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Huh, Youn Jung – Early Child Development and Care, 2017
This study explores young children's digital game play outside of the home as a means of surviving and thriving in modern spaces that limit young children's participation by looking at four digital game-playing three-year-old children. In this ethnographic study, critical theory is used to examine how modern public spaces (e.g., a grocery market,…
Descriptors: Young Children, Computer Games, Video Games, Play
Edwards, Susan; Henderson, Michael; Gronn, Donna; Scott, Anne; Mirkhil, Moska – Technology, Pedagogy and Education, 2017
A digital disconnect perspective is founded on an assumption that technology use in the home is frequent, creative and generative, and that technology use in the early childhood centre should be the same as that found in the home. However, such arguments divert our attention from understanding the nature of the setting and thereby from an…
Descriptors: Young Children, Early Childhood Education, Environmental Influences, Computer Use
Sasi, Sabri; Chang, Maiga; Altinay-Aksal, Fahriye; Kayimbasioglu, Dervis; Dervis, Huseyin; Kinshuk; Altinay-Gazi, Zehra – EURASIA Journal of Mathematics, Science & Technology Education, 2017
Early childhood quality education is a cornerstone in educational development. Many countries have started to develop their own preschool educational system in accordance with the European Union Standards, where learning English language and using technology are prerequisites. In this research, the peace context was used as a mediator for learning…
Descriptors: Preschool Children, Early Childhood Education, Educational Technology, Technology Integration
del Moral-Pérez, Mª Esther; Fernández-García, Laura Carlota; Guzmán-Duque, Alba Patricia – Electronic Journal of Research in Educational Psychology, 2015
Introduction: Our research focused on studying the extent to which the planned, systematic use of educational videogames can result in the generation of learning contexts conducive to developing Multiple Intelligences (MIs) amongst schoolchildren. Methodology: A twofold methodological approach was adopted: a) qualitative: previous assessment and…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Multiple Intelligences
Nusir, Sawsan; Alsmadi, Izzat; Al-Kabi, Mohammed; Sharadgah, Fatima – Acta Didactica Napocensia, 2012
The continuous inventions and evolutions in all information technology fields open new channels and opportunities to enhance teaching and educational methods. In one side, those may improve the abilities of educators to present information in an interactive and media enhanced formats relative to traditional methods. This may help students or…
Descriptors: Multimedia Instruction, Educational Technology, Technology Uses in Education, Teaching Methods
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2016
These proceedings contain the papers of the 13th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2016), October 28-30, 2016, which has been organized by the International Association for Development of the Information Society (IADIS), co-organized by the University of Mannheim, Germany, and endorsed by the…
Descriptors: Conferences (Gatherings), Foreign Countries, Constructivism (Learning), Technological Advancement
Miller, David; Robertson, Derek; Hudson, Alison; Shimi, Jill – Computers in the Schools, 2012
In this article we look at the links between early years pedagogy and the use of digital game-based learning. Early years education is a distinctive phase of the education system in many countries, generally covering the age range from 3-6 or 7 years. In the United Kingdom, it tends to bridge preschool and the first two years in primary school.…
Descriptors: Foreign Countries, Educational Technology, Educational Games, Video Games