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Teaching the Swipe Generation: Carefully Curating Apps for Early Childhood

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Pennsylvania Convention Center, Terrace Ballroom Lobby, Table 26

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Presenters

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Consultant and Trainer
Beth Poss, Educational Consulting
@possbeth on Twitter
@bethposs on Instagram
Beth Poss is an educational and technology consultant, accessibility and inclusion advocate, speech/language pathologist, and former assistant principal. She is currently the Director of Educational Programs for LessonPix. Beth is passionate about designing educational environments that support all students in accessing a rigorous curriculum and meeting educational outcomes. In her work with school districts, universities and national and state level organizations she focuses on how Universal Design for Learning (UDL) is an essential component in designing equitable and inclusive learning environments. She is one of the authors of Inclusive Learning 365: EdTech Strategies for Every Day of the Year

Session description

Today’s young students expertly navigate the digital world well before kindergarten. This begs the question, how do educators balance technology use in early childhood classrooms with the need for play and learning through natural interactions? Let's examine current research and explore best practices in educational technology for our youngest learners.

Purpose & objective

The purpose of this session is to support educators in choosing appropriate technology tools and resources for use with learners in early childhood learning environments. Through an examination of current research and best practices, and the discussion of the pros and cons of modeled applications and other tools, participants will be able to
1. Discuss 5 reputable sources that discuss the appropriate use of media with young children
2. List 7 criteria necessary in an effective early childhood app
3. Identify effective technology applications that support child development in the areas of language, play, literacy, mathematics, social skills and problem solving

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Outline

--Introduction, including polling of the audience on current opinions on use of technology with the 0-8 year old population (5 min)
--Modeling of an application by the presenter and a volunteer, followed by a brief discussion of the type of learning that could occur when this application is used (5 min)
--Current research on use of technology in young learners and in early childhood (15 min)
--Introduction to Criteria for Selecting Early Childhood Technology Applications and Tools (5 min)
--Modeling of a variety of applications that address language development, problem solving, literacy, math, and social development, including device based participation from the audience (15 min)
--Collaborative planning with participants on how to set up rich learning experiences using technology in the early childhood classroom (peer to peer interactions) (10 min)
--Questions (5 min)

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Supporting research

Technology and Interactive Media as Tools in Early Childhood Programs Serving Children from Birth through Age 8, PDF. (2012). Washington, DC.

Selecting Appropriate Toys for Young Children in the Digital Era, Aleeya Healey, Alan Mendelsohn and COUNCIL ON EARLY CHILDHOOD, Pediatrics January 2019, 143 (1) e20183348; DOI: https://doi.org/10.1542/peds.2018-3348

American Academy of Pediatrics Announces New Recommendations for Children’s Media Use. (2016, October 21). Retrieved March 20, 2020, from https://www.aap.org/en-us/about-the-aap/aap-press-room/Pages/American-Academy-of-Pediatrics-Announces-New-Recommendations-for-Childrens-Media-Use.aspx

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Session specifications

Topic:
Innovation in early childhood/elementary
Grade level:
PK-2
Skill level:
Beginner
Audience:
Professional developers, Teachers, Technology coordinators/facilitators
Attendee devices:
Devices useful
Attendee device specification:
Smartphone: Android, iOS
Laptop: PC
Tablet: Android, iOS
Participant accounts, software and other materials:
None needed to pre-download
Subject area:
Language arts, Math
ISTE Standards:
For Educators:
Leader
  • Model for colleagues the identification, exploration, evaluation, curation and adoption of new digital resources and tools for learning.
Citizen
  • Mentor students in safe, legal and ethical practices with digital tools and the protection of intellectual rights and property.
Collaborator
  • Use collaborative tools to expand students' authentic, real-world learning experiences by engaging virtually with experts, teams and students, locally and globally.
Disclosure:
The submitter of this session has been supported by a company whose product is being included in the session