The primary aim of this new volume in the Supporting Early Learning series is to help readers understand how very young children (from birth to six) develop an early awareness, and subsequently develop their knowledge, skills and understandings of information and communication technologies (ICTs). The rapid growth of ICT has prompted concerns among parents, educators and policy-makers over the suitability of many educational applications, and electronic toys, for young children. However, evidence is presented to show that the use of ICT by young children is compatible with the principles of a developmentally appropriate curriculum (DAC). In fact the authors argue that used imaginatively, many applications of ICT can make a significant and unique contribution to children's social and cognitive development.
The authors show how parents and other carers, teachers, and other professionals are already providing a rich learning environment in this area of experience.
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John Siraj-Blatchford is a Lecturer at the University of Cambridge and an Associate Director of the ESRC Teaching and Learning Research programme. He has extensive experience in teaching, and in researching science and technology education. He is the author of numerous academic papers and articles, and several books. His current research includes a European evaluation of the IBM KidSmart early childhood initiative, and the study of the CT training needs of early years practitioners in five countries.
David Whitebread is a Senior Lecturer in Cognitive Developmental Psychology and Early Years Education at the University of Cambridge. Prior to this he taught in primary schools for 14 years. He is currently involved in research projects concerned with Nurture Groups, effective pedagogy in the Early Years and the development of children's independent learning at the Foundation Stage.
An integrated approach to ICT education
ICT in the home, the local environment and early years education
Responding to the differing needs of children
Programmable toys, turtles and control technology
Painting, drawing and constructing images
Stories, narratives, simulated environments and adventure games
The internet, websites and communications
Conclusions
the way forward
Appendices
References
Index.
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