Powerful and playful literacy learning with digital technologies.
Kervin, Lisa
The theme of the 2014 ALEA/AATE conference--aNTicipating new
territories--is appropriate as we contemplate the changes to childhood
activities as we know them, and consider the potential technology brings
to children's play and language and literacy development. In doing
so, we are challenged to think about building strong minds, places and
futures--this is imperative as we consider the enormous contribution
technology has made to what it means to be literate and the ways in
which children engage with their surroundings through play.
Vygotsky wrote, 'The child moves forward essentially through
play activity', further stating, 'In play the child is always
behaving beyond his age, above his usual everyday behaviour; in play he
is, as it were, a head above himself' (Vygotsky, 1978, p. 74).
Play is time-honoured in early childhood education. Indeed,
discussion of play and its advantages features heavily in texts focused
on the early years of a child's life. While there is no one
definition for play, play is acknowledged as a major developmental
influence for children with the understanding that play may advance
children's cognitive and socio-emotional development (Verenikina,
Herrington, Peterson & Mantei, 2010) and language and literacy
development (Edwards, 2013; Heath, 1983). The benefits of play are
acknowledged through the positioning of play as a 'right of the
child' (article 3 in the United Nations Conventions of the Rights
of the Child, UNICEF, 2009).
Play has been characterised as a spontaneous, self-initiated and
self-regulated activity for young children, which is relatively risk
free and not necessarily goal-oriented (Verenikina & Kervin, 2011;
Verenikina, Harris & Lysaght, 2003). Play is intrinsically motivated
as children demonstrate an internal desire and interest to engage in
play. Children actively seek opportunities for play, as they create
their play scenarios and take control, making play 'the very
serious business of childhood' (Grieshaber, 2008, p. 30). As
children play, they take control of their actions, which are meaningful
in the context of their play.
There is need to examine what actually transpires for young
children in play contexts. While play is acknowledged as 'a leading
context for the child's acquisition of communication and
collaborative skills' (Siraj-Blatchford, 2009, p. 80), it is this
notion of the context for play that provides an avenue to explore the
ways that young children engage with language and literacy for a range
of purposes. There are potential links between the opportunity to engage
with play contexts and the development of other cognitive or social
skills (Edwards, 2013; Lillard, Lerner, Hopkins, Dore, Smith and
Palmquist, 2013) begging the question, 'What aspects of play might
promote language and literacy development?' Play contains many of
the ingredients necessary for optimal language development (even though
there may be no single element of play that does the majority of the
work).
Play fosters language and literacy skills. Language is the currency
of social interaction and school achievement. Marsh and Hallett (2008)
remind us of the importance of play for the development of language and
literacy through 'the opportunities presented for creative use and
practice; social interactions for real purposes; and, identifying and
solving problems in the lives of young children' (p. 15).
Imaginative play encourages language development as children negotiate
roles, set up structures, and interact in their respective roles
(Garvey, 1990). Adults support language development by engaging with,
and commenting on, children's play to provide a language-rich
environment that naturally reinforces concepts and builds on the play
context. It is these play contexts that provide opportunities for
children to practice using language but to also learn language from each
other.
Vygotsky (1978) asserted that children learn through socially
meaningful interactions and that language is both social and an
important facilitator of learning. The Early Years Learning Framework
(2009) explains literacy through our ability to express feelings,
exchange thoughts, and connect with others through gestures, sounds and
language. The definition of literacy promoted by ACARA (2015) agrees
with the social nature of literacy and describes the importance of the
student being literate to enable their use of language for
'learning and communicating in and out of school'.
Children's experiences are organised and shaped by society, but
rather than merely absorbing these experiences, children negotiate and
transform them based on what they learn from personal, cultural or
school contexts. They learn to talk through social interactions and to
read and write through interactions with literate children and adults
(Dyson, 1993; Harste, 1990). Play is a powerful way for children to
represent their understandings of experiences and contexts.
