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Technological
Tools: Enhancing All Young Childrens Cognitive and
Social-Emotional Learning
Dr Belinda G. Gimbert
and Dr Dean S. Cristol
CENDI, May, 2003
Concurrently, neo-Vygotskian theorists, contemporary
constructivists, and developmentally appropriate instructors debate
whether and how technology can or should influence pedagogical
practices in early childhood education. In their view of cultural-historical-activity
theory (CHAT), Rivera, Galarza, Entz and Tharp (2002) advocate
technology as a support for implementing a pedagogy that is based
on sociocultural theory, as well as developmentally appropriate
instruction practice (DAP). Rivera, Galarza, Entz and Tharps
question, With the advent of technological innovation, how
should pedagogy be modified now that children must learn
how to use digitized information processors? (p. 181).
Contemporary constructivist discuss a childs construction
of knowledge through interaction with materials and activities,
and ask, In what ways does learning with technology enhance a
childs development? While principles of developmentally
appropriate practice are embedded in neo-Yvgotskian and Piagetian
conceptual frameworks, advocates of DAP question, When and how
does a particular technological tool best support a childs
learning needs?
Our workshops design supports technological,
hands-on experiences for early childhood educators that situate
instruction in the socio-cultural nexus of diverse learners, curriculum
and context, and facilitate effective pedagogy. In a guided sequence
at each learning center, participants construct technological
knowledge through interactions with materials and activities within
a social context of relationships. These experiences model the
problem-solving activity of child and adult as the primary framework
for cognitive development (Tharp & Gallimore, 1988). Further,
such experiences integrate social tools with the tools of physical
action, including technology, and propel early childhood educators
learning to a higher platform. Consequently, at the conclusion
of the workshop, participants can offer empirical, informed and
reflective responses to all three questions previously posed in
our introductory statement.
Participants encounter five learning centers with
a particular technological focus:
- Learning Center One: Assistive Technologies
for Children with Special Needs;
- Learning Center Two: Interactive Multimedia
Materials for Literacy and Mathematical Learning;
- Learning Center Three: Robotics and Digital
Manipulatives such as construction kits and electronic blocks;
- Learning Center Four: Spatial Awareness using
2D/3D Software; and
- Learning Center Five: Digital Photography with
Instructional Tasks.
Each center offers explorations of a particular
technological tool, considered developmentally and culturally
appropriate for early childhood classrooms, birth to six years.
Participants are required to explore each technological tool through
free play, participate in a group activity, assess the experience
of the technological task and its associated tool/s, including
a discussion of the curriculum possibilities, and reflect on the
individual and group experiences of implementing a particular
technology or set of technological tools.
Learning Center 1: Assistive Technology for
Children with Special Needs
Definitively, The Individuals with Disabilities
Education Act Amendments of 1997 (IDEA 97) stated that an educational
system must include technology and make dramatic and timely changes
so all children can keep pace with technological advances. Recently,
Judith Heumann, Assistant Secretary of the U.S. Department of
Education, Office of Special Education and Rehabilitative Services,
made it clear that the term "all" includes children
in early intervention programs from infancy through preschool
(Heumann, 2000).
Hutinger and Johanson (2000) studied in-depth forty-four
3-, 4-, and 5-year-olds with moderate to severe disabilities.
In the analysis of the studys data, patterns of behavior
across data sources show positive outcomes for young children
with a wide range of disabilities when teachers integrated appropriate
computer software and adaptations into the early childhood curriculum
and set up accessible computer centers in the classroom. When
technology was used to support learning, children achieved success
(that is, they were able to accomplish an activity). Evidence
that children's social--emotional growth rate more than doubled
in comparison to their pre-Early Childhood Comprehensive Technology
System years helped allay the fears of those who caution that
computer use automatically leads to isolated, solitary behavior.
Teacher and parent interviews, observational data, and scores
on the Behavior Interaction Tool stressed the growth of social
skills associated with computer use in all 44 of the study children.
Children with behavior problems, those diagnosed as having autistic-like
tendencies, and those who did not talk to adults exhibited fewer
disruptive behaviors during computer time, interacted socially
more often, and communicated more (Hutinger, Johanson, & Clark,
1999).
