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Using digital touch technologies to support children’s learning
ACECQA’s National Education Leader, Rhonda Livingstone, explores education in a digital world. Digital touch technologies such as tablets and smartphones have become an integral part of our daily lives. As educators we are sometimes concerned about children’s use of technology and the effects it may have. Educators need to be mindful that technology is a tool and the implications for children will depend on how we use it. Although excessive or inappropriate use of digital touch technologies can have a negative impact, they also offer many opportunities for extending learning and development. When used effectively and appropriately, children’s learning and development can be enhanced by it. Outcome 4 of the Early Years Learning Framework and the Framework for School Age Care is that children are confident and involved learners, including that they resource their own learning by connecting with people, places, technologies and natural materials. Outcome 5 of the frameworks promotes support for children to become effective communicators. This includes guiding children to express ideas and make meaning using a range of media, and supporting them to use information and communication technologies to access information, investigate ideas and represent their thinking. When providing opportunities for children to interact with digital touch technologies there are many points to consider, such as time spent using technology, privacy, appropriateness of content and how the use of technology may be incorporated into the educational program. Given this, it is important that educators are not only familiar with the use of technologies, but also critical in how they support children to use them. Using digital touch technologies in your program is optional, and you need to think about the best way to use these technologies to support each child's educational program. Although many educators are more familiar with traditional pedagogical practices it is important to remember that introducing touch technologies does not mean replacing our current pedagogy, rather using them as a tool to support our current work with children. Digital touch technologies can be used with a range of other teaching strategies. For example, if an educator is promoting children’s understanding of sustainable practices, they might sing a relevant song, read a story which links to an area of sustainability, and then use the camera application (app) with children to identify and capture images of sustainable practice or issues in the community. The educator might further engage children’s learning with technology by using the images to create a digital story with the children, using voice recording apps to capture children’s voices and ideas. There are many possibilities which can be explored and many digital touch technology apps to choose from. Understanding how different apps operate helps educators to choose which ones best support different areas of pedagogy. In 2012 Dr Kristy Goodwin and Dr Kate Highfield sorted apps into three broad categories based on the actions the user can take, and the amount of cognitive investment required by children to use them. The categories are Instructive, Manipulable and Constructive. Instructive apps align with rote learning approaches and require a low level of cognitive investment. They operate on a drill and skill principle, requiring children to achieve a specific goal, and they usually offers extrinsic rewards. Many of these apps promote repetition learning of basic skills and knowledge, and there is limited opportunity for creativity. The majority of marketed educational apps are Instructive apps. Manipulable apps provide guided learning through structure, yet there are possibilities for children to make choices, use problem solving skills and explore their options. They allow children to manipulate and experiment by testing the success of their ideas. Goodwin refers to these as cause and effect type apps. Constructive apps are designed for creative expression. They are open-ended and allow children to use different literacies, for example music, images, video, audio and drawing tools, to explore their ideas and create their own work. These apps require a high cognitive investment by the child and there is usually no reward other than the finished product. Educators need to remain critically reflective and consider the value of the apps being used to support learning and development. Although Instructive apps can be helpful to memorise concepts and skills they are comparable to worksheets so educators should balance their use, and consider what apps might better support their current pedagogical practices with children. There are many resources to support educators’ work using digital touch technologies with children, including:
- Every Chance to Learn. In these YouTube videos, Dr Kristy Goodwin explains Instructive, Manipulable and Constructive apps and provides real app examples.
http://www.youtube.com/watch?v=KVbHIF131kI http://www.youtube.com/watch?v=atKFfiTH0NU http://www.youtube.com/watch?v=vg7BIIdySFI
- Early Childhood Australia (ECA). Digital Business Kit: Educative role of digital technology.
- Commonsense media. Best best-for-learning Apps: Our recommendations for families is a list of apps that have been reviewed by Commonsense media and have been identified as their top picks.
- Every Chance to Learn. Blog: Helping parents and educators discover how young children develop in a digital age. Dr Kristy Goodwin translates research of technology and brain development into digestible guidance.
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