Over the past decade, there has been an increasing body of research
into digital interactions (mostly games) and play across a range of age
groups, however, very little research 'focuses specifically on
digital games and young children' (Lieberman, Fisk & Biely,
2009, p. 300). This is significant when we consider the developmental
importance of play in the lives of young children. Salonius-Pasternak
and Gelfond (2005) argue that digital play is, perhaps, 'the first
qualitatively different form of play that has been introduced in at
least several hundred years,' and, 'it merits an especially
careful examination of its role in the lives of children' (p. 6).
The need to focus on children's digital play has come to the
forefront with young children's fast increasing access to digital
tablet technologies (such as iPads). The integration of digital
technologies into reading, writing, and communicating experiences is
already a priority for many educators (see for example, Hutchison &
Reinking, 2011; Saine, 2012), yet there is still need to examine the
role of such experiences within the complex interplay between
children's play activities, educator knowledge and opportunities
within learning environments. Tablet technologies are useful, portable
and more affordable than other forms of technology (Leoni, 2010).
Children's access to mobile media devices (such as tablet
technologies) is dramatically higher now than it was two years ago.
Among families with children aged 8 and under, there has been a fivefold
increase in ownership of tablet devices--from 8% of families in 2011 to
40% in 2013. At the same time, 79% of Australian children with
5-8-year-olds had access to the Internet. The average amount of time
children spend using tablet devices has tripled. In 2011 it was reported
that children used these devices for 5 minutes each day, in 2013 this
was reported to have increased to 15 minutes each day. Expanded access
to devices and the Internet and greater range of app experiences have
been cited as reasons for this. (ABS, 2012; Common Sense Media, 2013).
Staggering numbers of apps, self-contained programs or pieces of
software, are available for tablet devices. Available apps grow
exponentially each month as new products and revised versions enter the
market. At the time of writing, the iTunes apps store featured 240
'popular' educational games, with more than half of those
targeted at children aged eight and below
(https://itunes.apple.com/au/genre/ios-education/ id6017?mt=8). Parents
and educators access educational apps with the intention of engaging
children with technology and in the process supporting them with their
learning (Chiong & Shuler, 2010).
While we know the importance of play in the early years, we need to
ask, why is it then that when it comes to using technology (such as apps
on an iPad) to support literacy learning that we move into drill and
practise type experiences? The emerging phenomenon of 'digital
play' largely depends on (and is often restricted by) the actual
design of the software (in the case of iPads, the apps). Why is it that
apps focused on the constrained skills of language, following drill and
practise type design models, dominate the educational market for young
children? While literacy was once defined as the ability to read and
write, a set of neutral and objective skills independent of social
context or ideology that one was to obtain, we now understand it to be
so much more. Literacy extends beyond the acquisition of reading and
writing skills and entails the ability to use these skills in a socially
appropriate context. Literacy is also evolving to include the skills
required to function in a technological society. With this in mind, the
apps that we choose to support young children's language learning
need to be considered within an expanded definition of literacy in all
its complexity and our knowledge of the power and characteristics of
play.
Research design
It is not the intention of this paper to offer critique of apps
that exist within the field of education, and more specifically language
and literacy and in early childhood. Rather, the paper aims to draw upon
captured instances of children choosing to use apps to show how they
have playfully engaged with apps and in the process have demonstrated
language and literacy learning. These examples have come from
observation and interview data. The paper recognises that out-of-school
digital literacy practices have relevance to children and young
people's lifeworlds (Comber & Hill, 2000; Comber & Kamler,
2004; Livingston, 2002).
As such, the following research questions are examined:
* How do young children use applications on an iPad?
* How can play with applications provide opportunities for language
and literacy development?
