299,795 research outputs found

    Peer play interactions and readiness to learn: A protective influence for African American preschool children from low-income households.

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    Guided by a strengths-based resiliency framework, this article reviews a body of research on the positive influence of interactive peer play for African American preschool children from low-income households. This literature provides evidence for positive associations among interactive peer play experiences at home and in school, and children’s early childhood social and academic skills. It presents the development and validation of three distinct dimensions of interactive peer play with African American children attending Head Start. It reviews research examining associations between these 3 dimensions and children’s academic and social outcomes, as well as evidence-based interventions designed to foster interactive peer play for this population. It highlights challenges and directions for future research, with emphasis on the likely research needed to extend our understanding of interactive peer play experiences for Latino and Asian American children and the complex mechanisms through which positive peer interactions during early childhood may support children’s early learning and development

    " I'd rather play than look at statues ": The Experiences of Children with Art Works and Interactive Devices at an Art Exhibition

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    Young children have been largely neglected in research dedicated to the art museum experience. The art exhibition "TĂŞte Ă  tĂŞte" ("Face-to-Face"), designed for 5-12 year olds, became an opportunity to bring an exploratory contribution to three research issues: the relationship that the young child has with works of art and interactive devices, the role the adult plays in this relationship and the benefits derived from the visit. Building on observation and interviews, the article shows that children's attention is clearly drawn more towards interactive devices than art works, yet at the same time, the hypothesis that interactive devices are directly detrimental to children's reception of art works could not be confirmed. The results also emphasize the limited role that adults play in guiding the children towards the art. In the end, both adults and children appear to be satisfied overall with the playful and interactive dimension of their experience. Following this, art museums should questions themselves on how to specifically help families to better guide the young child's perspective towards the art works themselves, and also rely on the adult to encourage, in the child, a more active approach to the art work.Art exhibitions; child; family; museum experience; interactive devices; learning; interpretation; interpretation aids

    ICT research bursaries : a compendium of research reports a report on the ICT Research Bursaries 2002–03

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    An assessment of the ways in which teachers evaluate software, Bridging the gap: ICT in the transition year, Colouring outside the lines: research into the potential of using new digital technologies to increase home-school interactivity in a conductive education environment, The development and use of a computer-based model for assessing thinking skills, The Hedley Walter High School: cultural change in learning through the use of new technologies, ICT and subject literacies: a study of the relationship between ICT and subject literacies in the secondary school, An investigation into the visual and kinaesthetic affordances of interactive whiteboards, Making IT happen: patterns of ICT use among a group of UK school staff, Networking success: an investigation of the effectiveness of the Birmingham Grid for Learning's ICT Research Network, The Ripple Project: the whole school impact of conducting learner-centred ICT projects in infant classrooms, The use of interactive whiteboards in the primary school: effects on pedagogy, Video conferencing in the mathematics lesson, Trainee teachers and 'impact' learning: A study of trainees' views on what helps them to use ICT effectively in their subject teaching, An investigation of how different ways of presenting information using ICT may affect children's thinking, New Opportunities Funding: Did it work? A follow-up to NOF training, The HomE-Work Project, e-Learning in broadband-connected classrooms, Digital video and bilingual children with special educational needs: Supporting literacy activities, Sustainability and evolution of ICT-supported classroom practice, The impact of prior technological experiences on children's ability to use play as a medium for developing capability with new ICT tools, How can the use of an interactive whiteboard enhance the nature of teaching and learning in secondary mathematics and modern foreign languages?, Already at a disadvantage? ICT in the home and children's preparation for primary school, The impact of technology on children with physical disabilities: an evaluative case study at a special school in the West Midlands, Bedding in: factors that facilitate implementation and integration of ICT in classroom practice, Developing a networked learning community with ICT - learning the hard way, Exploring the elements that make an effective web-based science lesso

    Design of Kocerin (Smart Box Interactive) Media Basic Character Building on Fraction Material in the Islamic Yunior High School

