Summary
Contents
Subject index
Critically examining the fears that commonly surround young children's play involving digital technologies, this book seeks to address each of the negatives and present the positive possibilities of technology when it comes to early childhood. Using observations of children in play and cutting-edge research, this book will empower students and build their confidence so that they are able to challenge perceptions and think creatively about how they can use technology. Each chapter includes case studies, research spotlights, activities and annotated further reading to help students develop their critical thinking, deepen their research and connect theory with practice.
Introduction
Introduction
Digital play in the everyday life of young children
A 3-year-old girl and her 18-month-old brother are playing games through the ‘Sarah and Duck’ app on their mother’s phone while she tidies up around them. ‘Sarah and Duck’ is a programme, produced by the BBC, that they love to watch on television, and they are excited about interacting with the characters from the show through the app on the phone. The app involves a sequence of games: from playing virtual snap, to ‘tidying up’ Sarah’s toys on screen by dragging them to the right place, and brushing the characters’ teeth through the movement of the finger on the screen. The 3 year old is concentrating and perseveres with each game, even though she is ...
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