I have been involved in researches in the past so I saw the time frame for the research project was realistic. As Bandura (2005) noted “Theory building is a long haul, not for the short winded”. It would take time to read current trends and research that has been done, formulate the research design, find subjects and carry out the research and then record and write out the research finding. After all that is done, I would only be one step closer to finding the answer because one controlled project cannot be used to determine how human beings learn. To come up with a firm conclusion of any kind, it will require multiple duplication of the project under varying circumstances as well as field studies and longitudinal studies to substantiate the fact.
I decided to embark on the Instructional Design and Technology program because I was unsatisfied with my level of expertise when it came to technology in the classroom. I wanted to know effective ways to teach interactive media to students so that they can be self-learners of technology. In addition, there are a lot of nay sayers in early education when it comes to introducing interactive media to children ages zero to four. It is my intuitive guess, after working with students ages zero and up, that students aged 11 months and up can effectively use interactive media. Interactive media is still new to the public and most educators have yet to understand how to manipulate technology in the classroom. I suggest that instead of allowing the public to freely use interactive technology and then derive the benefits as well as the best methodology for promoting it in the classroom, educators have been encouraged to minimize its use in the classroom, especially with children aged 0 – 4 years. Child Cares programs that receive high ratings from accrediting bodies and other outside regulators such as Pennsylvania’s Keystone Stars have to conform with Infant/Toddler Environment Rating Scale (ITERS-R). The ITERS-R advocates no screen time for children aged zero through two years (Harms & Cryer, 2013). Children over 2 years are allowed 30 minutes a week of screen time (Harms & Cryer, 2013). Keystone Stars definition of screen time is
The time that children have access to technology such as TV, video, computer, smart boards, video games, and hand held video games is all referred to as ‘screen time” (Wilson p. 2).
Thirty minutes screen time for 3 year olds includes the period that that child spends observing other children on the screen (Wilson p. 2). The Picard Center interpretes the ITERS-R statement on Item 23. “Use of TV, video, and/or computer” as a maximum of 10 minutes per child on the computer (p. 44). The Picard Center also postulates that computer is not required for children to learn.
Now, the market place has been busy taking advantage of the ease of using technology. Most applications for jobs and colleges entrance are completed online. Utility companies and banks are trying to get rid of paper billing. Government agencies have also done away with a lot of paper trail to reduce cost and to be efficient. Apple and other tech companies are producing applications for education. There are over 100,000 apps in the education category of the iTunes app store alone (148apps.biz, 2013). Technology is here to stay.
That brings me to the reason for this project. What is happening in our childcares, elementary and school age programs? Unfortunately, these groups seem to trail behind in terms of technology use. Yet, this is the population that would be most affected by the change as they enter into the workforce. NAEYC & Fred Rogers Center (2012) in their position statement on technology recommend that early childhood educators need to “Select, use, integrate, and evaluate technology and interactive media tools in intentional and developmentally appropriate ways, giving careful attention to the appropriateness and the quality of the content, the child’s experience, and the opportunities for co-engagement” (p. 11). The question remains what is “appropriate” technology for children? In addition, how prepared is the staff in the childhood profession to guide students in learning and/or exploring using technology?
My project will look at the first question, what is appropriate technology for children ages 0 through 5. The immediate hurdle is obtaining children under the age of two years to participate in the project due to the educational profession’s interpretation given to American Academy of Pediatrics policy statement discouraging the use of media in children 2 years and younger (2011). I have limited funding to purchase the needed laptops or tablets for students use. I have to also decide on appropriate apps or games that I would use for the project. In order to get around the issue of age, I use mainly students in my childcare as well as children at my local church and another childcare facility. I would get permission from the parents and organizations for the project. I may be able to offer an hour of free childcare to the public in order to get more participants involved. I plan to start buying laptops and tablets as I get funds. I would also research into apps for children and recommend it on social networks and ask for the public’s feedback on its usefulness before the start of my project. The above steps will limit the number of trials I would have to make. Due to ethical reasons, I cannot have any control in this project. I would use a before and after testing as well as a comparison with children in the general populace to help me in my decision-making. I need to do so because children ages zero through five mature cognitively at a rapid rate. Research showed that at birth a baby has 25% of adult brain but by age three, a child’s brain has developed up to 90% of the adult brain. Finally, given the many variables I need to consider, I would use the expertise of my professors to help me to design my project.
Reference:
148apps.biz (2013, October 28 ). Retrieved from http://148apps.biz/app-store-metrics/.
Bandura, A. (2005). The evolution of social cognitive theory. In Smith, K. G., &
Council on Communications and Media (2011, November 1). Media Use by Children Younger Than 2 Years PEDIATRICS Vol. 128 (5). p. 1040 -1045. Retrieved from http://pediatrics.aappublications.org/content/128/5/1040.full.pdf+html
Guernsey, L. (October 28, 2013). Roundtable on the Science of Digital Media and Early Learning. Retrieved from http://www.fredrogerscenter.org/blog/roundtable-on-the-science-of-digital-media-and-early-learning/
Harms, T & Cryer, D. (2013, September) Aditional Notes for Clarification for the ITERS-R Retrieved from http://www.ersi.info/PDF/NotesforClarification/ITERS-R%20Additional%20Notes%209-13.pdf
Hitt, M. A (Eds.) Great Minds in Management. (p. 9-35) Oxford: Oxford University Press. Retrieved from http://www.uky.edu/~eushe2/Bandura/Bandura2005.pdf
NAEYC, & Fred Rogers Center. (2012, January). Technology and Interactive Media as Tools in Early Childhood Programs Serving Children from Birth through Age 8. Position Statement. Retrieved from http://www.naeyc.org/files/naeyc/PS_technology_WEB.pdf
The Picard Center. Retrieved from Windows of Opportunity: Creating Learning Environments Conducive to Play. Retrieved from http://www.picardcenter.org/Documents/Learning%20Environments.pdf
Wilson, M. (n.d.) Notes for Clarification & PA Position Statements Do you have the current version? Pennsylvania Early Learning Keys to Quality. Fall/Winter 2012 to 2013. Retrieved from http://www.pakeys.org/uploadedContent/Docs/ERS/ERS%20News%20Fall%20Winter%202012%202013.pdf