SWS Academic Research eLibrarySocial Sciences & Art

Scholarly record

MOBILE APPLICATIONS AND COMPUTER PROGRAMS IN EARLY CHILDHOOD EDUCATION

J. Sikorska

First published: 2019https://doi.org/10.5593/SWS.ISCSS.2019.4/S13.041View metrics

Abstract

The popularity of smart mobile devices is growing fast. These digital devices represent a new generation of technological tools that offer remarkable access to content as well as opportunities for creative use even by young children. Most of the best-selling apps in the education category are targeted towards younger children. At the same time, the educational value of those applications is difficult to determine. Parents and educators in Poland, who are turning to those devices for the potential educational benefits they expect for their children and/or their students, are limited by the language the app is in, as well as the ease of use and, as is the norm for free apps, advertisements that can appear throughout the use of the app. With regard to the literature review, I present the latest findings related to the real educational value of these В‘self-proclaimedВ’ educational apps. My analysis concludes that while there are thousands of apps available today, choosing the most appropriate educational ones for children is difficult and problematic for both teachers and educators, however, there are some apps that were created recently that can be valuable to the educational process.

Publication Impact Profile

PlumX
No metrics available.

Publication details

Title
MOBILE APPLICATIONS AND COMPUTER PROGRAMS IN EARLY CHILDHOOD EDUCATION
Authors
J. Sikorska
Proceedings
6th SWS International Scientific Conference on Social Sciences ISCSS 2019
Publisher
STEF92 Technology
Year
2019
Pages
317-326
SWS Citekey
Sikorska201913317326
ISSN
2682-9959
ISBN
978-619-7408-94-2
Language
en
Publication type
Proceedings Paper
Keywords
References18
  1. BД…k A., Korzystanie z urzД…dzeЕ„ mobilnych przez maЕ‚e dzieci w Polsce. Wyniki badania iloЕ›ciowego. Fundacja Dzieci Niczyje, Poland, 2015

  2. Broll W., Ohlengurg J., Lindt I., Herbst I., Braun A., Meeting technology challenges of pervasive augumented reality games, Netgames, Singapore, 2006

  3. Chau C. L., Positive Technological Development for Young Children in the Context of Children’s Mobile Apps, 2014.

  4. Common Sense Media, Zero to Eight: Children’s Media Use in America, 2013.

  5. Demirbilek M., Investigating Attitudes of Adult Educators towards Educational Mobile Media and Games in Eight European Countries. Journal of Information Technology Education, USA, vol. 9/issue 13, p. 237, 2010.

  6. Garaizer P., PeГ±a O., Romero J. A., Swiping fingers on a screen is not enough! Dusting off toy blocks to build new gaming experiences through mobile apps, IEEE, 2013

  7. Holloway D., Green L., Livingstone S., Zero to eight. Young children and their internet use. LSE, London: EU Kids Online, 2013

  8. Montola M., Stenros J., Waern A., Pervasive Games: Theory and design, USA, 2009

  9. NAEYC, Technology and Interactive Media as Tools in Early Childhood Programs Serving Children from Birth through Age 8, 2012

  10. Ofcom, Children and Parents: Media Use and Attitude Report 2014

  11. O’Hare E., Mobile apps for children. Criteria and categorization, 2014

  12. Palaus M., Marron E. M., Viejo-Sobera R., Redolar-Ripoll D., Neural Basis of Video Gaming: A Systematic Review, Front. Hum. Neurosci., 22 May 2017 Retrieved from DOI: 10.3389/fnhum.2017.00248

  13. Pijpers R., van den Bosch N. (eds.), Positive digital content for kids: experts reveal their secrets, Poscon & Mijn Kind Online, 2014

  14. Pyżalski J., Klichowski M., Teoretyczny model dostosowania technologii informacyjno-komunikacyjnych (TIK), ze szczególnym uwzględnieniem aplikacji mobilnych (TIK-mobApp), do możliwości rozwojowych dzieci w wieku 3–6 lat (model DMD), Poznań, Wydział Studiów Edukacyjnych Uniwersytetu im. Adama Mickiewicza, report, Research financed within the framework of social innovation of the National Centre for Research and Development (NCBiR/IS-1/2012 grant), Poland, 2014

  15. Pyżalski J., Klichowski M., Przybyła M., Szanse i zagrożenia w obszarze wykorzystania technologii informacyjno-komunikacyjnych (TIK), ze szczególnym uwzględnieniem aplikacji mobilnych (TIK-mobApp) przez dzieci w wieku 3–6 lat, report, Research financed within the framework of social innovation of the National Centre for Research and Development (ncbir/is-1/2012 grant), retrieved from https://repozytorium.amu.edu.pl/bitstream/10593/12555/1/BestApp_raport_1_fin.pdf

  16. Singhal A., Rogers E. M., A Theoretical Agenda for EntertainmentEducation, Communication Theory, vol. 12/issue 2, May, USA, 2002.

  17. Sikorska J., Edutainment – w poszukiwaniu rozwiązań sprzyjających trójwymiarowemu uczeniu się w okresie późnego dzieciństwa, in: Ogrodzka-Mazur E., Szuścik U., Oelszlaeger-Kosturek B. (eds.) Edukacja małego dziecka. Kierunki zmian w edukacji i stymulacji aktywności twórczej. Tom 12, Poland, 2017

  18. Xiaoming L., Qing L., Digital Mobile Games in Education, in: Zheng Y. (ed.) Encyclopedia of Mobile Phone Behavior, USA, 2015

View or Download full articleAccess options
Full paper accessChoose SWS login, librarian support, or instant article download.

SWS access login

Login as SWS Scientific Committee

Authors and approved SWS contributors will read and export their own linked papers after identity matching by SWS profile, email and SGEM GlobalID.

For librarian assistance: [email protected]

Purchase Instant Access

48-hour online accessComing soon
Online-only accessComing soon
Download the full article in PDF formatEUR 35
  • Article can be downloaded after successful payment.
  • Article may be used according to SWS library access terms.
  • Article cannot be redistributed.
Get full paper

Back to publication list