2007
DOI: 10.2304/ciec.2007.8.1.19
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Digital Natives Come to Preschool: Implications for Early Childhood Practice

Abstract: This article explores the implications of young learners' dispositions towards the use of digital technologies in contemporary early childhood settings. It is proposed that young learners have grown up in very different social conditions from previous generations, mainly through the saturation of digital technologies, in particular computers. This creates very different learners than previous generations. When educators fail to recognize such differences, there is potential for gaps in learning. This is partic… Show more

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Cited by 125 publications
(65 citation statements)
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“…Reconceptualist pedagogies, however, may constitute a unique opportunity to re-cast 'play-based' learning priorities within a more inclusive digital approach that has implications far beyond early years. Zevenbergen (2007) notes that the use of technology in the early years is a matter of equity as much as pedagogical significance:…”
Section: Resultsmentioning
confidence: 99%
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“…Reconceptualist pedagogies, however, may constitute a unique opportunity to re-cast 'play-based' learning priorities within a more inclusive digital approach that has implications far beyond early years. Zevenbergen (2007) notes that the use of technology in the early years is a matter of equity as much as pedagogical significance:…”
Section: Resultsmentioning
confidence: 99%
“…Waldorf, Montessori and Reggio Emilia approaches, as well as reconceptualist and post-foundationalist positions, have a great deal to offer in terms of holistic and critically situated discourses on children's DGBL, provided there is a concomitant willingness to recognize the child's autonomy when it comes to their affinity spaces and play. Zevenbergen (2007) suggests that theoretical, pedagogical and dispositional alignments influence teachers perceptions and assumptions about the 'purpose of play within these settings … whether play is solitary, parallel or interactive are also considerations in the field' that need to be explicitly taken up (p. 25). Gee (2006) argues that videogames function as 'affinity' spaces with particular features that constitute unique 'routes of participation' and social organization linking an individual's interests for the content within the play space.…”
Section: Dimensions Of Affinitymentioning
confidence: 99%
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