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Egan, Suzanne M.; Beatty, Chloé – Irish Educational Studies, 2021
The aim of the current study was to investigate how children in Ireland adapted to the change in schooling, and particularly their use of screen devices to support their learning at home, during a period of lockdown due to the COVID-19 crisis in early 2020. This research draws on data from 506 parents of children aged 1-10 years in Ireland who…
Descriptors: COVID-19, Pandemics, Educational Technology, Technology Uses in Education
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Lai, Ngan Kuen; Ang, Tan Fong; Por, Lip Yee; Liew, Chee Sun – European Early Childhood Education Research Journal, 2018
Play is never absent in human life, especially for children. The act of playing requires a game. Games can be divided into digital games and non-digital games. Digital games are games that utilise computers, mobile or handheld devices, or gaming console as playing platform while non-digital games may require physical contact and/or equipment which…
Descriptors: Play, Child Development, Computer Games, Handheld Devices
Gottschalk, Francesca – OECD Publishing, 2019
Children in the 21st century are avid users of technology--more so than generations past. This rise in use has led to much attention on the consequences of technology use, and how this impacts children's brains and their socio-emotional, cognitive and physical development. Much of the research in these fields, especially brain-based research, is…
Descriptors: Influence of Technology, Children, Brain, Well Being
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Koivisto, Antti; Merilampi, Sari; Sirkka, Andrew – International Journal of Game-Based Learning, 2015
Trials on Mobile Games are presenting a huge potential in cognitive, physical and mental rehabilitation. This paper is to discuss user viewpoints of trials with mobile games combining cognitive stimulation and physical exercise in rehabilitation: Game#1 controlled by tilting the mobile phone embedded in a balance board; Game#2 controlled by…
Descriptors: Telecommunications, Handheld Devices, Video Games, Teaching Methods
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Slutsky, Ruslan; Slutsky, Mindy; DeShelter, Lori M. – Dimensions of Early Childhood, 2014
Technology now plays a very large role in the way children of all ages play. Children want access to technology, so parents and teachers must determine the best ways to present it to them. Computers are a popular form of technology for children as young as age three. With that in mind, computer games should be problem-solving oriented and…
Descriptors: Computer Games, Young Children, Child Development, Cognitive Development
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Herman, Jana Morgan – Montessori Life: A Publication of the American Montessori Society, 2012
Marc Prensky coined the term "digital native" in 2001 to describe those who have grown up with a constant interaction of technology, including television, video games, and the Internet (Prensky, 2001). For these people, many of them now in their twenties, life has always included the presence of screens--televisions, cell phones, iPods, video…
Descriptors: Influence of Technology, Access to Information, Adolescents, Generational Differences
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Lieberman, Debra A.; Bates, Cynthia H.; So, Jiyeon – Computers in the Schools, 2009
This article reviews a selection of studies on digital media and learning for young children ages 3 to 6. The range of digital media for this age group is growing and includes computer-delivered and online activities; console video games; handheld media, occasionally with GPS or an accelerometer, in cell phones and other wireless mobile devices;…
Descriptors: Young Children, Social Networks, Internet, Computer Uses in Education
Wartella, Ellen; Caplovitz, Allison G.; Lee, June H. – Society for Research in Child Development, 2004
Interactive media have come of age. The range of interactive entertainment products, intended to be used by children in and out of school settings is growing: CD-ROMs, computers, the Internet, video games (for a variety of handheld and console platforms), interactive toys (including educational talking books), and a variety of wireless software…
Descriptors: Social Media, Toys, Computer Games, Video Games