Executive Summary Background and Objectives Touch screen technology has introduced a first generation of tools that afford remarkable access and potential.

Slides:



Advertisements
Similar presentations
The 4 major agents of socialization
Advertisements

Reading Foundations in Early Childhood Small Group Lessons.
Learner Generated Contexts Katerina Avramides IDEAS Lab, University of Sussex.
Children Aged 5 to
Main title slide Keeping Safe. NSPCC and Department of Education Developing Preventative ‘Keeping Safe’ Education in Primary Schools in Northern Ireland:
Course Materials Jo Pike University of Hull.
Current Theories CHS 165 Hi Guys I have included several tasks within the presentation for you to complete individually. Once complete save the power point.
SECONDARY: GAMES AND ACTIVITIES. SECONDARY: GAMES GAMES WERE DEVELOPED TO PRACTICE ON FUNDAMENTAL MOTOR SKILLS GAMES WERE DEVELOPED TO PRACTICE ON FUNDAMENTAL.
DED 101 Educational Psychology, Guidance And Counseling
Who Wants To Be A Millionaire!! The High Pressure, High Tech World of The Stock Market!! The High Pressure, High Tech World of The Stock Market!! Your.
Lead ▪ learn ▪ protect ▪ engage ICT in the EYFS Workshop Every child an entitlement: Use of ICT in the classroom contributes to the.
Web 2.0 with Alert Support for Busy Parents in Suzuki Method of Children Music Teaching Cheuk-ting CHAN Dept of Music HK Baptist University
- Sustaining creative diversity through cultural goods and services - A UNESCO Pilot Project
What makes youth work multicultural? , Tallinn Leena Suurpää Finnish Youth Research Network
Resilience research: the what and why of adolescent engagement online.
THE BYRON REPORT 2008 Regulation: Theoretical Ideas THE BYRON REPORT IS A DOCUMENT WRITTEN BY DR TANYA BYRON IT FOCUSES ON THE RELATIONSHIP BETWEEN CHILDREN.
Bloomfield Public Schools Early Childhood Center.
Supporting Learning With Digital Literacy. Goals of Meeting Information tools to share with your staff; launching survey on instruction using technology.
Cognitive Development: Piaget’s and Vygotsky’s Theories
Technology Use in Elementary Schools Sally Winstead LSIS 5614 OL1 March 06, 2012.
Abstract Background Significance Proposed Methods Research Trajectory Aims Children with Complex Chronic Conditions: A Formative Study to Support Development.
Early Detection of Autism (Ulrich, 2008)
SIGNALS Transition in Education The Icelandic Project Budapest meeting February 3 rd 2015.
Instructor Course U.S. Soccer Federation Referee Program
CHILDREN’S PERCEPTIONS OF LEARNING WITH EDUCATIONAL GAMES USING IPOD TOUCHES Yasemin Allsop ICT Coordinator, Wilbury Primary School (UK)
Children’s Internet Use in Ireland: Balancing Risks, Responsibilities and Opportunities Dr Helen McQuillan, Dr Brian O’Neill Dublin Institute of Technology.
Lead ▪ learn ▪ protect ▪ engage ICT in the Early Years Foundation Stage Course tutors : Julia Briggs and Laura Blackmore Every child.
The Community Collaboration Coaches Roles, Strategies, and Tools.
Formative Evaluation Theory, Methods, and Examples Dr. Rajiv Rimal, Associate Professor Department of Health, Behavior & Society Johns Hopkins University.
Developmental Domains. A child care professional who is knowledgeable of the typical behaviors and abilities of children can support new learning and.
D EVELOPMENTALLY A PPROPRIATE P RACTICE FOR T ODDLERS Candy Green and Chiquita Wilburn ECE 561 Summer II 2007.
Incorporation of Technology into the Classroom By: Jenna Snyder.
THE POWER OF SENSE. DEBRIEF THE BRAND: TARGET AUDIENCE:GOALS: -Raise Awareness about deafblindness desease -Raise the profile and public engagement of.
Myers EXPLORING PSYCHOLOGY (6th Edition in Modules)
THE KEY TO READING ? WHAT IS IMPORTANCE OF GAMING FOR CHILDREN FROM LOW-INCOME FAMILIES? Ready to Learn Initiative Funded by the United States Department.
Strategic Research. 6-2 Chapter Outline I.Chapter Key Points II.Research: The Quest for Intelligence and Insight III.The Uses of Research IV.Research.
ICT and Autism There is no magic bullet !. ICT and Autism There are no computer programs that can 'cure' a person's autism, in fact there is very little.
Media: Communication channels through which content is delivered, including television, video games, movies, music, websites, apps, and advertisements.
 Youth, heritage, and digital learning ecologies Creating engaging spaces for young people Ashley Shaw Don Krug
Project WILD Kathy Kraften, Amy Canales Cille D’Ascenzo,
Technology and Interactive media as Tools in Early childhood Programs Serving Children from birth through Age8
Public Safety Committee September 28, 2015 David O. Brown Chief Of Police Operation Brick and Mortar 1.
Exploration of Apps and other Resources for Supporting Language and Literacy in Young Children
A WORK IN PROGRESS Kansas Department of Health and Environment Kansas State Department of Education Kansas Department of Social and Rehabilitation Services.
Teaching Games for Understanding (TGfU) As a Curriculum Model
SCHOOL COUNSELING INTERVENTIONS Adrienne WatkinsBall State University.
International Child Development Programmes AIM, OBJECTIVE AND COMPONENTS OF THE ICDP PROGRAMME N.Armstrong 2011.
Fish Inventory System March 12, 2013 Update. Advantages of FINS Open Architecture Real Time Data Roles Workflow Automatic Updates.
Abstract Research with youth faces particular challenges, including potential confusion about researchers’ intentions and vulnerabilities related to power.
Educational Psychology Ch. 2 Cognitive Development and Language Ashleigh Dunn 03/19/2011.
The internet is an amazing resource which enables children to connect, communicate and be creative in a number of different ways, on a range of devices.
Making Learning Fun Again Sarah Kim Education and Computers
YOUNG CHILDREN’S USE OF MEDIA, TECHNOLOGY, AND SCREEN TIME PRESENTERS: KIMBERLY SHARKINS & DR. JAMES ERNEST UNIVERSITY OF ALABAMA AT BIRMINGHAM.
Digital Futures ICT Conference for Schools Southampton, March Heidi Hasbrouck.
MARIA CUNNIFFE THE ENGINEERING HABITS OF MIND IN THE SCIENCE CLASSROOM.
Navigating the Curriculum New curriculum challenges New ways of reporting progress.
DIGITAL SAFETY City of Edinburgh Council Digital Learning Team.
Media Relations as Element of Corporate Communications Mr Borislav Miljanovic.
Collaboration for Success Preschool Screening, Assessment and Intervention.
TALK READ SING The Power of Parents’ Words to Shape a Child’s World.
Your kids online – challenges and solutions. Fact or fiction? 1. How many hours a week do children aged between spend online on average? a)18 hours.
Copyright 2012 Pearson Education. Vukelich, Helping Young Children Learn Language and Literacy: Birth Through Kindergarten 3/e Chapter 1 Foundations of.
1 This project was supported by the Health Resources and Services Administration (HRSA) of the U.S. Department of Health and Human Services (HHS) under.
The project „A Way to Success The project „A Way to Success“ The town of Šumperk Comenius Regio Partnership The town of Prievidza
K. Avramides, B. Craft, R. Luckin London Knowledge Lab.
Technology Impact On Child Sensory And Motor Development.
Bullard,Brinae Period 1 Is the internet affecting the development of our children?
Laura Hopkins Caitlin Johnson Channetta Johnson Emma Maynard Christy Meier MINDFORGE FRACTION REDESIGN.
Young and Emerging Evaluators The YEE Program
Curvearro Company Curvearro Company also works in the Digital Marketing business and I manage entire work of marketing to help company to reach success.
Presentation transcript:

