Computers and play in early childhood: Affordances and limitations
Save to My Collections
Verenikina, I., Herrington, J., Peterson, R. & Mantei, J. (2010). Computers and play in early childhood: Affordances and limitations. Journal of Interactive Learning Research, 21(1), 139-159. Chesapeake, VA: AACE.
Retrieved from http://www.editlib.org/p/30381.
Journal of Interactive Learning Research
Volume 21, Issue 1, January 2010
Association for the Advancement of Computing in Education (AACE) Chesapeake, VA
More Information on JILR
** Invited as a paper from ED-MEDIA 2008 ** Abstract: The widespread proliferation of computer games for children as young as six months of age, merits a re-examination of their manner of use and a review of 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 findings are given, together with suggestions for further research.
- Designing with and for Technological Pedagogical Content Knowledge: The Evolution of GeoThentic
- Using e-Learning Technologies in Developing Remeditainment Products for the Treatment of Children with Central Auditory Processing Disorder (CAPD)
- Post degree online course in Haematopathology and e-Learning: description of an innovative curriculum in e-Learning
- Podcasts in Higher Education: What Students Want, What They Really Need, and How This Might be Supported
- Using RSS in Collaborative Course Development
- Teaching for Success: Technology and Learning Styles in Preservice Teacher Education
- Reducing E-Learning Development Costs Using a Streamlined XML-based Approach
- Using Authentic Situations and Avatars to Build Knowledge in an E-Learning Environment
- Inspiring Learning and Teaching: Using e-tools to Facilitate Change
- Scenario making support in PBL
Comments & Discussion
Comment on the paper above. You must be registered to participate. Registration is free.