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Impact of technology on early childhood classrooms
Use of technology in the classroom
Use of technology in the classroom
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Recommended: Impact of technology on early childhood classrooms
When most people think of an early childhood classroom they think of children roaming around and all around them toys, lots and lots of toys. (repetitive, and confusing to read) Many families may ask, “What is my child learning?” or “Don’t you do anything but play?” What these families don’t realize is that playing is a key factor in learning. In order to compromise with families that want more academia in early childhood classrooms, many teachers have begrudgingly introduced toys that include technology into their classrooms. In this essay, we will discuss the disadvantages and benefits of technology in the early childhood classroom.
Why don’t early childhood educators want to revolutionize and begin using technology in their classrooms? Many teachers feel that toys like computers, videogames, and tablets are developmentally inappropriate. Educators often hold the view that “hands-on learning experiences are essential,” and that if technology is used at all it should only be used to enhance hands on experiences (Shifflet, Toledo, Mattoon p.36). Additionally, most people, regardless of education, assume that the more technology that children are subjected to, the less
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Children often participate in physically active screen time while playing video games such as Xbox Kinect, where movement is directly linked to the completion of the game. In addition to the obvious physical benefits of exercise, researchers have learned that “active video games can improve academic performance and reduce classroom absenteeism, tardiness, and negative classroom behaviors” (Sweetser, Johnson, Ozdowska, Wyeth, p.96). As for cognitive active screen time, it has been observed that children who used computers in preschool had “higher levels of attention and motivation” in addition to being better prepared for school (Sweetser, Johnson, Ozdowska, Wyeth,
Video games do not make us more intelligent. They may however, make us more prone to violence and sex. Video games are preventing us from screening out distractions and making thinking deeply a difficult task. Our brains become overwhelmed when multitasking. Moreover, Johnson states “... a modern video game can take forty hours to complete”. Forty hours keep kids from homework and as Rachael Rettner states in livescience, “The results show that boys given a PlayStation II are slower to progress in their reading and writing skills and have more learning problems reported by their teachers than those not given a system”. The sole reason studies come back positive for video games being productive is due to the fact that they test a regular video gamer with a non-gamer. Regular video gamers will do better in the study because the more they play, the better they get. Not many realize the effect of these “fully realized imaginary worlds”, it is making it harder for people to differentiate their virtual life with their real
I would include technology and software in a play-center for early childhood education because there are some educational games that can help you children learn. The games or things they do at school they can also do at home if they have the same program at home and they can show their parents what they learned at school. It can help children be better problem solvers and help teach them how to make hard decisions. Technology can help children learn more about the world around them and how the world around them works. They can be also taught how to use a computer which can be helpful in the future when they have to write an essay, fill out college applications or even job applications. We want our children to be prepared to help them in the
The role of technology in early childhood education is a controversial topic to both teachers and parents. The main concerns of both teachers and parents is the potential benefits for young children’s learning and development.. Supporters and non-supporters agree on the importance of young children’s social, emotional, cognitive and physical development. Supporters feel children should have the opportunity to use the computer as another tool to aide in and encourage their development. Non-supporters agree the computer may be a useful tool for young children but feel many teachers may not be using the computers in the best way to promote a healthy development in the child. They also contend that introducing the computer takes away from important learning experiences such as play and art (NWREL, 2001). School programs are now working on ways to better integrate computers into the classrooms in order to offer the young children the opportunities to develop the necessary skills to grow as students (Gimbert, 2004). The purpose of this research paper is to examine the controversies that surround technology use in early childhood classrooms.
Video games based on learning are quickly becoming known as “the new frontier of learning.” Many children who have learning disabilities have an easier time learning basic skills from playing games rather than looking through a textbook. When learning is disguised as a fun pastime, children are more likely to welcome it. Video games can be utilized in school to influence children into becoming more comfortable with their own knowledge. In some cases, children feel incompetent to their peers because they are not as gifted in math or writing. By using video games, students are not expected to compete with their classmates, so they will become confident and outgoing which, in turn, will show their true talents. A group of researchers at the University of New York conducted an experiment with a group of students that were assigned to play video games competitively or on their own. Through performing this test, they concluded that those who chose to play competitively, or on their own both had an increased final score because they were able to play at their own leisure ("Educational Video Games Can Boost Motivation to Learn.", 2013). Observing how video games can help both gifted children, as well as the individuals who are struggling, is evidence that video games can be as useful as they are
Due to this argument, parents and children now heavily rely on technology for a main source of play, limiting the challenges of all creativity and imagination (Rowan 3). Although technology can provide some games and tools that can help children learn, it does not provide the same benefits as actual play and actually causes more harm than good. One of the main problems with play through technology is the fact that children are seeing a “symbolic representation of the real world” and are not receiving a direct experience of the real world with real people and materials (Rice 3). The more time children spend looking at a screen, the more they are isolating themselves and not spending time with other children and adults (Rice 3). This is not only damaging to the learning development of a child, but also the healthy development of forming relationships and social skills (Rice 3). According to a 2010 Kaiser Foundation study, children who are in elementary school use on average 7.5 hours per day of entertainment technology and spending this much “screen time” is damaging to the development of children because their “sensory, motor, and attachment systems have biologically not evolved to accommodate this
The average adolescent spends a major part of the normal week watching or interacting with some form of the media’s products. Video games are one of these media based mediums and have become increasingly popular since the 1980’s. According to a report in Archives of Pediatrics & Adolescent Medicine, "Female gamers spent an average of 44 minutes playing on the weekdays and one hour and four minutes playing on the weekends, and male gamers spent an average of 58 minutes playing on the weekdays and one hour and 37 minutes playing on the weekends" ("Video Game Play Among Adolescents"). What can we understand from this evidence? The fact is that adolescents, male or female, are spending tremendous amounts of time each day sitting in front of a screen with a controller in hand.
