Putting Education in "Educational" Apps: Lessons From the Science of Learning

被引:502
作者
Hirsh-Pasek, Kathy [1 ]
Zosh, Jennifer M. [2 ]
Golinkoff, Roberta Michnick [3 ]
Gray, James H. [4 ]
Robb, Michael B. [5 ]
Kaufman, Jordy [6 ]
机构
[1] Temple Univ, Dept Psychol, Philadelphia, PA 19122 USA
[2] Penn State Univ, Dept Human Dev & Family Studies, Brandywine, PA USA
[3] Univ Delaware, Sch Educ, Newark, DE 19716 USA
[4] Sesame Workshop, New York, NY USA
[5] St Vincent Coll, Fred Rogers Ctr Early Learning & Childrens Media, Latrobe, PA USA
[6] Swinburne Univ Technol, Brain & Psychol Sci Res Ctr, Hawthorn, Vic 3122, Australia
关键词
media; apps; Science of Learning; education; digital; early childhood education; BACKGROUND TELEVISION; SESAME STREET; NUMERICAL KNOWLEDGE; SOCIAL-INTERACTION; YOUNG-CHILDREN; INFANTS; ATTENTION; INSTRUCTION; VOCABULARY; LANGUAGE;
D O I
10.1177/1529100615569721
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Children are in the midst of a vast, unplanned experiment, surrounded by digital technologies that were not available but 5 years ago. At the apex of this boom is the introduction of applications (apps) for tablets and smartphones. However, there is simply not the time, money, or resources available to evaluate each app as it enters the market. Thus, educational appsthe number of which, as of January 2015, stood at 80,000 in Apple's App Store (Apple, 2015)are largely unregulated and untested. This article offers a way to define the potential educational impact of current and future apps. We build upon decades of work on the Science of Learning, which has examined how children learn best. From this work, we abstract a set of principles for two ultimate goals. First, we aim to guide researchers, educators, and designers in evidence-based app development. Second, by creating an evidence-based guide, we hope to set a new standard for evaluating and selecting the most effective existing children's apps. In short, we will show how the design and use of educational apps aligns with known processes of children's learning and development and offer a framework that can be used by parents and designers alike. Apps designed to promote active, engaged, meaningful, and socially interactive learningfour pillars of learningwithin the context of a supported learning goal are considered educational.
引用
收藏
页码:3 / 34
页数:32
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