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Digital Game-based Learning for Early Childhood

Jun. 10, 2013
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Digital Game-based Learning for Early Childhood

  1. Digital Game-based Learning for Early Childhood Neil Peirce IGBL, 6th June 2013 Partnering industry with research to pioneer learning innovation
  2. www.learnovatecentre.org Develop breakthrough research for learning innovation by partnering industry with leading research groups in Ireland. Learnovate Centre - Mission
  3. www.learnovatecentre.org Trinity College Dublin University College Dublin Waterford Institute of Technology NUI Galway Academia 23 Industry partners trading within Ireland Industry-Led Collaboration Industry
  4. www.learnovatecentre.org Current Industry Partners
  5. www.learnovatecentre.org Shared Research Agenda • Augmented Reality • Intelligent Agents • Games & Virtual Worlds • Assessment Methods • Performance Analytics • Return on Investment • Intelligent Content Delivery • Location-based Learning • Hands-on Learning • Interoperability • Social Learning • Search • Personalisation Social & Informal Learning Mobile & Collaborative Learning Metrics & Assessment Immersive Learning
  6. www.learnovatecentre.org Overview www.learnovatecentre.org • Introduction • The Design of Games for Early Childhood • Appropriate Gaming Strategies • Underpinning Pedagogies • Evidence of Learning Effectiveness • Ethical Considerations
  7. www.learnovatecentre.org Introduction • Early Childhood (3-6 year olds) • Unique challenges • Increasing relevance – Tablet computers (Sharp, 2002)
  8. www.learnovatecentre.org The Pedagogy and Design of Games • Play vs. Games – Goals – Rules • Key challenge: –Developmental Appropriateness
  9. www.learnovatecentre.org Play in Early Childhood • Adult play – Entertainment, enjoyment, escapism, fitness, etc. • Early childhood play(NCCA, 2004) – Develop imagination and creativity – Develop an ability to manage emotions – Develop as thinkers – Develop physically – Develop language – Learn to use symbols • Including literary and numerical systems – Develop social skills, and to develop morally and spiritually
  10. www.learnovatecentre.org Taxonomy of Play (Hutt et al., 1989)
  11. www.learnovatecentre.org Games • “A game is a system in which players engage in an , defined by , that results in a .” (Salen & Zimmerman, 2003) • Developmental Appropriateness – Cognitive – Psychomotor – Socio-emotional – Psychosexual
  12. www.learnovatecentre.org Cognitive Development (Piaget) (Gage & Berliner, 1998)
  13. www.learnovatecentre.org Cognitive Development • Preoperational sub-stage – Use language to help develop concepts – Egocentric view of the world – Need extensive experience to understand complex relational terms – Can classify objects based on a single evident feature, e.g. colour, material – There is difficulty with understanding multi-dimensional differences, e.g. green circles and green triangles are not the same just because they are green – They are able to collect items based on a criterion (even a shifting one) – They can arrange objects in a series yet cannot draw inferences between non-adjacent objects – They have limited transitive inference, e.g. if A > B and B > C then A > C
  14. www.learnovatecentre.org Cognitive Development • Intuitive sub-stage – Ability to form classes or categories of objects (not necessarily aware of them) – Understand logical relationships of increasing complexity – Able to work with the idea of a number – By age 7 they are able to react to symbol systems and to overcome their intuitive impressions – The principle of conservation is understood – Increased ability to express thoughts and ideas verbally – Imagination enables imitation of actions and symbols – There is a transition from self-satisfying behaviour to fundamental socialised behaviours
  15. www.learnovatecentre.org Example Games Team Umizoomi Math: Zoom into Numbers by MTV Networks Count Me To Sheep by Sesame Workshop Checkout Cookie by Sesame Workshop Letter Factory Game by LeapFrog Enterprises
  16. www.learnovatecentre.org Psychomotor Development Psychomotor Developmental Stages (Gallahue & Ozmun, 2006) • Initially achieved largely through maturation – Fully attained through opportunities for practice, encouragement, and instruction
  17. www.learnovatecentre.org Example Games The Tiggly Game
  18. www.learnovatecentre.org Socio-emotional Development • Children learn through action and interaction with others • Parents/guardians play a key role in supporting their children’s early learning • Effective communication between parents and child- minders/practitioners enhances children’s learning • The play environment—whether outdoor or indoor—warrants careful consideration to support both relationships and play as key contexts for learning Erikson's Stages of Personality (Erikson, 1980)
  19. www.learnovatecentre.org Example Games The Scout and Friends...and You! Game by LeapFrog Enterprises
  20. www.learnovatecentre.org Psychosexual Development • Sigmund Freud – Phallic stage / reproductive issues – Body / Gender awareness • Oedipus complex among boys – Resolved through self-exploration and input from parents – Limited relevance to digital game-based learning
  21. www.learnovatecentre.org Developmental Stages and Age • Many influencing factors • Great diversity within 3- 6 year olds
  22. www.learnovatecentre.org Appropriate Gaming Strategies • Simple interfaces • Limited symbols requiring interpretation (no text) • A role for the parent in games • Language to discuss problems • Each child develops at their own pace • Egocentric nature limits alternate perspectives • Competition has limited relevance • Fine-motor skills still developing • Short periods of play necessary (eye development) • Body, directional, temporal, spatial awareness still developing • Many more in the report…
  23. www.learnovatecentre.org Underpinning Pedagogies
  24. www.learnovatecentre.org Evidence of Learning Effectiveness • Limited research exists for this age group • SoA Survey – 4 leading journals and conferences – 995 papers surveyed – 3% (16 papers) directly relevant to early childhood learning 0% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Trans. on Edutainment Sim and Gaming ECGBL DIGITEL Overall Percentageofpapersbysector Publication Source Breakdown of sector-specific research papers (excl. theoretical and technical papers) Other Military Corporate Fourth Level Third Level Secondary Primary Early Childhood
  25. www.learnovatecentre.org Evidence of Learning Effectiveness • Reasons for limited publications
  26. www.learnovatecentre.org Evidence of Learning Effectiveness • Phonological Awareness – Benefits to reading and writing skills in primary school Representation of the Phonological Structure of the Word ‘basket’. (Gillon, 2004)
  27. www.learnovatecentre.org Evidence of Learning Effectiveness • Differentiation of Thematic and Taxonomic Relationships Example Game for Hierarchical Taxonomic Classification (Sung et al., 2008) Progressive Stages of Taxonomic Learning
  28. www.learnovatecentre.org Evidence of Learning Effectiveness • Memory Enhancement Strategies – (Oyen & Bebko, 1996) • Motor Skills and Coordination – Tangible Toys (Marco et al., 2009) • Mathematical Development – Spatial and geometric competencies and concepts – Numeric and quantitative concepts – (Sarama & Clements, 2004)
  29. www.learnovatecentre.org Ethical Considerations • Cognitive – Limited evidence of learning effectiveness • Psychomotor – Hindered psychomotor skills due to non-physical play – Health risks due to increased sedentary activity – Risks of prolonged use of digital displays – Challenges of adult centric ergonomics of devices • Socio-emotional – Reduced social and inter-generational play – Reduced conversation and use of language
  30. www.learnovatecentre.org Also in the Report… • Cost-effectiveness – Market size – Market competitiveness – Development costs AppStore Education Section (Shuler, Levine, & Ree, 2012)
  31. www.learnovatecentre.org Summary • Developmental appropriateness is a key design factor for this age group – Considerable differences even within 3-6 year olds • Limited research and evaluation – Anecdotal evidence common amongst commercial games – Proven benefits in certain domains • Ethical considerations • Need for further research in this fast growing market
  32. www.learnovatecentre.org The report is available at: http://www.learnovatecentre.org/research -report-digital-game-based-learning-for- early-childhood/ neil.peirce@scss.tcd.ie Questions?