From this study, Hutinger and Johanson (2000) claimed,
appropriate computer applications and adaptive devices can
provide a set of components to ensure this opportunity when equipment
and software take their places in early childhood classrooms alongside
traditional materials and equipment--blocks, paints, books, rhythm
band instruments, housekeeping corners, and manipulative toys
(p. 159). Further, they asserted, computer hardware, interactive
software, switches, adaptive devices, alternative input devices,
and related off-computer activities incorporated into the early
childhood curriculum give young children with mild to severe disabilities
a set of tools to equalize learning opportunities across developmental
domains and curricular content (p. 159). Last, Hutinger
and Johanson (2000) corroborated scholarly evidence (Behrmann
& Lahm, 1994; Brett, 1997; Erickson & Koppenhaver, 1995;
Godt, Hutinger, Robinson, & Schneider, 1999) that clearly
points to the effectiveness of computers as access technology
for young children with disabilities, helping them to interact
socially, work cooperatively, control their environment, gain
confidence, develop language and communication, and move from
concrete to representational thought (p. 160).
Another study conducted by Hitchcock and Noonan
(2000) compared pre-school students with disabilities performances
using computer-assisted instruction (CAI) with interactive software
and teacher-assisted instruction (TAI) with manipulatives. The
results indicated that CAI, using constant time delay, was
an effective means of promoting attainment and maintenance of
pre-academic skills in young children with disabilities
(p. 145). And, Howard, Greyrose, Kehr, Espinosa and Beckwith
(1996) examined social play and pretend behaviors, communication,
and affect exhibited by pre-school children with disabilities
in both computer and non-computer play contexts. The 37 participants
ranged in age from 18 months to 60 with developmental disabilities
(speech/language delays, physical impairments, and/or mental retardation,
including Down Syndrome), and represented diverse ethnic groups.
Data analysis indicated computer-based activities represented
a context in which toddlers and preschool-aged children with disabilities
exhibited more sophisticated levels of play behaviors and more
positive, interactive social behaviors (p. 36).
About IntelliTools
IntelliTools is a pioneer in learning solutions
for the diverse classroom, has been producing award-winning classroom
tools for early childhood education for over 20 years, beginning
with its IntelliKeys programmable adaptive keyboard. The IntelliTools
Classroom Pac is comprised of four integrated software programs
- IntelliPics Studio, IntelliMathics, IntelliTalk II, and ReadyMade
Curriculum Activities - providing a complete set of resources
for both general education and special education needs students.
IntelliTools Reading: Balance Literacy, winner of
the Technology & Learning Award in two categories, is a none-unit
program providing a full year of literacy instruction at a first-grade
skill level. These IntelliTools software products are fully accessible
for standard keyboard and mouse users as well as IntelliKeys adaptive
keyboard and switch users.
Learning Center 2: Interactive Multimedia
materials for literacy and mathematic learning
A comparatively recent development in the world
of information technology, interactive multimedia technology is
a combination of speech, text, graphics, sound, video, animation,
and special effects that may be incorporated into classroom activities
for both normally developing and learning-disabled children.
Liu (1996), asked, Is it appropriate to include interactive
multimedia technology in the same context as other objects such
as sand, books, water, toys, and television for pre-kindergarten
children? This researcher analyzed three-, four- and five-year-olds
verbal and facial expressions, use of a mouse, body movements,
and attitudes toward multimedia, as well as feedback from classroom
teachers. Lui concluded interactive multimedia technology (with
video, audio, and graphics) engaged young children for a longer
period of time. Although researchers (Clements & Nastasi,
1993; Escobedo & Bhargava, 1991; Nelson, 1994; Wright., Shade,
Thouvenell & Davidson, 1989) offer differing perspectives
about the impact of interactive multimedia technology on the development
of language, motor skills, social-emotional, and cognitive growth
of young children, early childhood educators, Shade, Nida, Lipinski,
& Watson (1986) have advocated that developmentally appropriate
multimedia technology can enrich learning by providing another
dimension of play that taps into young childrens five senses.
Specifically, studies have explored three examples
of multimedia CD-ROM products aconisdered appropriate for young
children, ages four to six years: virtual adventures, electronic
books, and desktop tools. Hallett (1999) has suggested desktop
tools stimulate new learning opportunities that support the creation
of learning environments saturated in language use. Desktop tools
permit young children to create messages (in the form of
poems, stories, signs, posters, news, slide shows, and reflective
statements) that are both personally meaningful and socially appropriate
(p. 151).
At this particular learning center, participants
experience desktop tools (Kid Pix, Wiggle Works, and The Graph
Club) that integrate text, paint, graphics, animation, speech,
and special effects into a wide variety of creativity tools for
literacy and mathematical development.
