2pm - 3:30pm
Michael Robb, Director of Education and Research Fred Rogers Center
Alison Bryant, President and Founder of PlayScience, associate editor of the Journal of Children and Media
Roberta Schomburg, Senior Fellow Fred Rogers Center Early Learning and Children's Media
Alice Wilder,Co-creator and Head of Research and Education, Super Why!
I enjoyed this panel discussion by these innovators and leaders in children's media. It was interesting to see how each of the presenters tackled the question of "quality".
Michael Robb discussed the "device affordances" examining the product - how interactive is it - touch screen? Child's age? Intent - amuse, engage, entertain? Useage is more important to quality than the item itself. Considerations of quality - how does it affect the health, well being and overall development of young children? Content - abilities match child's age. How is the media being used? Evidence based - why is something good? Word of mouth; User reviews; Usability testing; Experimental studies
Alice Wilder - "Describing the Undescribables" Examined quality taken from mulitple perspectives:
What kids might consider quality - engages, amuses and challenges. They take something away from screen experience (Angry Birds and What Makes Water)
What teachers might consider quality - whatever enhances classroom curriculum (The Makeshop Show); extending the learning at home using media (Super Why)
What Librarian's might consider quality - interactive digital books (not much of a discussion here)
What Parents might consider quality - gives them more time; makes kids think
Kid is co-developer of content - consulted throughout development of product
Incorporates strong educational principles such as scaffolding
Indescribables - Vision
Allison Bryant - examines what makes things engaging WHY IS PLAY IMPORTANT; lights up brain; fosters creativity; explores what I can be; interactivity; lets us attune to others; teaches rules; safe failure; play is learing from doing; interactivity combines play with quality media WHAT DEFINES QUALITY INTERACTIVE MEDIA? Has interactive interface - becomes an extension of themselves (kid looks at finger for "paint" after using iPad to "paint") Keeps kids abilities in mind: adds to the experience without complexity (avoid cognitive overload!); Considers the parent and siblings as teachers - coplay options - sharing = more points for games teaches collaboration
Scaffolding supports kids learning
Allows for exploration and creativity
Incorporates learning by doing - Toontastic -create own story - storytelling - understanding structure
Roberta Schomburg - Technology and interactive media as tools in early childhood education programs through birth to age 8. "Ensure equitable access to the same technology and media for each and every child in an early childhood program and to the extent possible to parents and families" Jerlean Daniel, Executive Director of the National Association for the Education of Young Children (NAEYC)
-Interactive media can be a tranformational tool if used with intention
-Developmentally appropriate practice - should guide the use of technology and interactive media
-Age and development level, social and cultural, linguistic level
-Enhance child's cognitive levels
-Supports special needs
-Integrated into curriculum
-Can help educators make and sustain home school connections
Challenge - professional judgment guides the selection, useage, integration and evaluation
Digital citizenship - model appropriate use and help children learn to think critically about these tools and the content they deliver
Tools for quality media:
www.wonderopolis.org
www.yourele.org
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