REFERENCE: Char, C.A. (1990). Interactive Technology and the Young Child. (Reports and Papers in Progress, Report No. 90-2). Newton, MA: Center for Learning, Teaching, and Technology, Education Development Center.
It is reprinted here with permission of the author.
Description of article:
Based on a presentation given at the American Educational Research Association in 1990,
the author addresses the role electronic media can play in the young child's world. She
gives an overview of some of the major developments in interactive technology as they
pertain to the education of young children and offers some directions for the future.
Introduction
The Past
The Present
The Future
Computers and Multimedia Systems as Symbolic Machines
Making Intuitive Knowledge Explicit
Math Manipulatives and the Computer: A Powerful/ Partnership
Moving Beyond the Two-dimensional World of Technology
Technology for Groups: Social Interaction and Collaboration
The Role of Teachers and Parents
Summary and Conclusion
Acknowledgements
References
CONTACT(S): Cindy Char is a researcher and software designer for the Center for
Learning, Teaching, and Technology (LTT) at Education Development Center.
To receive a list of current publications from LTT write to: Publications, Center for
Learning, Teaching, and Technology, Education Development Center, 55 Chapel Street,
Newton, MA 02160.
This paper offers both historical and futuristic perspectives on the role of
interactive technology in the lives of young children. Following an overview of the major
developments since the early 1980s, when interactive media were first introduced into
homes and schools, the paper suggests important directions for the future. Discussed are
ways interactive technologies might offer children powerful tools and environments for (1)
creating multimedia compositions; (2) enhancing intuitive knowledge and decision-making
processes; (3) extending mathematical exploration and problem solving; and (4) supporting
social interaction, collaboration, and perspective taking. Several design examples
illustrate how technical developments in computer hardware might broaden our conception of
how young children can interact with technology.
Budding creativity, self-expression, and experimentation make early childhood an exciting
time. Young children are actively exploring the world around them objects, people, sounds,
and tactile sensations. Whether it be at the water table, paint easel, or block corner at
school, or looking at a storybook or cooking with a parent at home, children are
discovering and learning much about the physical and social world through play,
experimentation, and interactions with other children and adults.
What role might electronic media play in the young child's world?
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The Past
When interactive technology products first became available to homes and schools in the
early 1980s, the debate in the field tended to focus on the question, "Are computers
good for young children?" While some educators optimistically regarded computers as
the long awaited panacea for many problems in education, a number of early childhood
educators voiced concern that computers were inappropriate and possibly harmful to young
children.
For example, some (e.g., Barnes and Hill, 1983; Cuffaro, 1984; Elkind, 1987) argued that
the "stuff" that computers offer (e.g., colorful pictures, sound effects, and
flashing and moving objects on a flat screen) is in some fundamental way not
"real" or "of this world," in the way crayons, blocks, paint, and
paper are. Thus, the argument went, computers can provide only indirect, inferior
experiences of the world, making their educational value for young children highly
questionable at best. At the time, educational software for young children consisted
almost exclusively of animated workbooks, or "drill and practice" activities
cloaked as entertainment in which a child's correct response might result in letters or
numbers blinking, brightening, or becoming animated in some way.
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The Present
Both the early childhood and software fields have made clear advances since then in their
knowledge, experience, and sophistication. As Clements (1987) has said, "We now know
that computers are neither panacean nor pernicious," and that what matters is
"the quality of the software, the amount of time it is used, and the way in which it
is used."
In addition to structured programs reminiscent of earlier products, there are now a
growing number of more exploratory, open-ended software programs, as well as software
tools such as paint packages and talking word processors designed especially for young
children. Researchers have shown that computer software, particularly the more exploratory
and tool-like environments, can encourage young children's problem solving, language
development, creativity, collaboration, and communication (Char, 1989; Clements, 1987;
Quinsaat & Kurland,1989;Wright & Samaras, 1986; Wright, Shade, Thouvenelle, &
Davidson, 1989). Some researchers and organizations (e.g., Haugland & Shade, 1988;
High/Scope Educational Research Foundation, 1988) have also gone further to lay out
guidelines for evaluating and designing software that would be developmentally appropriate
for young children (age three to six). Features that have been listed include
Building upon the work of educational researchers and practitioners, groups such as the
National Association for the Education of Young Children (NAEYC) have acknowledged that
computers can enhance young children's learning and collaborative experiences with peers,
and have issued guidelines for selecting software and using computers in the classroom.
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The Future
Now that we have entered the 1990s, researchers, designers, and educators should no longer
be content merely to respond to newly emerging technologies, but should assume a more
active role in determining how technology might truly enhance young children's learning
and development. To borrow a phrase from the French aviator and writer Antoine de
Saint-Exupery, "Our task is not to foresee the future, but to enable it."
