Ten Considerations for Techonologies for Early Learners
1. For Developmentally Appropriate
Use Of Technologies With Young
Learners
10 Considerations
Presented by Members of the ISTE Early Learning Network Leadership Team
11. Don’t Wait to Create
Model/Scaffold use of tech for more than just
consuming information
Facilitate the use of tech
to build relationships
Trust them to engage
creatively & deeply with
tools
Allow student to drive the
creation process
14. Taking Tech Global
● Break down barriers of time, distance, &
language
● Dive deep and engage in meaningful projects
● Discuss stereotypes, beliefs,
and assumptions students
might have
● Start small, make time for
reflection
15. 10 Considerations
1. Place, Space and Interface
2. Developmental Stages
3. Culture
4. Content and Purpose
5. Collaboration/Cooperation/Competition
6. Creation over Consumption
7. Integration
8. Replayability
9. Access and Equity
10.Global citizenship
Thank you from:
@glovely
@Amanda_CD
@mpowers3http://goo.gl/ukq5pa
Editor's Notes
Children are mobile and so should tech….
Important to think critically and intentionally about how and *why* you’re integrating tech in class
Culture can be uncomfortable for us. Media and tech can make it more complex. Includes - race, ethnicity, socioeconomic status, environment, religion, region
Know your students and families. (Has the world cup helped prepare to shift our thinking - many different cultures those we look similar. we can’t make assumptions. )
Do your students have opportunities to be represented in media content and have a voice? (content for consumption, creation)
In the post, Kevin Clark informs us that diversity is more than how someone looks, it is “the situations that characters are in, what they say, and how they communicate, as well as what they do and what is done to them.”
Is the tool helping to build community and meaningful connections with others? Building classroom community
At home, students might be in the habit of using tech for more passive screen time but at school, we can help them see and learn how tech can be used for creation, collaboration, and critical thinking.
When students engage in creating projects and products together, for example, creating an animated story with an app like Toontatsic, they build connections and relationships with one another - strengthen class community … shared ownership.
Once we model for students ways to use tech to create and expose them to open-ended, interactive tools, they will engage deeply with them in ways we might not have expected or imagined. Let them explore and discover and create! They’re makers, inventors, and designers.
If we step back and allow students to drive the creation process, they will have a deeper ownership of their learning and the work they create and lead us/the class down new roads of inquiry.
Example: PreK students worked together to create a book showing where they would take their friends in Ethiopia if they came to visit.
Home includes the access they have and the use that children have with devices. No assumptions about appropriate models
Equal opportunities at school. Tools at school can be a game changer and exposure through a meaningful context.
Building digital skills with using multiple tools.