ˇ KidPix Studio TM (Broderbund
Software)
Early childhood researchers, Wetzel and McLean
(1997), and Strickland and Morrow (1989) have argued that as young
children move toward more sophisticated use of symbols in
their communication with others, they gradually shift from predominantly
visual images as in drawings and paintings, to greater use of
letters, numerals, or other more highly abstract symbols of their
culture, as in formal written language (p. 41). Recent
advances in computer software and hardware are now providing powerful
tools to help children represent their ideas and concepts during
this time of transition, as they allow for both graphic and linguistic
forms of symbolization. Wetzel and McLean have advocated Cochran-Smith,
Paris and Kahns 1991 premise that developments in
computer software are providing a new level of compatibility between
the use of technology and holistic, child-responsive approaches
to early language learning (p. 41). New early literacy software
such as KidPix Studio TM support children's
curiosity, exploration, and creativity, and are developmentally
appropriate. A useful desktop tool is the text-to-speech function
available in KidPix Studio TM. Students can listen
to pre-recorded multimedia messages via built-in character voices
in Spanish or English, as well as record their own narration.
KidPix TM supports the development of
mathematical concepts and skills for young children. Functions
of this multimedia desktop tool allow young children to express,
illustrate, and describe their mathematical understandings (as
shown in the photographs).
ˇ Wiggle Works TM (Scholastic)
WiggleWorks (2000), the Scholastic Beginning Literacy
System, is a multimedia interactive CD-ROM based reading and writing
program for Pre K Grade 2 that is presented in English
and Spanish. The WiggleWorks literacy program was developed by
Scholastic Publishing Company and the Center for Applied Special
Technology (CAST). Schultz (1997) researched: Does WiggleWorks
enhance first-graders growth in literacy over and above the learning
produced by their usual language arts program? (p.1). Participants
in this study were 651 first graders from schools in three sites
in Massachusetts and California). Results demonstrated a positive
impact on six-year-olds reading and writing skills. Schultz
stated, First graders using this program made significantly
greater gains on standardized reading tests and writing samples
than comparison students using a more traditional language arts
curriculum (p. 8). Schultz concluded, Teachers and
students alike in the WiggleWorks classrooms were enthusiastic
about WiggleWorks (p. 8).
ˇ The Graph Club TM (Tom
Snyder Productions)
The National Council of Teachers of Mathematics
(2000) continues to emphasize statistical literacy, students
ability to interpret and evaluate data, as a critical skill for
functioning in our information-driven daily lives. Introducing
and nurturing basic statistical thinking in young children, for
example, plotting, counting, and reading values from a graph may
support students later success with higher-level data analysis
skills, for example, drawing inferences or making predictions.
The Graph Club TM, appropriate for children aged four
to eight years, engages students in mathematical reasoning and
problem solving, and links mathematics to their daily lives.
Young children can formulate questions that can be addressed with
data, collect, organize, and display data to answer questions,
represent data using tables and different graph types, and use
manipulatives in conjunction with this software to compare different
representations of the same data (see photograph). The Graph
Club is easy to use in English or Spanish, and allows students
to write, save, print statements about their graphs, as well as
record their voices
Learning Center 3: Robotics and Digital Manipulatives
The use of robotics supports a constructionist
approach (Papert, 1980) for integrating technology in early childhood
classrooms. Constructionist methodologies help young children
learn by doing, by manipulating materials, by engaging in
active inquiry, and by creating playful experiences (Bers,
Ponte, Juelich, Viera, & Schenker, 2002, p.123). Both young
children and teachers experience an active process of design and
construction. Experiences in a computational environment support
the long-standing tradition of engaging young children in the
creation of personally meaningful projects. Current philosophies
in early education posit four premises that support constructionist
practices in computational environments: learning by designing
meaningful projects to share in the community; using concrete
manipulatives to enhance abstract thinking; stimulating powerful
ideas that afford new ways of thinking; and encouraging self-reflective
practices by both children and teachers (Reggio Emilia in Rinaldi,
Gardner, & Seidel, 2001).
