presents evidence from a study that explored how 3- to 5-year-old children negotiated their social experiences as they used technologies in preschool. Utilising a systematic and iterative cycle of data collection and analysis, children’s interactions with 24 technological resources were examined over a nine-month period and across three phases. Findings reveal that children played in clusters, exhibiting a multitude of social behaviours and interactions and varied degrees of social participation, and assumed various social status roles and technological positions. These behaviours formed part of a Digital Play System, which in turn was influenced by the Preschool System, which comprises children and practitioners as active agents, technological affordances, and the cultural systems, routines and practices of the early childhood setting. Ultimately, children’s social experiences during digital play cannot be determined by any single element of the ecological system.  相似文献   

4.
Research Findings: Digital play is now commonplace in many young children’s lives, but not in preschool settings. This situation is likely due to the fact that the existent literature seldom highlights what digital play looks like, the various ways it can be situated, and what young children do when they play together with digital devices in the preschool setting. The present study addresses this limitation by providing a close examination of the social interactions of young children as they engage with different types of iPad apps and each other. Observational data of 20 dyads of children during digital play analyzed qualitatively revealed that children exhibited a range of social behaviors from competitive to collaborative as they engaged in 4 types of digital play: practice/task, exploratory, construction, and pretense. Forms of play and exhibited behaviors were shaped by interrelated factors of children’s individual characteristics and relationships, classroom culture and routines, adult views and actions, as well as aspects of the digital device itself. Practice or Policy: Selecting open-design apps, attending to digital play structures, and monitoring peer play more closely may lessen competition, enhance collaboration, and lead to more complex digital play.  相似文献   

5.
The study investigates parents’ perceptions of and engagement with their children's play in the context of Qatar. Quantitative data were collected using a questionnaire that was administered to parents of children aged 4–7 years old in Doha. A total sample of 240 parents responded to the questionnaire. Findings indicated that Qatari parents valued the importance of play to their children’s development and learning. In addition, parents showed a moderate level of engagement with their children’s play. The findings also indicated that physical play was the most common type of play in which parents are engaged with their children, followed by discovery play. Moreover, significant correlations were found between parents’ perceptions of children’s play and their engagement with all play types. In addition, significant differences were observed in parents’ perceptions of and engagement with children’s play based on parents' socio-demographic variables. These findings highlight the importance of extending children’s play in all children’s educational levels, and getting parents involved in children’s play activities.  相似文献   

6.
This article explores how ethnography allows for an understanding of the way children are empowered through the use of popular culture during sociodramatic play. The study discussed was conducted in an inner-city Primary school in regional New South Wales, Australia. The participants were a composite fifth-to-sixth grade class, and the research focused on dramaturgical sessions. The methods were diverse, employing an ethnographic framework, including participant observations, performance and focus groups. The findings reveal that children have a shared knowledge of popular culture that is used during drama to create and perpetuate their own subversive subculture. This process is carried out through children's bricolage of popular texts and use of carnival-like humour. Overall, the article enriches understandings of how children collectively create cultures with their peers through the use of popular culture during improvised drama sessions in the classroom. The article further discusses the associated implications of these cultural processes for pedagogy.  相似文献   

7.
幼儿主体性是幼儿本身所固有的内在特性,其发展是幼儿教育的重要任务。象征性游戏是2—6岁幼儿典型的游戏形式,其对幼儿主体性发展具有重要的价值和意义。幼儿主体性发展的内容包括主动性、独立性和创造性三方面的发展,幼儿参与象征性游戏活动,有利于促进幼儿的主动性发展,增强幼儿的独立性并激发幼儿的创造性。幼教工作者应当提升象征性游戏对幼儿主体性发展的价值认识,重视并鼓励幼儿的象征性游戏活动。  相似文献   

8.
Educational applications (apps) are ubiquitous within children's learning environments and emerging evidence has demonstrated their efficacy. However, it remains unclear what the active ingredients (ie, mechanisms), or combination of ingredients, of successful maths apps are. The current study developed a new, open-access, three-step framework for assessing the educational value of maths apps, comprised of type of app, mathematical content and app design features. When applied to a selection of available maths apps previously evaluated with children in the first 3 years of school (the final sample included 23 apps), results showed that practice-based apps were the most common app type tested (n = 15). Basic number skills, such as number representation and relationships, were the most common area of mathematics targeted by apps (n = 21). A follow-up qualitative comparative analysis showed observed learning outcomes with maths apps were enhanced when apps combined the following: a scaffolded and personalised learning journey (programmatic levelling) and explanations of why answers were right or wrong (explanatory feedback), as well as praise, such as ‘Great job!’ (motivational feedback). This novel evidence stresses the significance of feedback and levelling design features that teaching practitioners and other stakeholders should consider when deciding which apps to use with young children. Directions for future research are discussed.

