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Carlies altered edc3100 presentation


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  • 1. ICT and Early Childhood: the use of computer- and internet- based educational games By Angela Hawks and Carlie Reason
  • 2. Interactive computer/ video games
    • Defined as:
    • Type of activity performed on screen that follows a game structure
    • Consisting of:
      • specific rules
      • boundaries and
      • Rewards
  • 3. Kids and Computer- Internet based games
    • utilised as springboard for developing computing skills & strategies in early childhood classroom
    • Basic skills appear in these games
          • Using a mouse
          • Navigating around the screen
          • Clicking, dragging, double clicking & other fundamental skills
    • Used-
      • by any age group
      • in every country throughout the world
      • in both school and home contexts
  • 4. Rationale for choosing this topic
    • As ICT’s are so pervasive in society with the coming of the digital age, it is valuable to learn the skills associated with their use from an early age (Shaffer, 2006).
      • in the 2006 financial year, Australians spent more than $1 billion on digital game hardware and software ( Department of Education and Training, 2010)
      • 79% of Australian households have a device for playing computer and video games (reference)
  • 5.
    • 'Commonwealth of Australia' study-
          • 94% of students had played computer games
          • 19% of those at school
    • ICT can help change teaching and learning
          • Student centered
          • Skill appropriate
  • 6.
    • Government & teachers are focusing on the benefits that technological literacy brings to the classroom.
    • Teachers are utilizing computer games as yet another method of catering to the different cognitive learning needs.
  • 7.
    • 2005 report found children who used appropriate software had improved:
        • IQ scores
        • Non- verbal skills
        • Dexterity and
        • Long- term memory
    • Governments support by policy & initiatives allowing schools to allocate substantial portions of their annual budgets to technology.
  • 8. Parents’ thoughts on computer games
    • many positive aspects of game play other than enjoyment & happiness.
    • 73% of parents say games help their children to learn about technology.
    • 68% say games help their children to learn maths.
    • 64% say games help their children to learn to plan
  • 9. Recent article: 'Aussie kids struggle with computers'
    • Only 57% of year 6 students reached or exceeded the proficient standard for ICT literature
  • 10. Developmental benefits from computer games
    • Increased hand/ eye coordination
    • Motor skills honed
    • Problem- solving skills utilised
    • Strategy and planning required to play
    • Decision- making required for play
    • Logic skills developed
    • Goal setting
    • Multi-tasking
    • An improved sense of self- esteem from mastering skills & progressing through levels
  • 11. Social benefits from computer games
    • Team- building & collaboration
    • negotiation
    • Learning a sense of fairness
    • Learning to take turns
    • Online interaction
    • Conversational skills
    • Visit to hear more about the interactional benefits of computer and online games
  • 12. Educational benefits from computer games
    • Assist in recall and information retrieval
    • Helps to develop cognitive skills
    • Can embed curriculum (eg. Maths concepts)
    • Provide opportunities for learning that may be inaccessible offline
  • 13.
  • 14. The media
    • Media have not portrayed computer games & VEM favourably.
    • Heated debates blaming content for promoting aggressive, violent behaviour & other socially frowned upon attitudes and behaviours.
    • High exposure to VEM is claimed to cause behavioural deterioration & disorders such as:
          • ADD
          • ADHD &
          • Other cognitive & development problems in children.
  • 15. How to maximise benefits:
    • regulate the amount of time that children play
      • Experts recommend between 1 & 2 hours of electronic media per day (including tv)
    • Supervise or select games for children based on:
      • the content of the game
      • Themes and concepts portrayed
      • Skills and abilities required to play
      • Outcomes desired from play
    • Take a minute now to view
  • 16. Ideal ages for computer games
    • Researchers do not recommend for under 3’s as they do not match their learning style
    • 3-4 year olds can benefit when playing in small groups
    • 4- 8 years can play individually to further concept grasp
  • 17. 3-4 yo children who use computers have significantly greater developmental gains such as increased:
        • Intelligence
        • Nonverbal skills
        • Structural knowledge
        • Long- term memory
        • Manual dexterity
        • Verbal skills
        • Problem solving
        • Abstraction
        • Conceptual skills
  • 18. 5 points to ponder:
    • Computer and video games are
    • a natural teacher
      • Highly motivating
        • Interactive
          • Provide repeated practice
            • Include rewards for skilful play
  • 19.
    • Video games
    • that take me places away from harsh reality,
    • that allow me to be the kind of person I want to be,
    • that test my abilities,
    • that raise my awareness level,
    • that teach me strategy,
    • that improve my hand-eye coordination,
    • that teach me math skills,
    • that teach me history,
    • that teach me a foreign language,
    • that are mostly made of RPG's, FPS's, and RTS's,
    • made me who I am today.
    • (Written by a primary school student)
  • 20. Thank you!
    • Please take a few minutes to complete our survey located at:
    • References
    • Shaffer, D. W., (2006) How Computer Games Help Children Learn , (online edition) Palgrave Macmillan, accessed 22 April 2010 from:
    • Finger, G., Russell, G., Jamieson-Proctor, R., and Russell, N., (2007). Transforming Learning with ICT: Making it Happen , Pearson Education Australia: Frenchs Forest.
    • The Department of Education and Training, (2010). Smart Classrooms: games in learning , accessed 22 April 2010 from: