This chapter is about the kinds of thinking prompted when young children engage with a broad range of digital technologies. It will consider the cognitive functions which educational games seek to develop and the social, emotional and meta-cognitive thinking that is associated with playing with technologies. The chapter will draw on empirical studies about young children learning and playing with technological resources and toys at home and in educational settings
Playing was a central activity in the everyday lives of the 3-and 4-year-olds who took part in our r...
In early childhood education children increasingly have access to digital technologies to play on an...
This book focuses on how young children play and have fun while indulging in digital worlds, discove...
This chapter is about the kinds of thinking prompted when young children engage with a broad range o...
This paper gives an account of the findings of a series of qualitative research studies which explor...
This essay introduces the concept of digital play in early childhood education and how digital techn...
There is a limited literature on pre-school children's experiences with digital technologies at home...
Digital games attract children and young people with imaginary worlds, fascinating stories, and shar...
This paper illustrates the intensified engagement that youth are having with digital technologies an...
<div>In the early childhood education literature, a growing number of studies have referenced <i>dig...
Although computers can represent a medium for children's social and intellectual development, some r...
Today’s digital landscape is evolving more quickly than existing research about the effects of digit...
In this chapter, we argue that early childhood technology research would benefit from a critical app...
Digital technologies as part of young children’s lives – from birth to eight years old - have been a...
Digital technologies are increasingly acknowledged as an important aspect of early childhood educati...
Playing was a central activity in the everyday lives of the 3-and 4-year-olds who took part in our r...
In early childhood education children increasingly have access to digital technologies to play on an...
This book focuses on how young children play and have fun while indulging in digital worlds, discove...
This chapter is about the kinds of thinking prompted when young children engage with a broad range o...
This paper gives an account of the findings of a series of qualitative research studies which explor...
This essay introduces the concept of digital play in early childhood education and how digital techn...
There is a limited literature on pre-school children's experiences with digital technologies at home...
Digital games attract children and young people with imaginary worlds, fascinating stories, and shar...
This paper illustrates the intensified engagement that youth are having with digital technologies an...
<div>In the early childhood education literature, a growing number of studies have referenced <i>dig...
Although computers can represent a medium for children's social and intellectual development, some r...
Today’s digital landscape is evolving more quickly than existing research about the effects of digit...
In this chapter, we argue that early childhood technology research would benefit from a critical app...
Digital technologies as part of young children’s lives – from birth to eight years old - have been a...
Digital technologies are increasingly acknowledged as an important aspect of early childhood educati...
Playing was a central activity in the everyday lives of the 3-and 4-year-olds who took part in our r...
In early childhood education children increasingly have access to digital technologies to play on an...
This book focuses on how young children play and have fun while indulging in digital worlds, discove...