Practitioner notes

What is already known about this topic
  • Educational apps have been shown to support maths attainment in the first 3 years of school.
  • Several existing frameworks have attempted to assess the educational value of some of these maths apps.
  • Emerging experimental evidence also demonstrates the benefits of specific app design features, including feedback and levelling.
What this paper adds
  • Practice-based maths apps are the most common type of app previously evaluated with young children.
  • These evaluated maths apps have mostly focused on basic number skills.
  • The combination of explanatory and motivational feedback, with programmatic levelling (either dynamic or static), was a necessary condition for enhancing learning outcomes with maths apps.
Implications for practice and policy
  • The inclusion of feedback and levelling in maths apps should be considered by app developers when designing apps, and by educational practitioners and parents when deciding which apps to use with their children.
  • Further consideration is also needed for the development of educational apps that include a broad range of maths skills.
  相似文献   

9.
Abstract

The benefits of play in the learning and development of young children has long been recognized by researchers and early childhood educators. As new teachers face the challenges of increasingly diverse classrooms, in an increasingly demanding political climate, the potential of play has implications for teacher educators who prepare those new teachers. This study investigated literacy use during play in the researcher's culturally diverse first grade classroom, finding that children applied various functions of print, practiced skills, and explored concepts that had been introduced in the formal curriculum. These observations reinforce the notion that play encompasses many of the conditions necessary for literacy development and is a useful means of extending and supporting the formal literacy curriculum. © 2005 Elsevier Inc. All rights reserved.  相似文献   

10.
This study examined the efficacy of using different types of mobile media apps to increase the receptive and expressive vocabulary development of 3-, 4-, and 5-year-old preschool children living in economically disadvantaged communities. Children and teachers in four Head Start classrooms participated in the quasi-experimental study, which included an 8-week intervention in which the children interacted with one of two types of apps: one classroom used four scaffolding-like vocabulary apps for an average of 1.8 h per day (n?=?16) and one classroom used four open-ended vocabulary apps for an average of 1.3 h per day (n?=?15). Two classrooms served as comparison groups (n?=?18; n?=?14) which used apps that were chosen by the Head Start program with no specific instructional method for approximately 1 h per day. Children’s vocabulary was assessed pre- and post-intervention using the PPVT-4, the EVT-2, and iPad Receptive and Expressive Vocabulary Assessments. Using a repeated measures analysis of variance with split plot analysis, children who used scaffolding-like vocabulary apps performed statistically significantly higher on the PPVT-4 than children who used open-ended vocabulary apps. There were no significant differences between groups on the EVT-2. The study contributed to the literature on teacher instruction of utilizing scaffolding-like apps to increase preschool vocabulary knowledge.  相似文献   

11.
ABSTRACT

Even though studies of the accessibility of digital technologies in educational contexts have become progressively more extensive, understanding children’s motive for play or for learning is essential for identifying the way they relate to touch technology. This research paper seeks to understand the relation between the motive for play and the motive for learning when iPads are introduced into a grade one class in the Saudi Arabian education setting, where there is no custom for the use of digital technologies (five children, age range 5.5 (6 years old; n=80 hours of video observations; n=12 hours of children and class teacher interviews). The teacher put in place a new learning configuration involving the iPads, and by studying how the children interpret this new situation it is possible to see what factors influence the development of their motive for play to their motive for learning. The findings are important for the Saudi context, but also for early years teachers generally because it gives insights into how digital tools can act as a vehicle through which learning can be enhanced.  相似文献   

12.
This paper examines Vygotsky’s conception of play as a leading activity in the contexts of children’s contemporary play worlds. Commencing with an examination of the relationship between leading activities and the development of psychological functions, the paper moves into a consideration of the relationship between imagination and reality as a basis for play as a leading activity. The relationship is considered in the context of current discussion regarding the sociology of childhood and the sociology of consumerism to explore the ways in which children’s experiences in digital–consumerist contexts possibly shape learning and development. Drawing on the example of the highly popular character Thomas the Tank Engine?, the paper examines the implications associated with understanding play as a leading activity within contemporary contexts, and how these might relate to existing perspectives on play, pedagogy and curriculum in early childhood education settings.  相似文献   

13.
Abstract

This study examined the effects of mobile apps on the learning motivation, social interaction and study performance of nursing students. A total of 20 students participated in focus group interviews to collect feedback on their use of mobile apps for learning and communicative activities. Two consecutive cohorts of students in a nursing programme, each with about 200 students, were recruited for assessing their learning motivation through a survey and study performance by two tests. The results showed that the students actively used the mobile apps for studying supplementary materials as well as participating in in-class activities and clinical assessments. The students had a relatively high level of motivation for performing and learned well, but relatively low perceived satisfaction and self-efficacy with mobile learning. They showed better study performance after practising mobile learning. The results also suggest that students’ perceived intrinsic value with mobile learning has to be enhanced for improving study performance.  相似文献   

14.
Given enormous global challenges, alongside nurturing children's creativity, professional creativity has perhaps never been more vital ( [Craft, 2011a] and [Moss, 2010]). This paper considers how a small, qualitative, co-participative study in an inner city children's centre, explored practitioner perspectives and practice related to creativity understood as possibility thinking. This research builds on previous studies that have documented possibility thinking and analyses the nature of possibility thinking manifest in child-initiated immersive play triggered by practitioner-placed provocations, and pedagogical strategies which foster this.  相似文献   