I draw upon case study research that includes a convenient sample
of six families who have one or more children at pre-school age who were
invited, and consented, to participate in the study. Children and
families selected were readily available and convenient, in that: the
family contained at least one preschooler (ie a child aged 3-5 years),
they were geographically within an hour to the researcher's
institution; and they were willing to participate in the research
project. All parents were in their mid-thirties to early forties, and
families ranged in size from one to four siblings. The siblings (ranging
from newborn to 10 years) were also included in data collection.
Demographics of the participating families are summarised in Table 1.
I acknowledge these participants may not be representative of the
entire population of young people who are using tablet technologies. It
is my intention to use these participants and the research design as an
entry point into examining digital play and literacy learning with
future intention to take this research into a broader context with a
greater emphasis on what 'digitally mediated play' is, and how
educators and families can effectively and appropriately support this
phenomenon as the children move across contexts as literacy learners.
The methods of data collection included observation of the children
using applications on tablets (captured by observation and
video-recording by both researcher and families) and semi-structured
interviews with the parents that were audio-recorded. The interviews
were analysed for emerging theses using thematic analysis (Braun &
Clarke, 2006). The analysis of video recordings was based on the
traditional techniques of child's play observation: the
children's speech samples and behavioural episodes were noted, in
particular those that indicated their engagement in play (e.g.,
undertaking the roles of others, variations in labelling situations and
objects, interactions with peers and adults about situations of pretend)
and evidence of language and literacy learning.
Through these data collection methods, it is understood that the
parent(s), the educator(s), peer(s) and the learner mediate digital play
and literacy learning in their context. Engaging in this context
activates a child's linguistic and socio-cultural toolkit. This, in
connection with rich learning contexts provides opportunity for dynamic
participation structures and the strategic use of meditational tools
(Gutierrez, 2002).
Using data collected from these six families, five instances of
digital play for language and literacy learning are identified and
explicated in this paper.
1. Identifying and interacting with Networks through YouTube
2. Exploring artifacts with Digital photographs and iMovie
3. Setting own goals using Pocket Pond
4. Creating and negotiating scenarios with Minecraft
5. Telling Stories using PuppetPals
In each instance of digital play, discussion will be offered about
the material artifacts (Fenwick, Edwards & Sawchuk, 2011) that
emerged through moments of language learning and development. In doing
so, there is acknowledgement that these instances of learning were
mediated (by a parent, sibling or peer) and are characterised by
'dynamics of real action' (p. 63) as the relationship between
the play activity and the task led the way to realisation. Such an
approach acknowledges that the mind is not just an internal phenomenon
but an externalised one that is dependent on mediations by external
symbols and material artifacts. Each instance of digital play will be
connected with developmental phases for play and in the process identify
some of the major features of the pedagogic progression for language and
literacy learning. While I am connecting these instances to examples
from particular children, I'm not suggesting these are age specific
and would prefer you to think about the possibilities these examples
offer for children at different ages and language ability levels.
Identifying and interacting with Networks: YouTube
Social networks and social supports are seen to be critical in the
lives of all people. For children, it is important that they develop
understanding of the key players in their social world, the
interrelationships between and among these people, and to the
connections between these people and the larger societal structure
(Belle, 1989). While the social needs of children have been at the
forefront of thinking (particularly the relationship between mother and
child and more recently father and child), there is need to look too at
the more distal connections (including siblings, peers and friends) and
a range of contexts to more fully understand the notion of
children's social networks and support providers.
Technology has certainly changed the opportunities for social
networks for many adults (for example, through social networking spaces
such as FaceBook and Twitter). There is need though to more fully
investigate what networks can look like for children in the complex
digital environment. Marsh (2010) has been groundbreaking in her
exploration of virtual connections children make through virtual worlds
(such as ClubPenguin), but more needs to be done in this area of
constant change. New social media (such as YouTube) has expanded
opportunities for social participation through the thousands of
user-generated movies are uploaded daily and millions are shared and
viewed daily.
