Generation Alpha grows up in the digital world. New technologies set the pace of their lives and, to some extent, shape their personalities. At the same time, education technology as a trend is gaining attention in the field of education, and the use of education technology in education is becoming more popular, especially after the COVID 19 pandemic, and blended learning models are becoming more popular. Early childhood education is a vital time when children develop their social and emotional skills. A partnership between the child Technology facilitates and reinforces this while also providing many fun and innovative activities that appeal to children of all ages, in addition to bringing multiple advantages to early childhood educators. The main purpose of this research paper was to explore the opportunities of education technology to get involved in early childhood education based on the STEAM . Specifically, the paper focuses on understanding how mobile devices can participate in blended Learning mode, and the benefits and directions it brings to early childhood education. The revolution of mobile devices, blended learning and mobile learning I explore different problem spaces through in-depth field research, including interviews with interviewers from teachers, parents to service designers in different fields. Then, among the How Might We questions listed, I choose an opportunity to study in greater depth research and design. Designing an experiment through a real case study of an existing case study
La Generazione Alpha cresce nel mondo digitale. Le nuove tecnologie dettano il ritmo della loro vita e, in una certa misura, plasmano la loro personalità. Allo stesso tempo, la tecnologia educativa come tendenza sta guadagnando attenzione nel campo dell'istruzione e l'uso della tecnologia educativa nell'istruzione sta diventando sempre più popolare, soprattutto dopo la pandemia COVID 19, e i modelli di apprendimento misto stanno diventando sempre più popolari. L'educazione della prima infanzia è un momento fondamentale in cui i bambini sviluppano le loro abilità sociali ed emotive. Una partnership tra la tecnologia per l'infanzia facilita e rafforza questo aspetto, fornendo anche molte attività divertenti e innovative che attraggono i bambini di tutte le età, oltre a portare molteplici vantaggi agli educatori della prima infanzia. Lo scopo principale di questo lavoro di ricerca è stato quello di esplorare le opportunità di coinvolgimento della tecnologia educativa nell'educazione della prima infanzia sulla base dello STEAM. In particolare, il documento si concentra sulla comprensione del modo in cui i dispositivi mobili possono partecipare alla modalità di apprendimento misto e sui benefici e le indicazioni che questo comporta per l'educazione della prima infanzia. La rivoluzione dei dispositivi mobili, l'apprendimento misto e l'apprendimento mobile. Esploro i diversi spazi problematici attraverso un'approfondita ricerca sul campo, che comprende interviste a intervistatori, dagli insegnanti ai genitori, fino ai progettisti di servizi in diversi settori. Poi, tra le domande di How Might We elencate, scelgo un'opportunità per approfondire la ricerca e la progettazione. Progettare un esperimento attraverso un caso di studio reale di un caso di studio esistente.
Generation Alpha and digital world : opportunities of blended learning plus mobile for early childhood STEAM education
Cai, Xinying
2021/2022
Abstract
Generation Alpha grows up in the digital world. New technologies set the pace of their lives and, to some extent, shape their personalities. At the same time, education technology as a trend is gaining attention in the field of education, and the use of education technology in education is becoming more popular, especially after the COVID 19 pandemic, and blended learning models are becoming more popular. Early childhood education is a vital time when children develop their social and emotional skills. A partnership between the child Technology facilitates and reinforces this while also providing many fun and innovative activities that appeal to children of all ages, in addition to bringing multiple advantages to early childhood educators. The main purpose of this research paper was to explore the opportunities of education technology to get involved in early childhood education based on the STEAM . Specifically, the paper focuses on understanding how mobile devices can participate in blended Learning mode, and the benefits and directions it brings to early childhood education. The revolution of mobile devices, blended learning and mobile learning I explore different problem spaces through in-depth field research, including interviews with interviewers from teachers, parents to service designers in different fields. Then, among the How Might We questions listed, I choose an opportunity to study in greater depth research and design. Designing an experiment through a real case study of an existing case studyFile | Dimensione | Formato | |
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https://hdl.handle.net/10589/189559