Potentially, a constructionist-oriented curriculum
integrates developmentally appropriate and technologically rich
instructional tools, tasks and activities, and supports new ways
of promoting and assessing childrens learning. For example,
robotic construction kits LEGO Mindstorms offer a new kind
of manipulative for young children to explore and play with new
concepts and ways of thinking (p. 123). Recently, the creation
of digital manipulatives (such as programmable building
blocks and communicating beads) has expanded the range of concepts
for childrens exploration. Now, technologically-enhanced
traditional toys enable young children to explore dynamic processes
and systems concepts (such as feedback and emergence)
that were previously considered too developmentally sophisticated
for them (Bers, Ponte, Juelich, Viera, & Schenker, 2002; Resnick,
Berg & Eisenberg, 2000).
In their work with pre-service teachers and three
and four-year olds, Bers, Ponte, Juelich, Viera, and Schenker
(2002) used robotic construction kits to expose some of
the possibilities that technology offered by taking an active
role in the design process. Participants constructed physical
artifacts that fostered the development of motor skills, as well
as technological fluency (Papert & Resnick, 1995). Technological
fluency refers to the ability to use and apply technology
in a fluent way, effortlessly and smoothly as one does with language
(Bers, Ponte, Juelich, Viera, and Schenker, 2002, p. 123). Papert
and Resnick (1995) described a technologically fluent teacher
as one who can use technology to write a story, make a drawing,
model a complex instructional task, or program a robotic prototype.
In the first case described by Bers, Ponte, Juelich,
Viera, & Schenker (2002) a group of 12 three-year olds developed
an understanding of metamorphosis, the concept of change that
was introduced in a computational environment using a constructionist
teaching and learning approach. The curriculum unit was developed
by a pre-service teacher, and implemented over a three-month period.
Children experienced a culminating project that used robotics
with the LEGO Mindstorms kit. The following excerpt from Teachers
as designers: Integrating robotics in early childhood education
by Marina Bers, Iris Ponte, Catherine Juelich, Alison Viera, and
Joanthan Schenker (2002) describes and assesses the instructional
tasks and learning process:
To start exploring the concept of metamorphosis,
the student-teacher read to the three-years old Eric Carle's The
Hungry Caterpillar and engaged them in playing with a colorful
clothesline depicting the caterpillar's journey through various
food items, becoming first a cocoon and finally a butterfly. After
introducing them to the concept of metamorphosis and allowing
them time to play with the clothesline, the student-teacher showed
to the children three puppets: a caterpillar, a cocoon, and a
butterfly. Then she introduced the caterpillars' heart, which
she built and programmed with the LEGO Mindstorms programmable
brick.
Children were asked to design the three environments
that the caterpillar would move through its life cycle: the leaf
environment, the branch environment, and the cloud environment.
The environments were laid in order on the floor and children
took turns placing the corresponding puppets on the Lego heart
as it moved through the environments. The children had a great
time watching the heart move across their created environment
and helping the metamorphosis happen right before their eyes.
To assess children's learning about metamorphosis,
the student-teacher had them participate in a posttest. She also
used extensive documentation, note taking, digital photography,
and video recording on the children's reactions, discussions,
and conversations, as well as the children's interaction with
the technology.
Overall this project was successful. Not only did
the children have a wonderful time participating, they also learned
about a very complicated topic that traditionally was only approached
with older children. This happened for many reasons. First and
foremost the basis of this project was a powerful idea formed
by the children themselves. For this reason there was an authentic
interest in the project. Secondly, this project used a new technology
that "enhanced the creative, aesthetic, and personal dimension
of students' scientific inquiries" (Martin, Mikhak, Resnick,
Silverman, & Berg, 2000; Resnick et al., 2000). The children
felt a strong personal motivation in the project because they
created the environments that the "heart" would be traveling
through. In the end, not only did the majority of the children
understand the concept of metamorphosis but also they were able
to go into detail about the process. (p. 129)
In the second case, four year olds used the same
technology to explore the concepts of balance. The following
excerpt from Teachers as designers: Integrating robotics in
early childhood education by Marina Bers, Iris Ponte, Catherine
Juelich, Alison Viera, and Joanthan Schenker(2002) describes and
assesses the instructional tasks and learning process:
The activity took place during choice periods in
a four-year-old classroom. First, the student-teacher read a book
to the children, which tells the story of a crane. She then invited
the children to experiment with the crane in a collaborative way.
The challenge was for each child to pick up metal pieces with
the magnet on the crane and transport it to the other side of
the wall by controlling the crane with a touch sensor. To complete
the task the child had to add and take away tokens from either
side of the lever.
