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Published byBeatrice Foster Modified over 9 years ago
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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.
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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.
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