I choose you! : Gaming as a digital learning ecosystem for Early Childhood Education
Guerrero Rivas, Carlos R. (2018)
Guerrero Rivas, Carlos R.
Laurea-ammattikorkeakoulu
2018
All rights reserved
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2018120419914
https://urn.fi/URN:NBN:fi:amk-2018120419914
Tiivistelmä
I choose you! –Gaming as a digital learning ecosystem for Early Childhood Education is an academic study of the current phenomenon of videogames and their constructive outlook based on the theoretical framework of e-learning in juxtaposition with the National Core Curriculum for Early Childhood Education and Care with its regulations and guidelines.
The purpose of this document is to define the status quo of gaming, regarding the use of their technologies to incentivise new abilities in children who attend Early Childhood Education and Care in Finland. On the other hand, the objectives of this thesis are, per se, hand-in-hand with the National Core Curriculum for Early Childhood Education and Care meaning that adults should comprehend how videogames can be considered instruments that upkeep the key components of pedagogical activities stablished by the Finnish National Agency for Education. For this a mixture of various research methods have been use from literature review, case study and non-structured interviews which helped us to analyze how the theory of a digital learning ecosystem & e-learning can be applied in Early Childhood Education always following and respecting the guiding principles of the National Core Curriculum for Early Childhood Education and Care.
The case study, however, emphasize on the prominence of educational partnership between early childhood educators and parents who utilize a common digital learning ecosystem that promotes learning via the Pokémon Go application. The results obtained during the study have been eye-catching and might be of much interest for those who are in search of new methods of implementing multipurpose and integrative pedagogical activities for children in Early Childhood Education and Care.
The literature used on the making of this thesis is of very miscellaneous nature going from very early studies of cultural historian Johan Huizinga which dates from 1938, through the use of electronic sources such as e-books and solid sources of previous researches such as in Harvard, MIT and Forbes; this was intentionally done in order to observe the evolution and transition of the phenomena and see how its perception transforms decade by decade.
In analysis, this thesis concur with many other previous studies that gaming is a tool of growth in many areas of learning without forgetting the neuropsychological and neurocognitive part. Nonetheless, this one should be always supervised by adults or guardians beforehand in order to stablish its suitability for children and their development which concerns their cognitive skills, socio-emotional skills, personal skills and technology education in between others. In conclusion, it’s recommended to tackle this study with an open mind and understand that gaming is a singularity that has been present in human’s life since early times and no matter the centuries the marvels of gaming will always be here to stay with us, since it’s a reflection of our civilization and our journey through digitalization towards the future.
The purpose of this document is to define the status quo of gaming, regarding the use of their technologies to incentivise new abilities in children who attend Early Childhood Education and Care in Finland. On the other hand, the objectives of this thesis are, per se, hand-in-hand with the National Core Curriculum for Early Childhood Education and Care meaning that adults should comprehend how videogames can be considered instruments that upkeep the key components of pedagogical activities stablished by the Finnish National Agency for Education. For this a mixture of various research methods have been use from literature review, case study and non-structured interviews which helped us to analyze how the theory of a digital learning ecosystem & e-learning can be applied in Early Childhood Education always following and respecting the guiding principles of the National Core Curriculum for Early Childhood Education and Care.
The case study, however, emphasize on the prominence of educational partnership between early childhood educators and parents who utilize a common digital learning ecosystem that promotes learning via the Pokémon Go application. The results obtained during the study have been eye-catching and might be of much interest for those who are in search of new methods of implementing multipurpose and integrative pedagogical activities for children in Early Childhood Education and Care.
The literature used on the making of this thesis is of very miscellaneous nature going from very early studies of cultural historian Johan Huizinga which dates from 1938, through the use of electronic sources such as e-books and solid sources of previous researches such as in Harvard, MIT and Forbes; this was intentionally done in order to observe the evolution and transition of the phenomena and see how its perception transforms decade by decade.
In analysis, this thesis concur with many other previous studies that gaming is a tool of growth in many areas of learning without forgetting the neuropsychological and neurocognitive part. Nonetheless, this one should be always supervised by adults or guardians beforehand in order to stablish its suitability for children and their development which concerns their cognitive skills, socio-emotional skills, personal skills and technology education in between others. In conclusion, it’s recommended to tackle this study with an open mind and understand that gaming is a singularity that has been present in human’s life since early times and no matter the centuries the marvels of gaming will always be here to stay with us, since it’s a reflection of our civilization and our journey through digitalization towards the future.