Early Learning Playground: Explore, Discuss and Play!
Explore and create : Playground
Monday, June 24, 8:00–11:30 am
Location: Playground C, Street Level, Broad Street Atrium
Sarah Allen Gail Lovely
Come to learn about a variety of technologies and explore how they can support student learning and growth. Play and converse with others as you explore the affordances of technologies for young learners ages 3-8. Robots, tangible tech and more!
|Audience:||Teachers, Technology coordinators/facilitators, Library media specialists|
|Attendee devices:||Devices not needed|
|Participant accounts, software and other materials:||Participants may find a QR Code scanner app useful in order to collect and share things they discover and experience in the playground.|
|Focus:||Digital age teaching & learning|
|Subject area:||STEM/STEAM, Computer science|
|ISTE Standards:||For Coaches:
Digital Age Learning Environments
|Additional detail:||ISTE author presentation|
|Disclosure:||The submitter of this session has been supported by a company whose product is being included in the session|
The Early Learning Network Playground is a space where educators can explore technologies designed for young children. The playground is designed to give visitors opportunities to engage in conversations with others and learn promising practices. Through conversations with educators, developers and other participants, attendees will learn more about the affordances and limitations of various tools and how they fit in early learning environments. In addition to open exploration and conversation, the playground will include presentations from educators and researchers about topics related to the use of technology in early childhood, including Kay Bitter award winners.
The playground will have multiple stations with different technologies and scenarios. Through hands-on exploration and conversation, participants will learn more about the tools and be prompted with discussion by reflective questions. During the playground, there were be short presentations from researchers and practitioners who will share concepts, research, and/or examples from real-world practice. The playground will have opportunities to explore non-screen and non-digital technology related tools as well as high-tech options.
We are looking into the possibility of including a library of children's books which would add to further discussion of Computational Thinking and coding possibilities as well as other technology-integration strategies.
Bers, M. U. (2008). Blocks to robots: Learning with technology in the early childhood classroom. New York, NY: Teachers College Press.
Alper, M. (2013). Developmentally appropriate New Media Literacies: Supporting cultural competencies and social skills in early childhood education. Journal of Early Childhood Literacy, 13(2), 175-196.
Donohue, C. (Ed.) (2015). Technology and digital media in the early years: Tools for teaching and learning. New York: Routledge & Washington, DC: National Association for the Education of Young Children
Marsh, J. (2006). Emergent media literacy: Digital animation in early childhood. Language and Education, 20(6), 493-506. Doi: http://dx.doi.org/10.2167/le660.0
Simon, F. & Nemeth, K. (2010). Digital decisions: Choosing the right technology tools for early childhood education. Lewisville, NC: Gryphon House, Inc.
Takeuchi, L. M., & Vaala, S. (2014). Level up learning: A national survey on teaching with digital games. New York: The Joan Ganz Cooney Center at Sesame Workshop.
Vasquez, V. M. & Felderman, C. B. (2013). Technology and critical literacy in early childhood. New York, NY: Routledge