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USING CONSTRUCTIVE APPS TO DEVELOP DIGITAL LITERACY SKILLS IN EARLY CHILDHOOD EDUCATION
By Monika Tavernier
Presented by Jeremy Brueck
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BACKGROUND & MOTIVATION
� Personal experience with my own children
� Teaching experience with my students
� Student’s feedback
� Help children understand that digital devices are more than a source of entertainment.
� Empower children to become creators of media for themselves and others.
Source of image: http://nspt4kids.com/wp-content/uploads/2011/05/child-with-ipad.jpg
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RESEARCH QUESTIONS
� 1) How would a group of young children react to the Book Creator app within their classroom ecosystem?
� 2) How would the device and app affect the children’s interest in expressing their understanding of the world?
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KEY INFORMATION
� Participants: 28 children from 3 to 5 years
� Location: German Swiss International School Hong Kong
� Duration: September – November 2014
� Equipment: between 1 – 4 iPads each session, depending on the activityBook Creator App for iPads
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APPLICATION TYPESType of application Description Cognitive
Involvement
Instructive apps Contain elements of drill and practice activities,
provide a predetermined task and elicit a particular
response.
Lower-order thinking
Higher-order
thinking
Manipulable apps Allow for guided discovery and experimentation
within a predetermined context or framework.
Hybrid:
Constructive/Manipulable
and Manipulable/Instructive
apps
Include pedagogical designs and elements of both
main classifications.
Constructive apps Feature open-ended design allowing users to create
their own content or digital work samples.
Note: Adapted from Goodwin (2012, pp. 14–15)
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CONSTRUCTIVIST LEARNING
Constructivist learning is concerned with the construction of knowledge based on
experiences, interactions and collaborations.
(Vygotsky, 1978).
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CONSTRUCTIVIST LEARNING FOLLOWS FIVE PRINCIPLES:
1) embedding learning in complex, realistic and relevant environments,
2) providing social negotiation as an integral part of learning,
3) supporting multiple perspectives andusing multiple modes of representation,
4) encouraging ownership of learning and
5) nurturing self-awareness of knowledge construction processes
(Robinson et al., 2013)
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RELATED INSTRUCTIONAL LEARNING STRATEGIESInstructional
Strategies
Description
Situated cognition Humans can learn at any time, place and social setting.
Anchored instruction The learning material is embedded in the context of a specific topic,
which makes the learning more meaningful, and allows for the
examination from different perspectives.
Problem-based
learning
Students learn by solving problems. In this process they construct
knowledge, develop problem-solving skills, and engage in self-
directed learning.
Collaborative learning A group of students work together to solve a common problem.
(Robinson et al., 2013)
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PROCEDURE
Data Time and
Frequency
Research Instrument
Children’s
level of
involvement
Once a week for
every child
Laever’s (1994), Leuven scale of involvement, involvement will be
rated during the review of videos from observations
Children’s
level of tablet
use
Once a week for
every child
Couse and Chen (2010), classification of observed actions and
interactions (review of videos from observations)
Use behavior During each
observation
The participant researcher made observational notes about the
children’s use of the Book Creator. Later these notes were
combined to create learning profiles and identify pattern of use.
To understand how three to six year old children use the book creator their
actions were evaluated under three different parameters:
1. the level of involvement,
2. the level of tablet use (tablet self-efficacy) and
3. children’s use behavior
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STUDY DESIGN
The data was collection was separated into three stages that allowed the children to use their skills to create artifacts independently:
Phase and Description Interventions and main activity Duration
Familiarization Phase
>Researcher led
>Teacher-Centered
1. iPad and App Introduction (Drawing)
2. Weather and Weekdays (PhotoTaking)
3. Autumn Songs (Voice Recording)
2 weeks
1 week
1 week
Application Phase
>Researcher led
>Student-Centered
1. Magazine (Multimedia)
2. Daily News (Multimedia)
3. KidsTalk – St. Martin’s Day (Video Recording)
1 week
2 weeks
1 week
Creating Phase
>Researcher-Assisted
>Student-Centered
1. Kids’ Creations
2. Advent – the time to reflect
3. Christmas
1 weeks
1 weeks
2 weeks
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FINDINGS
� Children expressed themselves in very creative ways, after the familiarization period with consistent guidance and support
� Collaboration and the assistance with others while working with the app helps children progress to the a kind of zone of proximal development (Vygotsky, 1978)
� 3-5 years old children can represent their understanding of the world around them in sophisticated ways with the app
� Some kind of stimulation is necessary to illustrate what the app can do for the children
� Applying Self-Determination Theory (Deci & Ryan, 1985) - experiencing autonomy, competency and relatedness - increases effective use of app
� Clear tasks help children create content and helpsthem leave their zone of comfort
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WHAT DID THEY LEARN
� Decode symbols
� Decode text (remembering)
� Use different tools to illustrate (drawing, letters and photos) or explain their ideas (voice and video recordings)
� Develop a certain confidence towards their own digital literacy competencies
� Explore digitally letters and writing prior being able to hand write
� Develop an interest to create their own stories
� Refine their fine motor skills
� Expand creative repertoire of self-expression
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IMPLICATIONS
� Teachers need to plan sufficient time and assistance during the familiarization stage
� Tasks need to be clear and linked to examples and sources of stimulation
� Teachers can use the children’s work as a source to evaluate the individual child’s abilities and progress
� Teachers can use app to build the foundation for digital literacy
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REFERENCES
� Couse, L.J. & Chen, D.W. (2010) A Tablet computer for young children? Exploring its viability for Early Childhood Education Journal of Research on Technology in Education. Vol. 43 (1) p75-98
� Deci, E. L., & Ryan, R. M. (1985). The general causality orientations scale: Self-determination in personality. Journal of research in personality, 19(2), 109-134.Design-Based Research. (2003). Design-based research: An emerging paradigm for educational inquiry. Educ Researcher, 32, 5-8.
� Goodwin, K. (2012). Use of Tablet Technology in the Classroom. Retrieves on Jan 28, 2014 from http://rde.nsw.edu.au/files/iPad_Evaluation_Sydney_Region_0.pdf
� Laevers, F. (1994). The innovative project Experiential Education and the definition of quality in education. Defining and assessing quality in early childhood education, 159-172.
� Robinson, D., & Bellotti, V. (2013, April). A preliminary taxonomy of gamification elements for varying anticipated commitment. In Proceedings of the CHI.
� Vygotsky, L.S. (1978). Mind in society: The development of higher psychological processes. Cambridge: MA: Harvard University Press.
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CHILDREN’S WORK
� Video: Familiarization Stage: http://1drv.ms/1Ozo8Fn
� Video: Application Stage: http://1drv.ms/1OzoITF
� Video: Creation Stage
� http://1drv.ms/1OzoITF