Important directions for future work, some of them drawing upon innovative work already
initiated, include discovering ways that interactive technologies can offer children a
variety of powerful tools and environments for
Technical developments in computer hardware also open up new creative opportunities for
young children to interact with technology in ways that can enhance their learning. With
all of these software and technical developments, however, teachers and parents continue
to play an important role in the young child's learning with technology. Each of these
aspects of young children's use of computers is addressed below.
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Computers and Multimedia Systems as Symbolic Machines
As Sheingold (1986) contends, some of the computer's powerful educational potential
derives from the fact that it is a symbolic machine, with which young children can
represent and manipulate different symbol systems (language, mathematics, and music), and
create various symbolic products (stories, mathematical expressions, and songs). What
might multimedia systems-as integrated and responsive video, audio, and text
environments-mean for young children's learning?
How might children's multimedia journals, for example, encourage emerging literacy skills?
Children's storytelling might begin with artwork, either created directly on the computer
or drawn with crayons and paper and scanned into the system. A child could then narrate
her story into the system using a microphone and play back the soundtrack, modifying it
until it met her satisfaction. Written text might be added to the system, by either the
teacher or the child, and linked to the spoken words so that clicking a mouse on an
individual word on the screen would call up the child's own voice. Such "story
files" could be stored and shared with other classmates and parents, and even shipped
to a proud grandparent via a telecommunications link.
Less elaborate high-tech options will soon be made available in American homes. For
example, in collaboration with American Interactive Media, I have designed for a new
digital video system called CD-I (Compact Disc Interactive) two early reading interactive
video environments intended for use at home by four- to six-year olds. Each of the discs
features a number of "interactive songs" that allow children to experiment with
various components of a song's lyrics. Through that process, children can explore such
language patterns as onomatopoeia and rhyming.
What is the potential of such systems to enhance children's expression of ideas; their
understanding of the relationships between visual images and words and between spoken and
written language; and the interplay of sounds, rhythms, and meanings of words inherent in
songs? What are their limitations? Might the images and sounds provided by the system be
so seductive as to stifle children's interest in creating their own pictures and sounds?
Might children use such built-in graphic and auditory components " just because
they're there," rather than in response to their own creative urges? While there is a
growing body of research on how HyperCard (software that permits multimedia composition)
is used by upper elementary and high school students (e.g., Nichols, 1990; Tierney, 1989),
a rich area for research and design lies in the potential of multimedia systems for
supporting young children's expression of stories and ideas.
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Making Intuitive Knowledge Explicit
Based on research with elementary school children who created simple computer programs to
explore the rhythmic properties of music, Bamberger (1983) concluded, "The computer,
rather than being a super brain, teaching us with its consistent logical 'thinking,' is
instead a fantasy world which, like a hall of mirrors, reflects back to us images of our
common sense ways of making things and making sense." That is, she saw the computer
as a medium that can help children discover and reflect on what they already know
intuitively.
Forman (1984) also contends that the computer can help young children to distance
themselves from objects, causing them to pause and reflect upon experiences, decisions,
and knowledge. In his study, Forman observed pairs of preschool children engaging in
dramatic play either with real dolls (Smurf figures) or with their electronic
counterparts, Smurf characters in an electronic puppet theater. The findings from the
study were intriguing. Because the computer program offered explicit choice points and
required specific actions for selecting scenes and furniture, children using the program
were more likely to verbalize desires in the form of a proposed plan (e.g., "Let's go
to the kitchen or "Let's get a bed, one for you and one for me"). In contrast,
children's dramatic play with toys in a real doll house prompted less discussion and
communication of their decisions. Thus, computer software can encourage children to
articulate decisions and plans and lead to greater verbal and social interaction with
others.
Forman also identifies the potential of the computer's record and replay function, what he
calls "playable replayables":
Children might re-enact a routine recently performed in the doll house, but at no point
could they watch that action happen again, exactly as before, without their hands being in
the scene... Video replay can increase the distance between self and object... This type
of distance between the present actions of the self and the video clip as a future object
is essentially a new level of reflection and planning... With playable replayables,
children will be able to do more than learn by doing, they will learn by reflecting on
what they have done.
Forman (1985) does caution that we cannot assume that replay is the same as feedback, and
he describes four levels of understanding. At the first level, young children have
difficulty simply figuring out which of two moving objects is under their own control, or
"which one is mine." At level two, around age three and a half, children can
quickly test who belongs to whom, in the form of "meta-play" to see if a button
push results in a Smurf jumping. However, they still view the replay as an interruption
(the machine is taking over), rather than as something they recognize as their own work.