15.
Interactive apps are commonly used to support the acquisition of foundational skills. Yet little is known about how pedagogical features of such apps affect learning outcomes, attainment and motivation—particularly when deployed in lower-income contexts, where educational gains are most needed. In this study, we analyse which app features are most effective in supporting the acquisition of foundational literacy and numeracy skills. We compare five apps developed for the Global Learning XPRIZE and deployed to 2041 out-of-school children in 172 remote Tanzanian villages. A total of 41 non-expert participants each provided 165 comparative judgements of the five apps from the competition, across 15 pedagogical features. Analysis and modelling of these 6765 comparisons indicate that the apps created by the joint winners of the XPRIZE, who produced the greatest learning outcomes over the 15-month field trial, shared six pedagogical features—autonomous learning, motor skills, task structure, engagement, language demand and personalisation. Results demonstrate that this combination of features is effective at supporting learning of foundational skills and has a positive impact on educational outcomes. To maximise learning potential in environments with both limited resources and deployment opportunities, developers should focus attention on this combination of features, especially for out-of-school children in low- and middle-income countries.

Practitioner notes

What is already known about this topic
  • Interactive apps are becoming common to support foundational learning for children both in and out of school settings.
  • The Global Learning XPRIZE competition demonstrates that learning apps can facilitate learning improvements in out-of-school children living in sub-Saharan Africa.
  • To understand which app features are most important in supporting learning in these contexts, we need to establish which pedagogical features were shared by the winning apps.
What this paper adds
  • Effective learning of foundational skills can be achieved with a range of pedagogical features.
  • To maximise learning, apps should focus on combining elements of autonomous learning, motor skills, task structure, engagement, language demand and personalisation.
  • Free Play is not a key pedagogical feature to facilitate learning within this context.
Implications for practice and/or policy
  • When developing learning apps with primary-aged, out-of-school children in low-income contexts, app developers should try to incorporate the six key features associated with improving learning outcomes.
  • Governments, school leaders and parents should use these findings to inform their decisions when choosing an appropriate learning app for children.
  相似文献   

16.
角色游戏是幼儿期最典型、幼儿最喜欢的一种游戏形式。教师对幼儿角色游戏行为的有效观察既是了解幼儿兴趣需要和发展状态的窗口,又能发现教育契机,是开展适应性教育的依据。通过内容分析等研究方法,对教师撰写的观察记录进行分析,发现教师的观察记录存在价值判断不足、观察方法单一、分析解读不深刻等问题。针对这些问题,从观察意识的提升、观察目标的确定、观察与分析要点的掌握等方面提出了改进策略,以期为教师角色游戏观察能力的提升提供理论支撑和实践建议。  相似文献   

17.
18.
Early intervention activities for very young disabled children are frequently linked to developmental targets and goals. A key challenge for parents and practitioners involved in early intervention programmes is to encourage their child to play and develop creatively through enjoyable, everyday childhood experiences. This paper reports on a small-scale ethnographic study involving two young children identified with Down syndrome participating in early intervention programmes and whether and how their creative process was supported through their play and activities with parents and professionals. The ‘in-the-picture’ method used within this ethnographic study was developed from a listening to children paradigm. This article provides examples of the ways in which early intervention that recognises child agency can support children’s play and self-directing ‘little c’ of creativity.  相似文献   

19.
Our aims were to examine the efficacy of a new observational instrument ‘System for Observing Outdoor Play’ for detecting changes in outdoor play and chart the use of recycled and repurposed materials in the school playground during the course of an intervention to increase outdoor play. Children from one Sydney primary school were observed (N = 111; 5–12 years) using an observational instrument developed as part of the Sydney Playground Project. Data on types of activities and frequencies were collected at baseline and seven times during intervention. Use of intervention materials was consistently high and associated with increases in play-related activities (40–77%), while inactive pursuits decreased (52–31%), on average. The observational instrument proved efficacious in tracking changes in play. Modification of the school playground environment by introducing loose parts changed children’s play-related behaviour; the variety of activities increased, including construction and creative play. Physical inactivity decreased. Recycled materials can increase children’s creative, social and physical play.  相似文献   

20.
Friendships and play provide children with opportunities for mutual engagement, which both require and facilitate children's language use. Modality is a semantic system in the language associated with children's learning. One way in which modality is realised is through linguistic expressions which allow speakers to moderate the degree of certainty about the truth of propositions (expressions of possibility) and the degree of necessity with respect to proposals (expressions of obligation). No research has explored the relationship between friendship and children's use of modality. This paper reports on the use of both types of modal expression during play between five- and six-year-old children in two friendship contexts. Results showed that possibility expressions occurred at similar rates in both contexts while obligation expressions occurred significantly more often in play in high-level friendships than in low-level friendships. Findings suggest that in high-level friendships modality was used cohesively to create and extend pretend play, whereas in low-level friendships it was used to regulate behaviour. Because modal expressions are important resources for managing interpersonal relationships, for talking about ideas and situations beyond the here and now and for writing for a non-present audience, our findings provide valuable insights for educators of young children.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号