First the child needed to figure out a way to make
the magnet side of the crane more weighted so it could pick up
magnets off the table. Next the child had to balance the crane
for it to rotate over a short wall without hitting it. Once on
the other side, the child needed again to redistribute weight
for the magnet to touch the table or floor surface. The child
was encouraged to go back and forth delivering magnets for as
long as he or she wanted to.
As a result of their experimentation with the crane
and the magnets, the discussion that occurred among the children
during this activity was very rich. For example, children were
talking about making the baskets equal for it to balance. "Three
in this side and three in that side." They began by simply
adding pieces and then progressed to taking away pieces, as well.
When the student-teacher asked the children what it meant to balance
the crane, one child answered, "You have to make it equal."
In building the crane the student-teacher was also
personally challenged to re-visit the concept of balance. During
the design process she had a hard time getting the lever to balance.
It was very frustrating for her but with some trial and error
she figured it out. At one point she stated, "I learned so
much about balance just by making the crane!"
The children who experienced this activity thoroughly
enjoyed it. In particular, they liked being in control of the
crane and its movement. For many children the activity was not
appropriate. The scale of the LEGOs was too small, and thus required
a great deal of fine motor ability, which many four-year-olds
have not yet mastered. Due to their young age, it wasn't developmentally-appropriate
to engage or expect children to participate in the whole design
process of the crane, as their student-teacher did. However, the
crane was a fun and different way for children to explore the
concept of balance by being in control of what looked like a sophisticated
new type of technology and by engaging in the scientific process
of making predictions. (pp. 130-131).
Wyeth and Wyeth (2001) analyzed 28 preschoolers
(four and five-year-olds) reactions to, and interactions with,
Electronic Blocks using direct observation methods of data
collection. Two research questions guided their studys
design: Are Electronic Blocks a developmentally appropriate
resource for early childhood education? And, Are children able
to access the dynamic programmable properties of the Electronic
Blocks? (2001, p. 4). The Electronic Blocks were tangible
programming elements that could be stacked and arranged to form
computer programs that interact with the physical world (Wyeth,
2002).
The Electronic Blocks were designed so children
can connect them just as they would any other blocks. The blocks
were made by placing electronics inside Lego Duplo PrimoTM blocks.
This ensured that the blocks were easy to stack and connect. There
were three kinds of Electronic Blocks: sensor blocks, action blocks
and logic blocks (see photograph from http://www.dstc.edu.au/Research/Projects/Ambience/ElecBlocks.htm).
There were three sensor Electronic Blocks: a seeing
block, a hearing block and a touch block. These blocks were capable
of detecting light, sound and touch, respectively.
Action blocks produced some kind of physical output.
The light block lit a bright incandescent bulb, the sound block
played a simple children's melody, and the movement block was
a four-wheel car that drives in a straight line.
Logic blocks had an intermediary role. Placed between
a sensor block and an action block they had the ability to alter
the expected action.
[Note: Photograph from http://www.dstc.edu.au/Research/Projects/Ambience/ElecBlocks.htm]
A fascinating aspect of Electronic Blocks was their
ability to interact not only with the environment, but also with
each other. An example of two Electronic Block structures interacting
was the creation of a remote control car. By creating one block
stack that contained a touch block and a light block and another
stack that had a seeing block on top of a movement block, a child
had effectively created a remote control car. By pressing the
touch block, the child triggered the light. This light in turn
was detected as an input by the seeing block which actives the
movement block (see the picture from http://www.dstc.edu.au/Research/Projects/Ambience/ElecBlocks.htm).
[Note: Photograph from http://www.dstc.edu.au/Research/Projects/Ambience/ElecBlocks.htm]
Wyeth and Wyeth (2001) concluded that the Electronic
Blocks afforded young children, aged between three and eight years
of age, unstructured exploratory learning with concrete materials,
thus empowering sensory-dependent children with experiences to
actively manipulate technology in a purposeful and appropriate
way. Further, the electronic blocks were programmable, real objects,
developmentally appropriate resources for early childhood technology
education (Bredekamp & Cople, 1997).Learning Center 4:
Spatial Awareness using 2D/3D Software
Although we perceive our surroundings in three-dimension,
the world portrayed on our information displays is caught
up in the two-dimensionality of the endless flatland of paper
and video screen (Tufte, 1990, p. 12). Concepts of spatial
awareness are linked to understanding and representing real world
physical objects and conditions, as well as the development of
creative expression. Some researchers suggest the use of digital
technology affords early childhood educators opportunities to
develop and enhance teaching and learning processes that illustrate
spatial concepts (Everett, 2000; Hermer-Vazques, Moffet &
Munkholm, 2001). Other researchers purport young children construct
mental understanding of spatial relationships by experiencing
and making sense of the interplay of the real world, the mental
representation, the 2D representation, and the cyberspace representation
of a 3D world (Matthews & Geist, 2002).