Ronan, a three year old boy who lived in the suburbs of Sydney,
enjoyed playing with his train set. Having been invited into his home to
watch his play, I was mesmerised by the time he took to set up and
orchestrate some complex train manoeuvres. As I watched him play, he
talked with me about the trains and he also talked with me about what
his friends liked to do with their train sets. Later, when talking with
his parents I shared my observations about Ronan and his comments about
his friends. At the mention of his friends, his dad began to laugh.
Ronan's dad shared with me how when they had first got the train
set he was a little unsure about how to put it together. He
'googled' the name of the train set and was able to access a
range of YouTube videos that showed what other enthusiasts had done.
Ronan viewed these clips with his father. In the time that followed,
Ronan asked to rewatch those clips. Seeing how much Ronan enjoyed
viewing these, his dad subscribed to Really Simple Syndication (RSS)
feeds so they were alerted when that person had added a new clip. It
turned out the 'friends' that Ronan had talked with me about
were indeed his virtual network that he had connected with through a
shared artifact and interest.
While there is significant caution around the quality of online
materials, young people and networking through digital technologies (for
example O'Keeffe & Clarke-Pearson, 2011), Ronan's example
shows a positive connection established through a shared artifact and
the talk that surrounds this. Through YouTube, Ronan was able to
transcend physical boundaries to connect with people that may very well
have been impossible in more traditional networks. The increasingly
interwoven role of social media in our everyday lives has also entered
the lives of many children, making it increasingly complicated to
disentangle 'offline' from 'online' friendships and
networks (Meek, 2012) as demonstrated by Ronan.
Exploring artifacts: Digital photographs and iMovie
Vygotsky (1978) argued that in the child's real life, action
always dominates over meaning. The substitution of a real object for a
symbol may occur spontaneously in play but it is a crucial practice for
development. Sharing play symbols and signs in pretend play with
partners is an important part of development.
Children's interactions with technology and apps have the
potential to mirror their interactions with other play materials and
include sensorimotor and practice play, make-believe play, and games
with rules. Artifacts can serve as symbols for real objects. The
relationship between a prop and the object it represents resembles the
relationship of a word to its referent. Because both play and linguistic
communication share a representational character, play provides children
with opportunities to practise forming symbolic relationships. Effective
technology use connects on-screen with off-screen activities with an
emphasis on co-viewing and co-participation between children and
significant others. Digital photographs can help children to save and
document their experiences, and with the support of Apps such as iMovie,
they can revisit and share their real-life experiences through images,
stories and sounds.
Three year old Oliver worked with his brother and mother to enact
information he had learned while at his prior-to-school setting. Oliver
had had discussions with an educator about how the lemongrass that was
growing in the centre's garden could be used, including making
lemongrass tea. At the end of the day, Oliver brought some lemongrass
home with him. After sharing his new knowledge of lemongrass tea with
his family, Oliver and his brother (Adrian) and mother (Lucy) worked
together to do this and enacted a process quite like that of Language
Experience (Stauffer, 1970). At each point of the tea-making process a
digital photograph was taken. At the end of the experience, Oliver used
the photographs to recall the steps taken and recorded an oral
annotation to go with each. Table 2 presents an overview of
Oliver's creation.
It generally has been acknowledged that the availability of certain
play objects and props will, to some extent, determine the kinds of play
in which children engage. For example, Neuman and Roskos (1990) examined
the effects of literacy-enriched play opportunities on children's
literacy demonstration and showed that play in the place where literacy
acts and artifacts are made available and readily accessible to children
is dominated by literacy learning opportunities. Pahl and Rowsell (2010)
describe how the sharing of artifacts invites participation in other
spaces. It is interesting to note that in this example the artifact came
from school and was examined in the home setting. Children's
opportunities for literacy can be enriched through play by providing
sufficient, functional, relevant literacy-promoting play objects and
props. Digital technologies (in this case digital photographs and the
iMovie app on the iPad) provided opportunity to document the play which
in turn created an artifact (the iMovie) to share and reflect upon the
play experience.
