Qualitative and quantitative research was conducted with undergraduate students majoring in early childhood care and education to explore the impact of service-learning on personal and professional development, as well as to assess satisfaction with the service-learning project. The data were gathered at a baby care center, where these students arranged games, through a questionnaire given to the students (N=37), a questionnaire given to parents who came with their children to the center (N=34), as well as reflection paper and report by the students on how they felt about the activity. The qualitative data were analyzed from five different aspects: (1). Enhancing students’ academic knowledge and skills, (2). Learning public service from the activity, (3). Cooperation and teamwork, (4) Benefits for children, (5) Suggestions of students afterwards. The findings of this research demonstrated that this service learning experience was beneficial for children, parents and the students, enhancing students’ academic knowledge, problem solving skills, as well as interpersonal development.
Abstract:Modern technology has changed the methods of learning. It makes learning more interesting and more effective.This study explores the effectiveness of a project designed to improve young children's learning of mathematics, via intuitive interaction technology. While playing with this learning system, children can use their hands to point to virtual objects, or move them on the screen. Young children must have things that they can see, hear, touch, or feel, to help them learn new things. This project contains these features, which improve young children's learning. The instruments used by this study include: pretests, posttests and interviews. The participants were 43 students (ages from 5 to 6.5 years old), who all attended the same kindergarten. The results of ANCOVA show that playing with computer games yielded better results than traditional methods of learning.
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