Early Learners and Digital Learning: Topic 2 of 3: Gaming and Early Learners
Technology has become increasingly personalized and portable, allowing smartphones, touchscreen tablets, interactive whiteboards and other interactive devices to be integrated into classrooms. As interactive classroom technologies become incorporated into curriculums, educational technology has garnered more public awareness. In addition to investing in technology, investing in early learning programs have been promoted as solutions for high quality, effective education.
Some educators and researchers have put forth game-based learning as a possible bridge, linking early education and interactive technologies. Interactive classroom technologies let young students play; they engage and assist young learners in developing both socially and cognitively. Using play-based technology as a platform, game-based learning could be an effective application of educational technologies into the early education curriculum. It is, therefore, important to understand the intersection of early learners and technology by examining the effects of implementing interactive technology in early learning classrooms.
The NCC Regional Innovations in Learning Team has released part 2 of 3 in a series on early digital learners: Gaming and Early Learners. This brief explores the literature around game-based learning’s effect on children’s development and the challenges of implementing it in early education classrooms. The brief concludes with potential solutions for educators that wish to integrate game-based learning into their curriculum for early learners.
I. Neal Kar, Monique C. Morgan, Emily Rukobo, Julie Zarmer Regional Innovations in Learning Team