Setting own goals: Pocket Pond
Imaginative play encourages problem solving and open ended
experiences. Johnson and Christie (2009) identified the power of
software that provided 'micro worlds' where children had
choices to make and explore, and opportunities to follow their
curiosity, which resulted in action. Digital experiences that foster
these qualities lead to creative play, curiosity and a desire to ask
questions in a quest for new information.
Pocket Pond simulates a pond for koi fish (for visual overview see
iFish Pond HD, 2010). As soon as the app is launched the user hears
soothing sounds akin to a natural water environment. As the user
interacts with the iPad screen (by touching and swiping the screen) the
water reacts. The fish can be fed by tapping the screen and the user can
add and size lily pads, dragonflies and additional fish to the
ecosystem. Thunderstorms can be simulated and the user is able to engage
with some fishing activity. There is opportunity to network to and visit
ponds created by friends. The game has no strict aim, rules or
objectives apart from building and changing a pond for koi fish to live
in.
Five-year-old Frances was particularly engaged with the Pocket Pond
app. Her mother (Julie) described how Frances regularly interacted with
the app over weeks as she played with the water, established and moved
lily pads around and introduced and looked after an assortment of fish.
One afternoon as Frances was playing in their back garden, Julie noticed
that she had collected an unused fish tank from under the house and was
carefully arranging other objects (including dirt, rocks and greenery
from the garden) inside the tank. Julie recalled talking to Frances
about this, to which she was informed that Frances was creating her own
'pond' in the garden. Their conversation continued to include
the details of the environment Frances was creating, supported by
understandings of the experience she had gained while in Pocket Pond
(for example, what fish liked to eat, how many was an optimal number for
the pond, responses to different weather patterns and design features to
support this).
Frances showed that her digital play was a stimulus to
'real' play as she enacted open-ended context through play and
creative problem solving. This provides an example of how young children
increasingly merge online and offline play as they take their digitally
informed experience into their reality (Edwards, 2013; Marsh, 2010). Her
response to the digital play was self-motivated and demonstrated some
important learning gains she had made about this ecosystem. The language
that she used to describe her actions was grounded in field knowledge of
the app and the technical language she had picked up within this. There
was a clear understanding of cause and effect in her play and discussion
of this.
Creating and negotiating scenarios: Minecraft
During imaginative play, children take on a range of roles and use
many cognitive processes. These include making plans and finding ways to
carry these out to transform activities from their real objective and
objects from their real counterparts to imagined scenarios (Farver,
1992). Children take the initiative and make choices and decisions about
the activities in which they will engage, which in turn, foster
learning. Whenever children communicate during play, they do so from
their own personal context--from their understanding of themselves
constructed from their participation in the play. Cazden (2003) tells us
that children's problem solving improves in collaboration, as the
partners scaffold each other to move into new possibilities.
Verbal communication is focused on children's ability to use
speech to communicate meaning (Smilansky, 1968) and also the
collaborative skills that are developed as the children reciprocally
negotiate roles. While there might be some modelling from adults or
peers, children attempt to communicate and integrate their everyday
conventional or reconstructed knowledge of the social world with that of
their play partners (Farver, 1992; Garvey, 1990). This then begs the
question, what does roleplaying look like when digital mediums enter the
scenario? What are the opportunities for role play and verbal
communication?
Natalie, a seven-year-old girl invited her friend Zack (also seven
years old) to her house for a Lego playdate. Natalie's mother
(Deanna) shares that the children were set up with the Lego in a room in
the house where they could spread out, undisturbed from other siblings.
Later, when she went to check on them she found Zack playing with the
Lego and Natalie playing Minecraft on the iPad. Expressing her
disappointment that they didn't seem to be playing together, Zack
clarified the situation by explaining that while he was building with
Lego, Natalie was creating that structure using Minecraft and later they
would compare and contrast the two representations to look for
similarities and differences. And then they would switch. This role play
enabled them to explore a similar task from two different contexts.