Executive Summary Background and Objectives Touch screen technology has introduced a first generation of tools that afford remarkable access and potential for creative use. This study posits three hypotheses: 1.Touch screen technology allows younger children (two years old and older) to access and play productively with a sophisticated media technology platform; 2.Scientific knowledge is needed about how young children (ages two-to-eight) approach, play, and learn with touch screen devices as well as how children master the challenges of age appropriate Applications (Apps); 3. Research is needed to identify the components that comprise the App anatomy, including the specific Components that is salient for learning and creation of effective educational Apps. The Michael Cohen Group LLC (MCG) is currently the evaluation partner for Project UMIGO* and project LAMP**, two partnerships awarded Ready to Learn cooperative agreements in 2010 by the U.S. Department of Education. The focus of Ready to Learn is the optimal utilization of media for education.

Caregivers’ perceptions and attitudes Novice caregivers with little touch screen experience express anxiety about their children using these devices, fearful that their child could access the Internet and inappropriate content. Additionally, App game play is not perceived as a constructive activity. Experienced caregivers who own and use touch screen devices readily introduce their children to the technology perceiving that children learn by "figuring things out.” Many of the experienced caregivers regulate their children’s use of the touch screen devices. Caregivers’ awareness of Apps educational content is limited. However, experience mitigates anxiety. Caregivers are enthusiastic, however, about the concept of App play that includes possibilities for learning and making things.