It is only at the later stages that children can begin to "see the present as the
future's past," and fathom that "I will do something now that I will look at
later that will remind me of the thing that I am now doing."
Clearly, another fruitful area for research and design is to examine how interactive
technology might afford young children a new tool and environment in which to increase
their reflectivity; articulation of interests, plans, and decisions; and meta-awareness of
phenomena.
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Math Manipulatives and the Computer: A Powerful/
Partnership
Perl (1990) describes various models for pairing math manipulatives (real
three-dimensional objects used for mathematical exploration) with complementary software.
She offers four different models: mirroring, modeling, manipulating, and managing.
Several projects in the Center for Learning Technology at Education Development Center
(EDC) have been exploring the potential of onscreen manipulatives: computer graphic
objects that serve as a new form of math manipulative for young children. For example, in
Exploring Measurement, Time, and Money-Level 1, mathematics software for kindergarten
through grade two, developed by EDC and published by IBM, some of the software activities
offer an open-ended environment for children's exploration, in which they receive
responsive feedback, in the form of digitized speech, for their self-initiated creations.
For example, children can set the hands on a clock to whatever position they wish and hear
the time, or they can pull up coins in any combination they choose and hear the total
value of the set.
In more structured problem activities, animation and software feedback in the form of
digitized speech provide children with visual and auditory modeling of problem strategies.
For example, in problems that call for adding up the value of a set of coins, the software
can demonstrate to young children the advantages of arranging like coins together, from
larger to smaller denominations, and highlight coins in the array along with a verbal
counting-on strategy. (For example, the screen shows dime, dime, nickel, penny, penny, and
the speech says, "10, 20, 25, 26, 27 cents.") Thus, digitized speech can do more
than simply give directions for an activity or indicate whether a child's answer was
correct or incorrect; it can actually model mathematical strategies.
Some of our research has begun to consider what might be optimal ways to integrate
children's work with real hands-on manipulatives and their on screen counterparts, and how
teachers might best orchestrate children's independent efforts and work in pairs with such
materials, along with larger group discussions, activities, and demonstrations. Much work
still needs to be done in this area.
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Moving Beyond the Two-dimensional World of Technology
Cuffaro justifiably pointed out in 1984 that one of the major limitations of the computer
is that it only presents children with a flat, two-dimensional world. That represents a
considerable constraint given the developmental needs of young children who are actively
exploring the world, using large motor movements, moving through space, and positioning
themselves and objects in relation to other people and objects in a rich three-dimensional
world.
While the limit of technology to two dimensions is still the norm in today's schools and
homes, technical advances can overcome this constraint. Forman (1988, 1989) has proposed
some intriguing designs that allow children to explore relationships such as movement,
space, and speed in three-dimensional space. Unlike LegoLogo, which takes a
two-dimensional program on the screen (a Logo computer program created through keyboard
entry) and translates it into a three-dimensional event (e.g., a Lego car that moves about
with light and touch sensors to explore a space), Forman's designs feature three
dimensional "dual input-output devices."
For example, Forman describes a programmable mannequin which children manipulate at its
joints and limbs to simulate walking. Later, by hitting a replay button, the child can
watch the robotic motors animate the doll through the same sequence the child has just
"programmed." Or, in his design for "trainable trains," he describes a
child moving one or two cars, in turn, over an input board laid flat on a table with a
matrix of microswitches that relay information to the computer. The child can replay that
programmed movement to explore relationships in space, speed, and distance.
Similarly, several years ago, working in collaboration with an industrial design firm, I
was asked to design the ideal hardware environment for kindergarten through grade three
classrooms. Rather than working from the top down, starting with input devices designed
for adults and then "child-proofing" them through hardware modification and
software design, we adopted an approach that began with the young child and the
child's-eye view of the classroom. In particular, we strove to focus not solely on the
cognitive or intellectual dimensions, but to pay special attention to the physical facets
of the young child's world and capitalize on children's high level of energy and use of
large body movements.
A data glove-a glove with electronic probes that tracks not only where the user's hand is
in three-dimensional space, but also whether that hand is open or closed-allows the user
literally to pick up and place software objects in space, with the "wave" of a
hand. Thus, one possibility is to create a data glove device for a small child's hand.
However, all who know small children would agree that children do not discover the world
only with their hands and express themselves only through words, but often throw their
whole bodies into action. Thus, one of the products we designed was a "gestural
jumpsuit" for children. Based on prototypes used for tracking
choreography and sports movements, we envisioned children wearing a gestural jumpsuit that
might "drive" a number of software and video applications, such as an art or
story animation package based on wire-frame animation. Using such a system, a child could
emulate the movements of different animals and see the resulting graphics of a hopping
frog, jumping kangaroo, soaring hawk, or slithery snake!
