Software is effective as it gives all children access to the same quality resource. It is a great equaliser. We can use software to create a level playing field of access to quality information and resources. But the motivation to learn over the longer time will come from the guided learning with an adult. Remember that relationships are key to learning! Find software which requires conversation with an adult and not only moving through levels in games.
Young children spend about two hours each day using screen-based media, about half of which is spent on educational media, according to their parents. Many studies report that children can learn a range of skills from well-designed educational media. Yet we know relatively little about whether and how well children are able to apply skills they’ve learned from digital media in the real world. This question is particularly important for subjects that involve learning about the physical world, like science. There is a small amount of evidence that children can learn science from media. At the same time, digital media differ from the real world in ways that may be challenging for children to reconcile: digital science media are two-dimensional, are often cartoon-like or anthropomorphized, and frequently focus on refuting misconceptions rather than teaching science facts. Yet there may be ways to design science media to support children in connecting their learning to the real world. A recent study conducted by Education Development Center (EDC) and SRI Education found that four- to five-year-old children can apply science skills that they learned from digital media in the real world. The study was commissioned by the U.S. Department of Education’s Ready To Learn initiative, led by the Corporation for Public Broadcasting and PBS.
There are 3 types of apps:
1. Native apps
- iOS on Objective-C or Swift
- Android on Java
- Windows Phone on Net
2. Hybrid apps for all platforms altogether with Xamarin, React Native, Ionic, Angular Mobile Sencha Touch etc.
3. Web apps as responsive versions of website to work on any mobile device.
Read more at: https://thinkmobiles.com/blog/popular-types-of-apps/
Apps, and technology overall, are another tool for learning. Children get the most out of playing with apps if they are well chosen by you and if you play together.
All the apps in this guide have been checked using a quality framework, developed by the National Literacy Trust, together with our partners. We want you to be able to use this guidance to choose your own quality literacy apps. When looking at apps and thinking how they can support your child’s early literacy, we suggest that you think about the following questions:
“There are laws to protect children in the real world. We need our laws to protect children in the digital world too.” – UK Information Commissioner
Today the Information Commissioner’s Office has published its final Age Appropriate Design Code – a set of 15 standards that online services should meet to protect children’s privacy.
The code sets out the standards expected of those responsible for designing, developing or providing online services like apps, connected toys, social media platforms, online games, educational websites and streaming services. It covers services likely to be accessed by children and which process their data.
The code will require digital services to automatically provide children with a built-in baseline of data protection whenever they download a new app, game or visit a website.
Exploring play and creativity in pre-schoolers’ use of apps: Report for the children’s media industry
Read more at: http://www.techandplay.org/reports/TAP_Media_Report.pdf
The “Positive Content Criteria” are key aspects to consider when producing or providing online content and services for children: target group and age-appropriateness, attractiveness, usability, reliability, safety and privacy issues. There is also a checklist that provides a short overview of these aspects – please see below.
• We estimate that the global kids digital advertising market will continue to grow in excess of 20% p.a. (2018-21). We estimate the market will be worth c.$1.7bn by 2021
• As kids’ media and content is increasingly consumed via desktop, mobile and tablet devices, we expect brands to move more advertising spend onto these digital platforms, and shift spend away from traditional (non-digital) channels
• Additionally, increasing regulatory requirements and awareness of the benefits of compliance support a shift in spend towards dedicated ‘kidtech’ players
In 2017, PwC released the ground-breaking Kids Digital Media Report, which estimated that the value of the global kids digital advertising market would hit $1.2bn by 2021. They have just released their latest report with updated data and trends. It’s a compelling read.
A staggering 170,000 children go online for the first time every day, driving considerable disruption across the media landscape. As children become a larger percentage of the daily internet audience, laws to protect them are expected to be passed with greater urgency. These increasing regulatory requirements support a shift in spend towards dedicated kidtech players, who provide privacy-centric solutions to the industry.
Today, in conjunction with a major new study that details a host of concerning practices in apps targeted to young children, CCFC and 21 other consumer and public health advocacy groups called on the Federal Trade Commission (“FTC”) to investigate the preschool app market.