Minecraft is a game app that allows players to build constructions
out of textured cubes in a 3D procedurally generated world. This example
shows how play can look different when digital mediums are included.
There is reciprocity in sharing peer relations, manipulating artifacts
and being an (object) other to oneself and increasingly acknowledging
other perspectives. Each presents valuable opportunities for learning
for each participant. Within the complex structure created by these
children, they were each able to correct each other if they made errors
in the 'game'.
The children demonstrated their understanding of the scenarios they
set for each other through their actions and their use of vocabulary and
set phrases associated with the 'game' they used. Through
these interactions, they were able to draw upon their own experiences
with the Minecraft app to introduce and consolidate the language of the
game as they brought meaning to their physical and digital play
artifacts. As such, these peers become a resource for new learning as
their experiences and expertise enabled them to enrich the play
experience for each other.
Telling Stories: PuppetPals
The stories children choose to tell can cross sites and
modalities--they can come about through drawings, models, paintings,
gestures and film. Stories are captured moments of meaning making as
children share details of their lives, tell their own and other's
stories, and recontextualise the experiences they have had (Pahl &
Rowsell, 2010). Through storytelling children organise their experiences
and express what they know about themselves, other people and their
roles within the contexts they interact with (Bruner 1986, Schank 1990).
Storytelling for young children begins with conversation and a strong
conversational partner to construct stories, often with the manipulation
of an object that the story is made up around. As children get older
they recount stories on their own as they begin to explore memories or
future dreams as they talk about their worlds and contexts as they
understand them.
The PuppetPals application is designed to engage the child in the
art of puppetry--selecting characters, backdrops (or create their own)
and creating scenarios to be acted out. This process can be
conceptualised differently by different children--there is no
expectation as to how long the play should be, nor is there any specific
motivational feedback built into the application. The ability to record,
playback and archive puppet shows could be seen as a motivator. The
application provides opportunity for the user to engage in imaginative
play as they move between backdrops (up to 3) with the characters, as
they develop their stories. The application lends itself to the creation
of narratives, through which the characters can experience
complication/s that the narrator may work to create and resolve.
While the elements of the puppet show (selecting backgrounds and
characters) are quite controlled, the user is able to explore these
through their manipulation and oral annotations. The user has control
over the selection, timing and pace as they manipulate the characters
and backgrounds to fit with the story they develop. While one user best
controls this manipulation, there is scope for collaborative decision
making around the characters, backdrops and skill development.
Five year old Adrian was given a homework task to complete a
check-list (given to him by his teacher) about the living creatures that
he could find at his house. Adrian responded to this task by using the
Puppet Pals app to create a three minute and twenty six second
presentation about creatures in his backyard which he entitled
'[name] backyard safari'. Table 3 captures the script he
created and still shots from the presentation to profile the key
movements within the visual component.
The presentation Adrian created demonstrates his awareness of
information needed to respond to the task. His deviation away from
completing the checklist he was provided, demonstrates his ability to
transform the task in quite a playful way using technology to support
this. His story is a representation of how he recontextualises his home
context and he moves between informative and narrative structures as he
gives information while also connecting it to his personal experiences.
Adrian has created a product with a likeness to a house and garden
television program demonstrating his awareness of and experience with
popular culture, and his ability to include narrative structures other
than his own in his story (Shuman, 2007).
Digital play to foster literacy learning
Digital play (in the case of this paper, using apps on an iPad),
has the potential to enrich play and offer opportunity for language and
literacy learning. Apps--and children's playful interactions with
these--can help to enact expanded definitions of literacy as children
use their developing repertoire of language resources for meaningful
purposes. Digital play with carefully selected apps, can provide active,
hands-on, engaging and empowering learning opportunities. Apps can
facilitate versatility in children's literacy experiences by
providing opportunities for reading and writing, and to listen and
communicate, through a range of scenarios and activities. As such, it
can be argued that purposeful and meaningful literacy learning can be
enriched through digital play when it is nested within authentic
contexts and characteristics of play are activated.