Another product design we created was the "electronic mat." Designed as a dual
input-output device, it is analogous to a touch screen, but much larger. It would lie on
the floor and be able to drive a number of group activities in art, movement, music, and
mathematics. For instance, children could slide across the mat, creating a visual trace
behind them for collaborative artwork. Or, used with music software, different areas of
the mat, or different children, could be designated as different instruments, and children
could form an orchestral ensemble by marching in place, skipping, or hopping.
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Technology for Groups: Social Interaction and
Collaboration
The electronic mat also suggests another important dimension for future consideration-how
technology might support the social dynamics of young children's interactions, their
interest in other children and in cooperative work and play.
With this dimension in mind, we designed a third product called the "art cart",
which is a reconfigurable touch screen easel for collaborative art projects. The hardware
would resemble a two-sided easel, but would be networked and could be reconfigured for
varying levels of collaboration. It could, for instance, allow children to share and
exchange graphic images from their individual pictures or to swing the easels around to
create a joint picture on a single, larger easel plane.
In addition to combinations of hardware and software to support children's collaborative
activities, software alone can be designed specifically to support social interaction. For
example, software can do more than simply referee turn taking; it can create different
role-playing environments for children. For example, the Sticker Store program in
Exploring Measurement, Time, and Money allows two children to assume the role of buyer and
storekeeper, in order to learn about the distinct, but complementary, tasks of producing
an amount of money to make a purchase and making change for customers.
Media can also be designed to address not only role playing, but perspective taking. In a
study by Miyazaki (1988), preschoolers were shown two versions of a picture book in which
the same story was written and illustrated from the point of view of two different
characters-a boy and a frog. Results from this study, and others Miyazaki and colleagues
conducted with older children, indicate that children do "throw" their imaginary
selves into a central character and gain a deeper understanding of that character's
behavior and feelings, while still maintaining satisfactory knowledge of the other
character. Thus, interactive video and software might also offer some interesting
opportunities for children to explore point of view, perspective taking, and empathy for
others by "opening their eyes, through the eyes of another."
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The Role of Teachers and Parents
It is clear that the full educational potential of technology for children can only be
achieved if teachers and parents are involved as central players in the
"system." As with any educational material or resource, interactive software and
video work best when properly introduced, embedded within a meaningful context, monitored
appropriately, and extended through discussions with children and related hands-on
activities, books, and other experiences. Providing a well-written software user guide is
only a beginning. It is essential that we address the larger, more complex issues of
teacher training, support, and professional development, and how best to utilize the
expertise and services of libraries, museums, and other community-based organizations to
involve parents more fully in their children's learning experiences.
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Summary and Conclusion
In summary, we have come a long way in the past ten years, regarding our knowledge,
experience, and thoughts on the educational potential of interactive technology for young
children's development. Granted, there still remain serious hurdles to making some of
these visions a reality, including the limited resources for early childhood education,
the high costs of technology, and formidable challenges for teacher training and support.
However, I believe that if we simply dwell on these constraints, we may never grasp the
full potential and value of young children's technology-based learning.
It is critical for us to continue to ask the hard, probing questions and maintain a level
of healthy skepticism, yet at the same time utilize our intellectual energy and creativity
to push the limits of the machines and of the hardware and publishing industries. It is
only through our best, collective research and design efforts that interactive technology
will offer valuable opportunities for young children's learning and development.
Acknowledgements [sic]
I would like to acknowledge the editorial and artistic contributions of Jan Ellis, Leigh
Peake, Ilene Kantrov, and Kristen Bjork. The preparation of this manuscript and the design
work reported were supported by Education Development Center, Inc., IBM, Apple Computer,
and American Interactive Media. This paper was based on a presentation delivered at the
American Educational Research Association in Boston, April 1990.
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Haugland, W.W., & Shade, D. (1988). Developmentally appropriate software for young
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High/Scope Educational Research Foundation. (1988, April). Key notes, High/Scope early
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Miyazaki, K. (1988, August). Point of view activity and generation of imaginary worlds:
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This material was developed by the National Center to Improve Practice (NCIP), located at Education Development Center, Inc. in Newton, Massachusetts. NCIP was funded by the U.S. Department of Education, Office of Special Education Programs from October 1, 1992 - September 30, 1998, Grant #H180N20013. Permission is granted to copy and disseminate this information. If you do so, please cite NCIP. Contents do not necessarily reflect the views or policies of the Department of Education, nor does mention of trade names, commercial products, or organizations imply endorsement by NCIP, EDC, or the U.S. Government. This site was last updated in September 1998. |