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    Childhood is the Future of the nation should nourished the soul and soul to a review of Children Become Smart, Skilled And Good character. Early child Age Class 7 MTs should be developed gross motor and fine motor skills through play activities. One of Duties and Obligations For the teacher is Constantly working to improve the quality of education by having innovation-innovation learning The prayer only is with using Media Learning to appeal for Students, praying only Media is kocerin (smart box Interactive) That can be motivating students to review more Understanding A problem Shape Game The proposed hearts and can be cause of imagination and creative thinking stimulus prepare Son.This research is R & D to develop a media review Kocerin For Students MTs / SMP. Research shows that the product has been validated by 2 kocerin orangutan expert validator material and Learning Media with score averaged 93.5 and 95.5 means that products used kocerin feasible to review Learning Process in MTs, has applied MTsN 2 Semarang, response then children Very Enthusiastic WITH percentage More Than 90% children Enthusiastic follow with learning Media with smart box interactive in MTsN 2 Semarang

    See a Different World: Interactive Storytelling for Children to Raise Awareness of Color Blindness

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    Children play with interactive applications to gain knowledge in their daily life. There are different kinds of interactive applications that help educate children through visual storytelling. In reviewing the current apps available, few of them were written or designed for children with disabilities, especially children with color blindness. Through research, it was discovered that children lack an awareness of color blindness. This thesis aims to design an effective, interactive visual storytelling application to raise awareness of color blindness for elementary school aged children. The project helps children gain knowledge about color blindness through reading and playing activities within the app. In addition, a short color-blind test for children is included. Based on the research of interactive apps and illustration geared towards children, this project’s visual style helps facilitate the children’s goals of learning about color blindness. The visual storytelling also attracts children through the design of unique characters and colorful elements, such as backgrounds, props, and user interface buttons. Visual design principles are integrated and basic design software is used to produce an effective user interface. Usability testing is conducted to test the visibility issues of this app and address any issues that needed to be modified and improved

    DESIGNING AND IMPLEMENTING THE EDUCATIONAL GAME “INDONESIAN TRIBES” FOR THE KINDERGARTEN STUDENTS

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    This study is aimed at describing the educational game “The Indonesian Tribes” as multimedia application in the learning activities for the students in kindergarten. This multimedia application is de- signed to facilitate the students in order to improve their knowledge of tribes and cultures in Indonesia such as the traditional clothes, houses, dances in Indonesia, and the gamelan musical instruments. This application is equipped with a Kinect sensor technology to de- tect the external trigger such as speech and gesture recognition that will further encourage the liveliness; children are play while learning. It is in line with the characteristics of the kindergarten students who love to play and learn in their own imagination. The game is also completed with audio-visual animations in various contents, and interactive nature in terms of  playing and learning activities with a simple description and instruction of the English language. The use of interactive contents in this application enables them to have some senses owned better and more effective, such as the senses of sight, hearing, and motorist functions. Also for teachers, it can increase the teaching creativity and create a good atmosphere of learning. In other words, this educational game can enrich the way children understand the essence of learning through playing

    The Essence of Classroom Technique and Activities in Teaching Listening as A Foundation Skill for Other Skills in The Early Acquisition of Language

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    This article discusses teaching and learning Listening English, especially teaching and learning Listening to children which play an important role on language acquisition.  Listening is always referred to as a boring lesson. Most of students are always feel trouble before trying Listening lessons. This is a challenge for us as English teacher. Here we must make the class become more interactive. Listening is the basis for the development of all other skills and the main channel through which the student makes initial contact with the target language and its culture. On the Interactive class, students not only listen, filling in the blanks, and answer questions, but they also discuss, dialogue, debate in conversation with each other and teachers can also incorporate the game in that classroom learning more fun and interactive. Everyone can participate in the class of Listening in the sense that they can improve their skills in listening, grammar, pronunciation, vocabulary, and speaking. Teachers assess Listening through the application of appropriate assessment with learning Listening, such as how well they capture the information they hear from the voice or video then they can discuss it together with each other in the classroom (could play, debates, discussions, etc.)
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