Skip to main content

Digital Games in the Early Childhood Classroom: Theoretical and Practical Considerations

  • Chapter
  • First Online:
Digital Childhoods

Abstract

Digital games like other forms of play can be scary or fun, challenging or boring, risky or riskless and individual or collective. In every case, they can provide diverse opportunities for learning, exploring and experimenting under the principles of digital game-based learning (DGBL). The current chapter explores the main theoretical implications of the pedagogical value and the use of digital games in early childhood classrooms. The aim is to highlight why and how digital games can be used and embedded effectively within early childhood practice, drawing upon examples of research. Three factors are discussed in detail: aspects related to children’s health and children’s participation, aspects related to the design and content of digital games and aspects related to the role of the practitioner while integrating them in preschool practice. Overall, it is argued that digital games can extend children’s learning experiences through the combination of embodiment, active learning, entertainment and gaming.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

Similar content being viewed by others

References

  • Abdul Jabbar, A., & Felicia, P. (2015). Gameplay engagement and learning in game-based learning: A systematic review. Review of Educational Research, 85(4), 740–779. https://doi.org/10.3102/0034654315577210.

    Article  Google Scholar 

  • Armstrong, A., & Casement, C. (2000). The child and the machine. Why computers may put our children’s education at risk. Beltville: Robins Lane Press.

    Google Scholar 

  • Bers, M. (2012). Designing digital experiences for positive youth development from playpen to playground. New York: Oxford University Press. https://doi.org/10.1093/acprof:oso/9780199757022.001.0001.

    Book  Google Scholar 

  • Blackwell, C., Lauricella, A., & Wartella, E. (2014). Factors influencing digital technology use in early childhood education. Computers & Education, 77, 82–90. https://doi.org/10.1016/j.compedu.2014.04.013.

    Article  Google Scholar 

  • Borghi, A. M., & Cimatti, F. (2010). Embodied cognition and beyond: Acting and sensing the body. Neuropsychologia, 48, 763–773. https://doi.org/10.1016/j.neuropsychologia.2009.10.029.

    Article  Google Scholar 

  • Bray, M., Brown, A., & Green, T. D. (2004). Technology and the diverse learner: A guide to classroom practice. Thousand Oaks: Corwin Press. https://doi.org/10.4135/9781483328911.

    Book  Google Scholar 

  • Brooker, L., & Siraj-Blatchford, J. (2002). “Click on miaow!”: How children of three and four years experience the nursery computer. Contemporary Issues in Early Childhood, 3, 251–273. https://doi.org/10.2304/ciec.2002.3.2.7.

    Article  Google Scholar 

  • Cordes, C., & Miller, E. (Eds.). (2000). Fool’s gold: A critical look at computers in childhood. College Park: Alliance for Childhood.

    Google Scholar 

  • Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York: HarperCollins.

    Google Scholar 

  • Druin, A. (2002). The role of children in the design of new technology. Behaviour and Information Technology, 21, 1–25. https://doi.org/10.1080/01449290110108659.

    Article  Google Scholar 

  • Edwards, S. (2013). Digital play in the early years: A contextual response to the problem of integrating technologies and play-based pedagogies in the early childhood curriculum. European Early Childhood Education Research Journal, 21(2), 199–212. https://doi.org/10.1080/1350293X.2013.789190.

    Article  Google Scholar 

  • Ertmer, P. A., Ottenbreit-Leftwich, A. T., Sadik, O., Sendurur, E., & Sendurur, P. (2012). Teachers beliefs and technology integration practices: A critical relationship. Computers & Education, 59(2), 423–435. https://doi.org/10.1016/j.compedu.2012.02.001.

    Article  Google Scholar 

  • Ferrari, L., & Addessi, A. R. (2014). A new way to play music together: The Continuator in the classroom. International Journal of Music Education, 32(2), 171–184. https://doi.org/10.1177/0255761413504706.

    Article  Google Scholar 

  • Groff, J., Howells, C., & Cranmer, S. (2010). The impact of console games in the classroom: Evidence from schools in Scotland. Bristol: Futurelab.

    Google Scholar 

  • Haugland, S. (1999). What role should technology play in young children’s learning? Young Children, 54(6), 26–31.

    Google Scholar 

  • Homer, B. D., Kinzer, C. K., Plass, J. L., Letourneau, S. M., Hoffman, D., Bormley, M., et al. (2014). Moved to learn: The effects of interactivity in a Kinect-based literacy game for beginning readers. Computer Education, 74, 37–49. https://doi.org/10.1016/j.compedu.2014.01.007.

  • Hourcade, J. P. (2007). Interaction design and children. Foundations and Trends in Human–Computer Interaction, 1(4), 277–392. https://doi.org/10.1561/1100000006.

    Article  Google Scholar 

  • Howard-Jones, P. (2011). The impact of digital technologies on human well-being: Evidence from the sciences of mind and brain. Oxford: Nominet Trust.

    Google Scholar 

  • Johnson, J., & Christie, J. (2009). Play and digital media. Computers in the Schools, 26(4), 284–289. https://doi.org/10.1080/07380560903360202.

    Article  Google Scholar 

  • Kebritchi, M., & Hirumi, A. (2008). Examining the pedagogical foundations of modern educational computer games. Computers & Education, 51, 1729–1743. https://doi.org/10.1016/j.compedu.2008.05.004.

    Article  Google Scholar 

  • Kinzie, M. B., & Joseph, D. R. D. (2008). Gender differences in game activity preferences of middle school children: Implications for educational game design. Educational Technology Research & Development, 56, 643–663. https://doi.org/10.1007/s11423-007-9076-z.