Technology is a recent development that has been widely used in many fields to enhance productivity and output. For instance, it has been incorporated in the education sector to allow easier access to information. Mostly, technology in education has taken the form of using computers and related accessories like software to enhance the learning capacity, information access, and development of students’ learning capabilities. In essence, extensive use of technology in classrooms has reduced the workload of tutors while enhancing the overall performance of students through employment of various programs aimed at developing the learning of students. Technology is used on all sorts of classroom scenarios including early childhood education. Some technologists and educations specialists, however, cite that use of technology in early childhood may be detrimental. This paper seeks to explore both the positive and negative attributes of use of technology in early childhood education.
Our world is changing gradually bringing these changes into people’s daily life styles; consequently, a person’s potential to embrace these challenges and revolutionize with them has become an important factor to analyze people’s way to prepare themselves for the future. According to Gilbert Valdez, educational technology, especially computers and computer-related peripherals, have grown tremendously and have permeated all areas of our lives. It is incomprehensible that anyone today would argue that banks, hospitals, or any industry should use less technology. Most young people cannot understand arguments that schools should limit technology use. For them, use of the Internet, for example, plays a major role in their relationships with their friends, their families, and their schools. Teens and their parents generally think that use of the Internet enhances the social life and academic work of teenagers. Nonetheless, not all people has the possibility of changing towards a technological society due to the lack of personal progress through technology, and the misunderstanding of this tool is leading future professionals to become technologically dependant; in other words to rely only on technology without considering the possible consequences that it might have on future professionals development and their educational background. The overuse of educational technology has been growing over the recent years due to the emergent technological developments around the world; however, it can be solved by searching for a new balance between the uses of technology within education.
As disclosed in the article, The Impact of Technology on the Developing Child, Chris Rowan acknowledges, “Rather than hugging, playing, rough housing, and conversing with children, parents are increasingly resorting to providing their children with more TV, video games, and the latest iPads and cell phone devices, creating a deep and irreversible chasm between parent and child” (par. 7). In the parent’s perspective, technology has become a substitute for a babysitter and is becoming more convenient little by little. It is necessary for a growing child to have multiple hours of play and exposure to the outside world each day. However, the number of kids who would rather spend their days inside watching tv, playing video games, or texting is drastically increasing. Children are not necessarily the ones to be blamed for their lack of interest in the world around them, but their parents for allowing their sons and daughters to indulge in their relationship with technology so powerfully. Kids today consider technology a necessity to life, because their parents opted for an easier way to keep their children entertained. Thus resulting in the younger generations believing that technology is a stipulation rather than a
To continue, everyone can agree that children need a healthy environment to develop cognitive, social, emotional, physical and linguistic development. How much technology can improve or distract from these essential skills varies with age. The impact and implications of technology tools on young children has been studied and researched through the Let’s Move Childcare initiative and results concluded that little to no “screen time” is preferred for children under the age of two. For children two years or older, the recommended “screen time” is limited to thirty minutes per week in the classroom setting. (White House, 2011.)
Does technology changes the way society functions? In the society we live in today, technology is used for everything. No matter if we are checking our e-mail or checking the weather. Computers are the most used technology. Many people use computers for work or school. Some seem to think that computers can be a huge distraction at either work or school. Like everything else there are pros and cons when it comes to using computers in class. There can be a lot of pros when using computers in class it just depends on if a teacher or student knows how to use it. Although many people believe that using computers in class is a huge distraction, there are many positive outcome of using computers in school. Using
Technology has changed many aspects of our lives, so why should we expect less of the classroom atmosphere? Technology in the classroom has changed the way students learn and the way teachers teach. Technology today is integrated into the classroom as a teaching tool rather than being taught as a course. There are many ways that technology is used in today’s classroom such as the World Wide Web, Power Point, and Excel (Starr, 2011). Teachers will continue to be the most important aspect of a child’s education because they teach and technology does not. The use of technology in the classroom can bring advantages to a child’s education but can also bring disadvantages (Cleaver, 2011).
With the help of the same fundamentals and technology used for video games, schools can change the way our children grasp, and understand the world around us. Children and schools are not the only ones who are able to reap the benefit of gaming. A study from the University of Toronto, lead by Professor Ian Spence, demonstrated that adults are just as easily affected by video games as children. “Playing an action videogame, even for a relatively short time, causes differences in brain activity and improvements in visual attention (“Central Nervous System; Action videogames change brains”).” After studying twenty-five adults, tasked with playing a video game for 10 hours a week, Spencer had learned that those adults did not only have increased
Andy Carvin states “ internet access in schools isn’t worth a hill of beans if teachers aren’t prepared to take full advantage of technology” (2000). Schools spend a lot of money on computer hardware and software as well as other technologies without realizing that many of their employees are unprepared to include them in their teaching and use them to their advantages. Educators often use technology as a classroom management tool rather than an educational one, allowing computer time as a reward for good behavior (Clark & Gorski, 2001). The problem with this is that students learn to use the computer for games and such because it is their reward instead of using it on their own time for educational purposes. This is teaching them the wrong idea. Margaret Honey, director of the Center for Children and Technology in NYC said it best, “The bottom line is, you don’t just put technology into schools or into homes and expect miracles to happen. The technology is only as good as the program that surrounds it” (Meyer, 2002, p.2).
Technology in education is a touchy subject in the United States. Many parents believe that technology will only hurt their child in future, while some believe that technology will help their child. Parents have to be open and must allow themselves, to see what is happening before they make their decision.