LEARNING THROUGH PLAY IN THE DIGITAL AGE DR. LUCY POU CONSULTANT L.A.M.P. LEARNING PTE. LTD. YOU CAN DISCOVER MORE ABOUT A PERSON IN AN HOUR OF PLAY THAN IN A YEAR OF CONVERSATION. Plato LEARNING THROUGH PLAY IN THE DIGITAL AGE • Play is not a luxury but a necessity. • Play during childhood that is initiated by children themselves nurtures their overall development. • Early childhood programmes include play as part of their daily curriculum. • If humans are to reach their full potential, play during early childhood is necessary. • Childhood play is a required experience in order to become a civilised, fully-realised human being (Hirsh-Pasek 2006). LEARNING THROUGH PLAY IN THE DIGITAL AGE Play is an essential activity of early childhood which contributes to the cognitive, social, and emotional development of children. W H AT I S P L AY ? LEARNING THROUGH PLAY IN THE DIGITAL AGE W H A T I S P L AY ? Any activity freely chosen, intrinsically motivated, and personally directed Outside ‗ordinary‘ life; is non-serious but at the same time absorbing the player intensely. It is not a specific behaviour, but any activity undertaken with a playful frame of mind. ―All art, games, books, sports, movies, fashion, fun and wonder is based on play‖ Dr. Stuart Brown Psychiatrist The opposite of play is not work, but depression Brain Sutton-Smith (Play theorist) PLAY IN CHILDREN‘S DEVELOPMENT, HEALTH AND WELL-BEING JEFFREY GOLDSTEIN FEBRUARY 2012 LEARNING THROUGH PLAY IN THE DIGITAL AGE BENEFFITS OF PLAY Play is the lens through which children experience their world and the world of others • Results in positive emotions; improves the quality of life – people feel good while playing • Increases brain development and growth by establishing new neural connections, • Strengthens aerobic conditioning and fine-tuning motor skills, • Increases attention span • Improves the ability to perceive others‘ emotional state • Develops flexibility, i.e., to adapt to ever-changing circumstances • Improves the efficiency of thinking and problem solving. • Two hours of active play per day may help reduce attention deficits and hyperactivity. LEARNING THROUGH PLAY IN THE DIGITAL AGE WHY PLAY? Play develops creativity and imagination and thus, a child‘s potential. It promotes joy, essential for self-esteem and health. • • • • • • SOCIAL BENEFITS OF PLAY Increases empathy, compassion, and sharing Improves nonverbal skills Increases attention and attachment PHYSICAL BENEFITS Positive emotions increase the efficiency of immune, endocrine, and cardiovascular systems Decreases stress, fatigue, injury, and depression Increases range of motion, agility, coordination, balance, flexibility, and fine and gross motor exploration LEARNING THROUGH PLAY IN THE DIGITAL AGE W H Y P L AY ? EMOTIONALBEHAVIOURAL BENEFITS • Reduces stress, anxiety, fear • Improves emotional flexibility and openness • Develop resilience and the ability to deal with surprise and change LEARNING THROUGH PLAY IN THE DIGITAL AGE Play promotes mental health Play functions as the major means by which children 1. develop intrinsic interests and competencies; 2. learn how to make decisions, solve problems, exert self-control, and follow rules; 3. Learn to regulate their emotions; 4. Make friends and learn to get along with others as equals; 5. and experience joy. American Journal of Play, volume 3, number 4. © 2011 Peter Gray LEARNING THROUGH PLAY IN THE DIGITAL AGE • Television and, more recently, WHY CHILDREN PLAY LESS? • Computer games and • Internet activities • Children‘s outdoor play are restricted because of safety concerns, including fear of crime • Increased time and weight given to schooling and to other adult-directed, school-like activities. • Lengths of the school year and school day have increased; • Academically oriented programmes • Recess time has shrunk LEARNING THROUGH PLAY IN THE DIGITAL AGE DESCRIBING PLAY Social play Parallel play LEARNING THROUGH PLAY IN THE DIGITAL AGE D E S C R I B I N G P L AY Mastery play Solitary play Exploratory play Imitative play WHAT TO PLAY? ALL CHILDREN NEED TO SPEND SOME TIME PLAYING OUTDOORS YOU DON‘T STOP PLAYING BECAUSE YOU GROW OLD, YOU GROW OLD BECAUSE YOU STOP PLAYING. George Bernard Shaw MEDIATING LEARNING THROUGH PLAY IN THE DIGITAL AGE Two most powerful factors related to cognitive development during infancy and the preschool years are • the availability of play materials and • the quality of the parents‘ involvement with the child. MEDIATING LEARNING THROUGH PLAY IN THE DIGITAL AGE P L AY M A T E R I A L S • Toys are designed for the purpose of play; they invite play and can prolong play • Children will play longer when suitable play objects are available, and stand to gain the greatest benefits that play has to offer. ‗Playful learning‘ refers to the use of free play and adult-guided play activities to promote academic and social skills (Fisher 2011). MEDIATING LEARNING THROUGH PLAY IN THE DIGITAL AGE COMMON EARLY PLAY MATERIALS Real life • Dolls, action figures, stuffed animals Sounds (and sights) • Musical toys or instruments • Singing • Housekeeping and gardening Gross and fine motor Visual-spatial organisation Play-doh, pegs, balls, tricycles, scooter, craft kits • Sandboxes • Building blocks • Water play • Lego, Duplo • Tangrams • Dress-up clothes Encourage children to play freely with different unstructured materials and tools and play in different areas and situations WHAT ABOUT DIGITAL PLAY? MEDIATING LEARNING THROUGH PLAY IN THE DIGITAL AGE WHAT ABOUT SMART T OYS? SMART TOYS • are designed to teach a skill, • make learning fun, • engage the child in doing rather than passively watching something There is still not enough research on whether smart toys increase children‘s cognitive or social skills, although some toys are designed with these goals in mind. MEDIATING LEARNING THROUGH PLAY IN THE DIGITAL AGE WHAT ABOUT SMART T OYS? Children learn to use new technologies largely through trial and error — through exploration, experimentation, and play — and in collaboration with others, both face to face and online. MEDIATING LEARNING THROUGH PLAY IN THE DIGITAL AGE W H A T A B O U T S M A R T T OY S ? The mediator of learning can maximise digital opportunities while protecting children from the risks. • How is the toy used? • How does it promote ̶ Language use? ̶ Social interaction? ̶ Self regulation: following rules, exerting self control, decision making ̶ Level of pretend play or imagination? MEDIATING LEARNING THROUGH PLAY IN THE DIGITAL AGE WHAT DO WE DO ABOUT PLAY? • Previously the American Academy of Parents should instead encourage more interactive activities such as playing and talking Pediatrics, advised that children under 2 in order to improve their listening and social should not be watching any TV, videos, or skills, but if they have to use a screen they DVDs. should treat it more as a picture book and • At the end of 2016 no screens interact with the screen alongside their child. recommendation include only babies under the age of 18 months. • The American Academy of Pediatrics still recommends no screen time for children between the ages of 15 months and two years by themselves. Young children and screen time (TV, computers, etc.) Padma Ravichandran, Brandel France de Bravo, and Rebecca Beauport National Center for Health Research MEDIATING LEARNING THROUGH PLAY IN THE DIGITAL AGE What do we do to ensure that children get the play they need and deserve? The three essential qualities become three questions the mediator asks: 1st Q WHAT is the mediator‘s goal or intention when working with the child? (reflects intentionality and reciprocity) 3Qs 2nd Q WHERE can the child apply what is learnt, grasped or experienced? (reflects transcendence) 3rd Q WHY does the child need to learn, grasp or experience this? (reflects meaning) MEDIATING LEARNING THROUGH PLAY IN THE DIGITAL AGE 1st Q WHAT does your child need at the point that you are asking this question? 3Qs 2nd Q WHERE can such as skills or benefits be transferred or translated to? 3rd Q WHY do you think the child need to learn, grasp or experience such effects through play? MEDIATING LEARNING THROUGH PLAY IN THE DIGITAL AGE References • Verenikina, I. M. & Herrington, J. A. (2006). Computer play, young children and the development of higher order thinking: exploring the possibilities. In H. M. Hasan, G. Whymark & J. Findlay (Eds.), Transformational Tools for 21st Century Minds (pp. 22-27). Eveleigh, NSW: Knowledge Creation Press. • Gray, P. (2011) The Decline of Play and the Rise of Psychopathology in Children and Adolescents American Journal of Play, volume 3, number 4. • Ravichandran, R., de Bravo, B.F. & Beauport, R. Young children and screen time (TV, computers, etc.) National Center for Health Research. http://center4research.org/child-teen- health/early-childhood-development/young-children-and-screen-time-television-dvdscomputer/ • Goldstein, J. (2012) Play in children‘s development, health and well-being MEDIATING LEARNING THROUGH PLAY IN THE DIGITAL AGE Thank you
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