Vtech Kidizoom Junior Camera: an ICT for Children’s Learning and Development In this essay, the researcher will be analyzing technological equipment, which is used in his current work setting, with reference to a child-friendly digital camera. Critical analysis will be applied to assess the effectiveness of this technology in extending the children’s learning and development…
The tracking sheet will be included in the appendix of this essay. The later portion of this paper will cover the researcher’s professional reflection and evaluation as summary to the discussion that will transpire throughout this study. Information and Communications Technology (ICT) Information and communications technology (ICT) have gained global popularity for the past decade. Today, ICT has been an integrated as part of our society and can be seen in all places – home, workplace, schools, and even in public places (Sheridan and Samuelson, 2003, p. 276). Human from all age group are exposed to these technologies and the lifestyle of both the young and adult has evolved into one that is interdependent with technologies. This innovation led to a higher expectation from the growing children to become independently active in their communities and in the information society (Kankaanranta and Kangassalo, 2003, p.287). People nowadays live and breathe technologies as they are continuously utilized in communication and acquisition of information. Since then, literacy to the utility of these technologies has been one of the core competencies in the global market thus posing a challenge for the future generation. With this demand, educators around the globe remodelled their educational system by incorporating ICT in the curricula in order to make the students well adept with the current technologies available. ICT is not limited to computers and internet only. It also involves electric toys, devices and learning tools that have been developed over the years to be both fun and educational. Manufacturers targeted the young population of learners in developing toys and electronics as they have the urge and craving for learning and knowledge. Toy designers take their work seriously by not just producing a plastic toy for entertainment but creating electronic devices that will meet the needs of the player (Xing, 2010, pp. 943-946). Designers nowadays focus more on children interactive experience and relate it to one that is both educational and fun. Some networks have even been created solely for education of preschool and toddlers such as Nick Jr., Disney Junior, etc. (Vandewater et al., 2004). New technologies form more flexible potential for the acquirement and establishment of new knowledge. They also create tremendous challenges for citizens in the information society. Active participation in the information society presumes novel skills for the acquisition, management, and communication of information as well as versatile work approaches for children and teachers alike. These challenges concern the teachers of young children as well (Kankaanranta and Kangassalo, 2003, p.287). Educators across Europe adapted the use of ICT in preschool education primarily the computers. Even though this concept has been practiced at large, a study by Plowman and Stephen (2005, pp. 145-157) revealed that less supervision are given by parents and adult guardians during preschooler’s playtime. This also shows that at this level of education, ICT are used for free play and reactive supervision is given rather than guided interaction. This concept is supported by Maldonado’s (2009) observation that preschoolers tend to seek their peer’ ...
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Through such engagement a child develops his/her language, social skills, and problem solving abilities. Children’s play has been documented throughout the literature and is much evident across various cultures. Engagement in play has always been the defining feature of childhood and no one particular definition of the term exists that can encompass its broad meaning.
“ICT (information and communications technology - or technologies) is an umbrella term that includes any communication device or application, encompassing: radio, television, cellular phones, computer and network hardware and software, satellite systems and so on, as well as the various services and applications associated with them, such as videoconferencing and distance learning.”(Techtarget, 2011)
According to the paper the role of play in the fostering of the social, intellectual, psychological and physical development of children cannot be overstated and this is supported by evidence from extensive research by various bodies and individual. The educational community in Europe has increasingly taken cognizance of the need for quality pedagogy in early childhood education.
This is because the life cycle indicates the pattern of sales and profits that products should have at each stage. The camera’s growth and maturity stages have been so dynamic enabling organizations such as Kodak and Nixxon to reap high sales and profits.
It is at 3-7 years of life that their activities are organised as play as a sensory experience. Want and Harris (2002) state that young children learn only what actions to perform via observation and they simply imitate or mimic. Children do not perform observed actions because these are effective (emulation).
Promoting learning and development require understanding of underlying child related principles, theories, practices as well as laws and standards set forth to explain, guide and protect the children. There are various theories already advanced forward to state and explain learning and development of children.
2), play not only improves children’s physical and mental health but increase their problem solving skills as well as making them more independent and creative. Notwithstanding that, parents and educators categorize play and learning as opposites, the underlying assumption is
In the recent years, the major academic stakeholders have sought avenues of improving the efficiencies in the delivery of educational programs through technology-enhanced methods. Research has shown that active learning can be realized when
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