Effective Use of Technology in Early Childhood Education
1. The Computer as a Teaching Tool
Gros classifies computer use in education based on three dimensions: as an end, as a medium, and as a tool.
Use as an End
This involves using programs for computer literacy, focusing on basic computer concepts and programming languages.
Use as a Medium
The computer becomes an integrated educational resource within the curriculum.
- Learning from the computer: Using software designed for specific content learning.
- Learning with the computer: Facilitating cognitive development through experiential learning and programming languages like LOGO.
Use as a Tool
The computer serves as an auxiliary tool for teachers and students, supporting tasks like classroom management, lesson preparation, and research.
2. Defining Characteristics of Educational Software (Marquès)
According to Marquès (1995), educational software should meet these criteria:
- Have an educational purpose.
- Use the computer as the medium for student activities.
- Be interactive, requiring active student responses.
- Allow for individualized learning, adapting to each student.
- Be easy to use, without requiring technical expertise.
3. Types of Educational Software
Tutorial Programs
These programs guide student learning, often sequentially, and may include self-assessment features. Example: Typing tutorials.
Exercise and Practice Programs
These programs provide exercises on specific topics to reinforce learning and assess knowledge. Example: Typing practice software.
Simulation Programs
These programs represent real-world scenarios, allowing students to manipulate parameters and observe outcomes. Example: Flight simulators.
Open Exploration Programs
These programs encourage exploration and manipulation, emphasizing thinking and planning. Example: LCSI’s imagination and fantasy series.
4. Computers in Early Childhood Education
Computers can serve as learning tools in various ways:
- Instrumental use
- Demonstrative use
- Conjectural use
- Entertainment
- Special uses
Methodological criteria should guide computer use, ensuring an active role for children in decision-making.
5. Applications of Interactive Whiteboards (IDPs)
Interactive whiteboards offer numerous classroom applications:
- Supporting teacher explanations with visuals, web pages, videos, and other media.
- Presenting activities and resources for diverse learners.
- Facilitating student presentations.
- Supporting classroom discussions and debates.
- Serving as a computer corner.
- Accessing daily journals online.
- Enabling video conferencing.
- Supporting classroom exercises and group work.
- Providing on-demand information access.
- Functioning as a recoverable board for displaying and saving information.
- Facilitating collaborative synthesis of ideas.
- Supporting multicultural learning by enabling students to share information about their cultures.
- Teaching software use.
- Integrating with the school intranet as a central information hub.
- Using a webcam or scanner to display documents.