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Compiled by a leading authority in the field of children's technology, this book brings together current discussions of how and why new technologies are being designed. It presents innovative methods, techniques, and ideas, making this a unique resource for developers of children's software, hardware, and multimedia products; graphic/human interface designers; and university faculty doing research in the area of children and technology. * Case studies, commercial products, and academic research projects * Overview of present and future trends in computer technologies for children * Design practices from university and industry researchers that can aid readers in developing their own approaches to creating and using computer technologies for children
Children are one of the largest new user groups of mobile technology -- from phones to micro-laptops to electronic toys. These products are both lauded and criticized, especially when it comes to their role in education and learning. The need has never been greater to understand how these technologies are being designed and to evaluate their impact worldwide. Mobile Technology for Children brings together contributions from leaders in industry, non-profit organizations, and academia to offer practical solutions for the design and the future of mobile technology for children. - First book to present a multitude of voices on the design, technology, and impact of mobile devices for children and learning - Features contributions from leading academics, designers, and policy makers from nine countries, whose affiliations include Sesame Workshop, LeapFrog Enterprises, Intel, the United Nations, and UNICEF - Each contribution and case study is followed by a best practice overview to help readers consider their own research and design and for a quick reference
Emotion. Ego. Impatience. Stubbornness. Characteristics like these make creating sites and apps for kids a daunting proposition. However, with a bit of knowledge, you can design experiences that help children think, play, and learn. With Design for Kids, you'll learn how to create digital products for today's connected generation.
Design and technology education is now an established field of study in primary schools and in many early childhood centres. Authors Marilyn Fleer and Beverley Jane offer the definitive text on this curriculum area. Design and Technology for Children 3e is a comprehensive and innovative account of teaching and research in design and technology education. It gives pre-service and in-service teachers opportunities to reflect upon and further develop their understanding of technology and technological knowledge, and to consider several different approaches in a practical and interactive way. he third edition has been written to reflect current research and practice in design and technology education for Australian children and pre-service teachers.
How can adults keep children safe and healthy online now and in the future? How can we thrive alongside technology? This highly accessible book unpacks the latest psychological research, attachment theory and neurobiology to offer parents and professionals insight into how technology impacts children’s development and how to navigate our lives online. Catherine Knibbs shares her extensive experience to reveal what we know about human behaviour in cyberspace, and particularly that of children using devices, consoles and social media platforms. She offers deeper understanding of how and why children engage online and shows parents and professionals how, rather than being overwhelmed by the dangers and pathologies of cyberspace, we can learn to support children in using technology healthily. She covers key topics including social media use and abuse, impact of screen time, issues around gaming and extreme behaviours online. By the end of this book you will be able to understand your child better, and have an understanding of what is happening in their minds, brains and bodies in relation to the technological and digital world. Children, Technology and Healthy Development is for all parents, and professionals in psychology, education, social care and the police who are concerned with understanding how we support children in an online world. It will also be valuable reading for those in tech design interested in the impact of technology on the developing human.
This work is not designed to be exclusively a compendium of readily-adapted classroom ideas or engineering techniques, the authors' intent is rather to make a contribution to the repertoire of useful strategies for orchestrating design technology experiences.
Considers the various roles children have played in the technology design process, with a focus on those that integrally involve children throughout the process. Summarizes and provides a pragmatic foundation for researchers and practitioners to use several methods and techniques for designing technologies with and for children.
Technologies for Children is a comprehensive guide to teaching design and digital technologies to children from birth to 12 years. Aligned with the Early Years Learning Framework and the Australian Curriculum: Technologies, this book provides practical ideas for teaching infants, toddlers, pre-schoolers and primary-aged children. The third edition includes expanded content on teaching digital technologies, with a new chapter on computational thinking. Key topics covered include food and fibre production, engineering principles and systems, and computational thinking. The content goes beyond discussing the curriculum to consider technology pedagogies, planning, assessment and evaluation. Case studies drawn from Australian primary classrooms and early childhood centres demonstrate the transition from theory to practice. Each chapter is supported by pedagogical reflections, research activities and spotlights, as well as extensive online student resources. Written by Marilyn Fleer, this book presents innovative, engaging and student-centred approaches to integrating technologies in the classroom.
Design and Technology involves children learning through processes that include identifying needs and opportunities, generating and developing ideas, planning, making and evaluating. The second edition fully reflects the latest revisions in the National Curriculum and links with other curricular changes in the intervening years. Specific links are made to the National Strategies for Literacy, Numeracy and ICT; to the National Standards for Subject Leaders; to Science and the other foundation subjects; to the QCA Scheme of Work for D & T; and to new initiatives in citizenship and creativity.
Interaction Design and Children surveys the research on children's cognitive and motor development, safety issues related to technologies and design methodologies and principles. It also provides an overview of current research trends in the field of interaction design and children and identifies challenges for future research.