The affordances and limitations of computers for play in early childhood
Save to My Collections
Verenikina, I., Herrington, J., Peterson, R. & Mantei, J. (2008). The affordances and limitations of computers for play in early childhood. In J. Luca & E. Weippl (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2008 (pp. 3091-3100). Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/28810.
World Conference on Educational Multimedia, Hypermedia and Telecommunications (EDMEDIA) 2008
June 30, 2008
Joseph Luca & Edgar R. Weippl
More Information on EDMEDIA
Table of Contents
The widespread proliferation of computer games for children as young as 6 months of age, merits a re-examination of their manner of use and their facility to provide opportunities for developmental play. This paper describes a research study conducted to explore the use of computer games by young children, specifically to investigate the affordances and limitations of such games and the features of children’s traditional play that can be supported and further enhanced by different kinds of computer play. Computer games were classified and selected according to game characteristics that support higher order thinking. Children aged 5 and 7 were observed playing the games, and a preliminary analysis of findings is given, together with suggestions for further research.
- Instructors and Students Competences, Perceptions and Access to E-learning Technologies: Implications for E-learning Implementation at the Open University of Tanzania
- Strategies for teacher professional development on TPACK, Part 2
- SITE's Digital Fabrication Initative
- Developing Teacher’s TPCK for Teaching Mathematics With Spreadsheets
- Using Technology in Early Childhood Environments to Strengthen Cultural Connections
- Towards a Framework for Identifying and Evaluating Best Practice in E-Learning and Virtual Campuses
- The Expanded Will, Skill, Tool Model : A Step toward Developing Technology Tools That Work
- Instructional Design Considerations for Science E-Learning
- The International Handbook Summit Call to Action for Learning with Technology in the 21st Century
- Patterns of use of Virtual Learning Environments and Students’ Approaches to Learning: a Case Study of Undergraduate Students
Comments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.