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1-051 - Educational Affordances of Interactive Technology for Children

Thu, March 19, 10:10 to 11:40am, Marriott, Floor: Level 3, Independence Ballroom 2

Session Type: Paper Symposium

Integrative Statement

Young children’s days are increasingly filled with educational technology, from computers in their classrooms to bedtime stories on a tablet. Although these digitally native children, referred to as the iGeneration, are in continual contact with technology, little is known about the specific educational affordances of these innovations, and their effectiveness for children’s learning as opposed to the traditional learning media. This symposium, using experimental design and content analysis, explores what young children learn from enhanced eBooks (electronic books with embedded features), exergames (video games with gross motor movements), and online games. The first presentation compares preschool children’s reading comprehension, engagement, and print recognition when read the same book in print form or through the read-to-me feature on an iPad. The second presentation contrasts energy expenditure and executive functioning improvements when playing a physical game, video game, exergame, or no game. The third presentation involves an intensive content analysis of 66 online games designed for preschoolers, on the three most popular networks (PBS Kids, Disney Jr., and Nickelodeon). These games were coded for social, emotional, literacy, linguistic, mathematical, and safety learning opportunities, education delivery methods, and levels of task complexity. These three presentations are followed by expert and audience discussion. Together, this session shed light on the ways in which technology can support young children’s learning and identifies when non-technological options are more educational.

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