-can promote school/education (Age of Mythology)
Spark interest in world history, geography, ancient cultures
Tie it into books, internet, museums, media
Complex language, content and connections
Design/exchange maps
Creative/technical skills
“Brain training computer games boosted the grades of 8-9 year olds within weeks” (Katulka 3)
-For children with learning disabilities: e-books promote language and literacy
WILL PARAPHRASE: A total of 52 children, aged 4.5 to 7 years participated in this study; all of the participants as having developmental delays that place them at risk for learning disability. The kindergarteners were randomly divided into two groups, an experimental group (n = 26), in which they engaged in the educational e-book activity, and a control group (n = 26), in which the children did not receive an e-book intervention but only participated in the regular kindergarten program. All participants had had preliminary experience with computers previously as part of the regular class curriculum.
Students can be easily frustrated when they don’t learn a skill quickly, especially kids with learning disabilities, but the playful tone of many computer programs ensures that children have fun without realizing they’re learning, says Tosin Williams, a former educator and founder of online tutoring service The Learning Period. “Computer activities help disguise the active aspect of learning, leading to greater confidence in the child, which in turn leads to increased learning,” she says.
“our findings indicate that low pre-test verbal ability children benefited more from the e-book activity than did those with high pre-test verbal ability with regard to the dependent variable of vocabulary” (Shamir, p. 43)
A child can work through a computer program at his own pace, receiving instant feedback about his achievements. Students struggling to pick up the material can spend more time on it, while high achievers can race ahead without the risk