  33. www.learnovatecentre.org References • Alliance for Childhood. (2000). Fool’s Gold: A Critical Look at Computers in Childhood. (Colleen Cordes & Edward Miller, Eds.). College Park, Maryland: Alliance for Childhood. Retrieved from http://www.eric.ed.gov/ERICWebPortal/search/detailmini.jsp?_nfpb=true&_&ERICExtSearch_SearchValue_0=ED445803&ERICExtSearch_SearchType_0=no&ac cno=ED445803 • Brown, J. S., Collins, A., & Duguid, P. (1989). Situated Cognition and the Culture of Learning. Educational Researcher, 18(1), 32 – 42. Retrieved from http://www.jstor.org/stable/1176008 • Erikson, E. H. (1980). Identity and the Life Cycle. Psyche (Vol. 7). New York, London: W. W. Norton & Company, Inc. Retrieved from http://books.google.ie/books/about/Identity_and_the_life_cycle.html?id=Ok5qAAAAMAAJ&redir_esc=y • Florou, D., Mavroudi, C., Haidi, I., Gouscos, D., & Meimaris, M. (2001). Animating DGBL in Pre-School , Primary and Special Education : Three Case Studies. (M. Pivec, Ed.)Proceedings of the 3rd European Conference on Games Based Learning, 124–134. • Gage, N. L., & Berliner, D. C. (1998). Educational Psychology (6th ed.). Boston/New York: Houghton Mifflin Company. • Gallahue, D. L., & Ozmun, J. C. (2006). Understanding Motor Development: Infants, Children, Adolescents, Adults (Sixth.). New York: McGraw-Hill. • Gillon, G. T. (2004). Phonological Awareness: From Research to Practice. New York: The Guilford Press. Retrieved from http://books.google.ie/books?id=PvM_zdY4I3kC&printsec=frontcover&source=gbs_ge_summary_r&cad=0#v=onepage&q&f=false • Hutt, S. J., Tyler, S., Hutt, C., & Christopherson, H. (1989). Play, Exploration and Learning: a Natural History of the Pre-School. London and New York: Routledge. • Kolb, D. A. (1984). Experiential learning: Experience as the source of learning and development. London: Prentice-Hall. • Leutner, D. (1993). Guided discovery learning with computer-based simulation games: Effects of adaptive and non-adaptive instructional support. Learning and Instruction, 3(2), 113–132. doi:10.1016/0959-4752(93)90011-N • Marco, J., Cerezo, E., Baldassarri, S., Mazzone, E., & Read, J. C. (2009). Bringing tabletop technologies to kindergarten children. HCI 2009 (pp. 103–111). Retrieved from http://dl.acm.org/citation.cfm?id=1671011.1671023 • Montessori, M. (1912). The Montessori method : scientific pedagogy as applied to child education in “The children’s houses” with additions and revisions by the author. Heinemann. • Oyen, A.-S., & Bebko, J. M. (1996). The Effects of Computer Games and Lesson Contexts on Children’s Mnemonic Strategies. Journal of Experimental Child Psychology, 62(2), 173–189. doi:10.1006/jecp.1996.0027 • Piaget, J. (1962). Play, dreams, and imitation in childhood. Morton ibrary (Vol. 24, pp. 316–339). Norton. Retrieved from http://www.psych.utoronto.ca/users/peterson/Psy2302011/03Piaget.pdf • Plowman, L., & Stephen, C. (2005). Children, play, and computers in pre-school education. British Journal of Educational Technology, 36(2), 145–157. doi:10.1111/j.1467-8535.2005.00449.x • Salen, K., & Zimmerman, E. (2003). Rules of play: game design fundamentals. MIT Press. Retrieved from http://www.mitpressjournals.org/doi/abs/10.1162/leon.2004.37.5.414 • Savery, J. R., & Duffy, T. M. (1995). Problem Based Learning: An instructional model and its constructivist framework. Educational Technology, (35), 31–38. • Sharp, C. (2002). School Starting Age : European Policy and Recent Research. LGA Seminar “When Should our Children Start School?” London: National Foundation for Educational Research. Retrieved from http://www.emie.co.uk/nfer/publications/44414/44414.pdf • Sung, Y.-T., Chang, K.-E., & Lee, M.-D. (2008). Designing multimedia games for young children’s taxonomic concept development. Computers & Education, 50(3), 1037–1051. doi:10.1016/j.compedu.2006.07.011
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