Apps have the power to provide challenging yet authentic
experiences, sophisticated and abstract artifacts for the child to use
and manipulate, all with scaffolded support to achieve success. What is
interesting in this paper, is that none of the apps I have profiled in
these five examples have been specifically designed to focus on language
and literacy learning and development. Instead, the examples show how
children playfully seek self-initiated, self-regulated opportunities
that are supported within the contexts they are operating within. This
is a reminder that literacy extends beyond the acquisition of reading
and writing skills. Engagement with technology through digital play
provides opportunity for children to activate literacy processes in
socially appropriate contexts.
As educators we routinely differentiate between home, prior to
school, school and community contexts. We need to think about the
digital environment as yet another context that can mediate across
settings imagine if the apps we used in the classroom were the apps they
used at home and vice versa! Many artifacts move across contexts for
children--a homework task, the objects children engage with, the story
structures they use--the use of apps to capture and mediate such
experiences provides powerful literacy experiences. Fostering literacy
learning, then, depends heavily on willingness to firstly acknowledge,
then facilitate contexts for interacting and learning where the child is
able to take control.
Digital play should be playful and support creativity, encourage
exploration and activate real-world connections. Mobile, multi-touch
screens of tablet technologies have changed the way the youngest
children interact with images, sounds and ideas (Buckleitner, 2011).
Shared joint attention, language rich interactions with lots of
opportunities for responsive and attentive interactions between the
child and significant others, are imperative. Young children need
opportunities to engage with these technologies where they control the
app, direct the outcome of the experience, explore the tools within the
app, and make real life connection. Such opportunities can be highly
beneficial to children's literacy development and provides a
supportive context for language learning. What is critical though, is
considered and judicious choice and use around the apps children use.
All screen interactions are not created equal. Digital technology has
expanded in scope beyond linear, non-interactive media to include
interactive options. The selection of apps in recognition of this, can
provide powerful play and language learning opportunities for children.
The five examples discussed in this paper show what children can do and
initiate themselves in the name of play with the support of others (both
adults and peers) and opportunity, as they mediate their own literacy
learning contexts. As educators we need to make informed choices that
maximise learning opportunities for children.
Play is important for literacy learning because when children are
in control of an interaction, they are engaged. Children speak about,
and listen to, and engage with, what they are interested in. If they are
interested, they don't need to shift their attention. A child is
more likely to engage with literacy processes and learn language
features when they are playing within their area of interest. For play
to be powerful, the child needs to lead it. An app that moves children
through a script, asking them to perform actions within that script,
does not count as play. Think about the myriad of vocabulary building,
spelling, phonics apps that exist. How playful are these? What
opportunities for language and literacy learning are offered?
Digital play sets a child up to engage with literacy processes
because the child is deeply involved in the play situation. With
understanding of developmental phases and key characteristics for play,
we are able to identify some of the major features of the pedagogic
progression for language and literacy learning through digital play. A
good app can inspire, encourage and extend children's literacy and
language development. How children spend their time with the app is
critical. Passive use of technology and any app is an inappropriate
replacement for active play, engagement with other children, and
interactions with adults. Examination of children's digital play
presents new opportunities for us as educators to support, inform,
reform, or transform the literacy experiences we encourage children to
participate with.
Acknowledgement
I would like to acknowledge Irina Verenikina and her expertise in
play and Jessica Mantei and her expertise in literacy. I collaborate
with both colleagues regularly and their expertise continually shapes my
understandings. I would also like to acknowledge support from the
Australian Research Council under Discovery Grant DP140100328
(Conceptualising digital play: The role of tablet technologies in the
development of imaginative play of young children).
