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Cassandra Potier Watkins; Stanislas Dehaene – Journal of Experimental Education, 2024
We report the effectiveness of using the tablet-game Kalulu Phonics immediately after intervention in kindergarten and on national evaluations the year after. In a previous intervention testing the software with 1st graders, fluency and comprehension were boosted, but only when used in concert with reading instruction at the start of the year.…
Descriptors: Tablet Computers, Handheld Devices, Educational Games, Kindergarten
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Neumann, Michelle M. – Early Years: An International Journal of Research and Development, 2023
The use of tablets by young children is increasing and more research is needed to understand how to evaluate and map the emergence of digital writing. To explore this, children (aged 2-5 years; N = 48) were asked to write on an iPad using a drawing app (1×10-minute session/week over 9 weeks). Traditional frameworks for early writing development…
Descriptors: Young Children, Handheld Devices, Computer Literacy, Tablet Computers
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Merdin, Esra; Sahin, Volkan – Journal of Learning and Teaching in Digital Age, 2023
Today's children are born and raised in media-saturated environments, surrounded by televisions, computers, tablets, smartphones, and other portable electronic devices. Because these devices have become an indispensable part of everyday life, they have a significant influence on children's entertainment and leisure, as well as their education.…
Descriptors: Young Children, Computer Use, Television Viewing, Telecommunications
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Robin Samuelsson; Sara Price; Carey Jewitt – Learning, Media and Technology, 2024
Digital devices such as iPads are prevalent in children's play from an early age. How this shapes young children's play is an area of considerable debate without any clear consensus on how different forms of play are brought into the iPad interaction. In this study, we examined 98 play activities of children in two preschool settings, featuring 2…
Descriptors: Play, Handheld Devices, Tablet Computers, Young Children
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Sarah Gerard; Emily Relkin; Claire Christensen; Naomi Hupert; Erika Gaylor – Society for Research on Educational Effectiveness, 2024
Background: Computational thinking (CT) is a way of thinking that helps children solve problems and complete tasks in more organized ways, using computer science skills. Prior research indicates that promoting CT skills in young children can support the acquisition of general problem solving (PS), executive function (EF), and social emotional…
Descriptors: Computation, Thinking Skills, Video Games, Computer Games