Matthews and Geist (2002) defined interactions
between a child, his or her surrounding world as well as perceptions
of these lived experiences, and a computer context as essential
inputs for the childs development of spatial awareness.
In drawing this conclusion, these researchers used a framework
built on Jean Piagets understanding of spatial awareness
in children to explore how digital technology might enhance young
childrens three-dimensional spatial awareness and three-dimensional
creative expression. Specifically, Matthew and Geist explored
graphic intensive 3D modeling applications that allowed children
to build 3D shapes on the computer and then manipulate them in
a simulated 3D space. Graphic software permitted a child to view
digital creations from four perspectives that required the child
to change visual and mental orientation to the object/s. Thus,
children experienced disequilibrium as they moved objects in 3D
while looking at a 2D representation (a computer screen). Matthew
and Geist (2002) premised:
The emergence of digital technology as a tool,
media, and environment has allowed for new opportunities to understand
and develop spatial awareness in children. Digital technology
can be implemented in the curricula to enhance the understandings
of the spatial relationships in the physical world and in the
creation of creative content to express original ideas using digital
technology.
(p. 322)
And,
These simple activities that integrate digital
and physical spatial activities can help children develop a strong
sense of spatial awareness. This awareness
helps the child
develop cognitively, and creatively. (p. 331)
Learning Center 5: Digital Photography
with Instructional Tasks
Through their research on uses of digitized information
in early childhood education, Rivera, Galarza, Entz and Tharp
(2002) illustrate how technology influences pedagogy for young
children. They argue that technological innovations can serve
as powerful tools for increasing the potency of pedagogy based
on fundamentals principles of human development (p. 181). Within
a conceptual framework of cultural-historical-activity (CHAT),
these researchers deem technology to be a tool-to-be-taught
and as a tool-for teaching (p. 182).
From this perspective, a community focus is particularly
important for understanding how technological instructional activity
is organized. Since communities are continually built through
shared activities involving the use of tools and language, the
introduction of tools of a technological nature disrupts traditional
community practices, which alters social interactions, and impacts
psychological phenomena such as cognition and values (p. 195).
Given CHATs emphasis on classroom organization of an activity,
the development of classroom values, and lived experiences of
classroom community within the surrounding cultural context, nowhere
is the integration of information technology more crucial than
early childhood learning environments (Rivera, Galarza, Entz &
Tharp, 2002).
Rivera, Galaza, Entz and Tharp (2002) describe
an instructional task in which two pre-school teachers used technology
to increase three and four-year-olds social and academic language
use. Technological tools - the digital still camera, the computer,
and the color printer - stimulated an occasion-rich dialogue
between children and their teacher (p. 191). This classroom
illustration was based on a systematic approach towards implementing
technology-enriched instruction. Specifically, this lesson was
designed to develop the mathematical concept of sequencing (of
events over time). In preparation, task cards were made for each
phase of the learning activity (planting gourd seeds). Each task
card featured simple printed instructions and a digital photograph
of the teachers hands performing a task. Digital photographs
of the children engaged in the activity centers recorded the childrens
learning as the lesson unfolded. These digitized images of familiar
people and events (p. 202) stimulated conversation, thus
providing opportunities for the teacher to assist language development.
Selections from the days digital images were posted in the
front door for families perusal at home-time. In this instance,
all children experienced rich and diverse technological explorations,
and immediate communications was provided to families. Further,
these digital images document and validate an individual childs
development, thus serving as invaluable assessment data for parents,
teachers, and the children themselves.
Although some readers may consider this approach
to technology and early education as conventional and somewhat
conservative (Rivera, Galarza, Entz & Tharp, 2002), this practice
actively engages children in constructing their own understanding
of sensory motor experiences. Developmentally appropriate and
digitally-produced stimulus materials that are integrated with
active, teacher-facilitated instructional activities elude what
some researchers claim to be hazards of computer-reliant early
childhood classrooms ill effects on the development of
young brains from close electronic exposure, and temptations to
implement computers as electronic babysitters or surrogate
television sets (p. 203).
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