Lisa Kervin
University of Wollongong
References
Australian Bureau of Statistics (2012). Children's
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Lisa Kervin is an Associate Professor in Language and Literacy in
the Faculty of Social Sciences at the University of Wollongong. Lisa is
an experienced primary school teacher (particularly in the early years
of school) and has held literacy consultancy roles. At UOW, Lisa is an
active member of the Early Start Research Institute. Lisa's current
research interests are focused on young children and how they engage
with literate practices.
Table 1. Participant demographics *
Parents' names Parents' Children's Children's
ages names ages/gender
Jane and 38, 36 Ronan 3 (male)
Andrew
Edwards
Lilian and Ben 42, 43 Richard 8 (male)
Brown Kenneth 7 (male)
Reese 5 (male)
Julie and George 41, 40 Zack 7 (male)
Houghton Frances 5 (female)
Jarrod and Lucy 36, 35 Adrian 5 (male)
McKenzie Oliver 3 (male)
Luke newborn
(male)
Sean and 36, 35 Natalie 7 (female)
Deanna Torrens Bianca 6 (female)
Laura 3 (female)
Carla and 38, 35 Elvira 10 (female)
Matthew Anita 8 (female)
Williamson Iris 3 (female)
Gary newborn
(male)
* Pseudonyms are used
Table 2. Oliver making lemongrass tea
Image Annotation from 3-year-old
Oliver
[ILLUSTRATION OMITTED] I brang some um lemon grass
home from my preschool and
showed my family how to make
tea
[ILLUSTRATION OMITTED] And I cutted it and I asked my
brother [name] to help me cut it
[ILLUSTRATION OMITTED] And that's all the lemon grass in
the tea pot cutted up
[ILLUSTRATION OMITTED] Mummy was pouring in the
boiling boiling boiling hot water
[ILLUSTRATION OMITTED] And now its ... and me and
[brother] had a little little peek
[ILLUSTRATION OMITTED] And then we drinked it.
Table 3. Adrian's backyard safari
[ILLUSTRATION OMITTED]
This is Adrian. I'm going to
tell you some creatures that
live down on the ground in
my backyard. Some of the
cutest, creepiest, scariest
animals in my backyard.
[ILLUSTRATION OMITTED]
We've got bluey over here.
He's a blue tongue lizard.
He's very shy. So, make sure
you don't run at him.
[ILLUSTRATION OMITTED]
And now here we've got a
cricket. Now we often find
them in our cubby house so
we'll put him over here.
[ILLUSTRATION OMITTED]
And we've got a frog. Now
we find them when we're
mowing the lawn in the wet
grass. And they're usually
on the grass, that's where we
find them.
[ILLUSTRATION OMITTED]
Now I've got a huntsman.
Here's a huntsman. Let's put
him over here cause they live
under the house.
And a cricket. We've got
Christmas beetles. Let's put
them over where the spider
lives.
[ILLUSTRATION OMITTED]
Also we've got caterpillars
eating all our cauliflowers.
They're very cheeky. And
they always every single day
and night we always find
them. Watch out for them in
your garden!
[ILLUSTRATION OMITTED]
These are everything that
live in my back yard on the
ground.
[ILLUSTRATION OMITTED]
Hi it's me again. Now I'm
talking about things that live
in the air. Now you're going
to see some things.
[ILLUSTRATION OMITTED]
Now you've got this bird.
This is a Rosella. It's a bad
boy and it's cheeky.
I think this is its cousin, a
Rainbow Lorikeet. They're
both cheeky because they eat
up all our plants. So we'll
leave them over here. So we
can keep them over there so
it's like they're eating the our
plants.
[ILLUSTRATION OMITTED]
So we've got this cockatoo
the black ones and the white
one. They're very rare these
black ones and the
white ones are very noisy.
So we have to close the door
when they come past. I think
they come past at half past
five.
[ILLUSTRATION OMITTED]
So, now we've just got the
butterfly. Now I've got a
butterfly net and I try to
catch some but these are
really hard to catch.
[ILLUSTRATION OMITTED]
And bye bye and thank
you for listening about my
afternoon in my back yard. I
hope you were interested.