    Article  Google Scholar 

  • Klopfer, E., Osterweil, S., & Salen, K. (2009). Moving learning games forward: Obstacles, opportunities, and openness. Cambridge, MA: The Education Arcade.

    Google Scholar 

  • Lieberman, D. A., Bates, C. H., & So, J. (2009a). Young children’s learning with digital media. Computers in the Schools, 26, 271–283. https://doi.org/10.1080/07380560903360194.

    Article  Google Scholar 

  • Lieberman, D. A., Fisk, M. C., & Biely, E. (2009b). Digital games for young children ages three to six: From research to design. Computers in the Schools, 26(4), 299–313. https://doi.org/10.1080/07380560903360178.

    Article  Google Scholar 

  • Lindahl, M., & Folkesson, A. (2012). ICT in preschool: Friend or foe? The significance of norms in a changing practice. International Journal of Early Years Education, 20, 422–436. https://doi.org/10.1080/09669760.2012.743876.

    Article  Google Scholar 

  • Linn, S., Wolfsheimer Almon, J., & Levin, D. (2012). Facing the screen dilemma. Young children, technology and early education. Boston/New York: Campaign for a Commercial-Free Childhood/Alliance for Childhood.

    Google Scholar 

  • Lu, C. M., Kang, S., Huang, S. C., & Black, J. B. (2010). Using embodiment with LEGO robotics to enhance physics understanding in elementary school students. In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications (pp. 2989–2992). Chesapeake: AACE.

    Google Scholar 

  • Marco, J., Cerezo, E., Baldassarri, S., Mazzone, E., & Read, J. (2009). Bringing tabletop technologies to kindergarten children. In Proceedings of the 23rd BCS Conference on Human Computer Interaction (pp. 103–111), Swinton.

    Google Scholar 

  • Matthews, J., & Seow, P. (2007). Electronic paint: Understanding children’s representation through their interactions with digital paint. Journal of Art Design, 26(3), 251–263. https://doi.org/10.1111/j.1476-8070.2007.00536.x.

    Article  Google Scholar 

  • McClarty, K., Orr, A., Frey, P., Dolan, R., Vassileva, V., & McVay, A. (2012) A literature review of gaming in education: Research report. UK: Pearson.

    Google Scholar 

  • Moyer, P. S., Bolyard, J. J., & Spikell, M. A. (2002). What are virtual manipulatives? Teaching Children Mathematics, 8(6), 372–377.

    Google Scholar 

  • NAEYC & Fred Rogers Center for Early Learning and Children’s Media. (2012). Technology and interactive media as tools in early childhood programs serving children from birth through age 8. Washington, DC: NAEYC.

    Google Scholar 

  • Núñez Castellar, E., All, A., De Marez, L., & Van Looy, J. (2015). Cognitive abilities, digital games and arithmetic performance enhancement: Comparing the effects of a math game and paper exercises. Computers & Education, 85, 123–133. https://doi.org/10.1016/j.compedu.2014.12.021.

    Article  Google Scholar 

  • Nussbaum, M., & Beserra, V. D. S. (2014). Educational videogame design. Paper presented at the 14th International Conference on Advanced Learning Technologies, IEEE, Athens.

    Google Scholar 

  • Oblinger, D. (2004). The next generation of educational engagement. Journal of Interactive Media in Education, 8, 1–18. https://doi.org/10.5334/2004-8-oblinger.

    Google Scholar 

  • Oguz, A. K. (2012). A game scale to evaluate educational computer games. Social and Behavioral Sciences, 46, 2477–2481. https://doi.org/10.1016/j.sbspro.2012.05.506.

    Google Scholar 

  • Ott, M., & Pozzi, F. (2012). Digital games as creativity enablers for children. Behaviour & Information Technology, 31(10), 1011–1019. https://doi.org/10.1080/0144929X.2010.526148.

    Article  Google Scholar 

  • Papert, S. (1993). The children’s machine – Rethinking school in the age of the computer. New York: Basic Books.

    Google Scholar 

  • Parkes, A., Sweeting, H., Wight, D., & Henderson, M. (2013). Do television and electronic games predict children’s psychosocial adjustment? Longitudinal research using the UK millennium cohort study. Archives of Disease in Childhood, 98(5), 341–348. https://doi.org/10.1136/archdischild-2011-301508.

    Article  Google Scholar 

  • Peirce, N. (2013). Digital game-based learning for early childhood. Dublin: Learnovate Centre.

    Google Scholar 

  • Pivec, M. (2007). Editorial: Play and learn: Potentials of game-based learning. British Journal of Educational Technology, 38(3), 387–393. https://doi.org/10.1111/j.1467-8535.2007.00722.x.

    Article  Google Scholar 

  • Plowman, L., & Stephen, C. (2005). Children, play, and computers in pre-school education. British Journal of Educational Technology, 36, 145–157. https://doi.org/10.1111/j.1467-8535.2005.00449.x.

    Article  Google Scholar 

  • Plowman, L., McPake, J., & Stephen, C. (2012). Extending opportunities for learning: The role of digital media in early education. In S. Suggate & E. Reese (Eds.), Contemporary debates in child development and education (pp. 95–104). Abingdon: Routledge.

    Google Scholar 

  • Schmid, R. F., Miodrag, N., & DiFrancesco, N. (2008). A human-computer partnership: The tutor/child/computer triangle promoting the acquisition of early literacy skills. Journal of Research on Technology in Education, 41(1), 63–84. https://doi.org/10.1080/15391523.2008.

    Article  Google Scholar 

  • Siraj-Blatchford, I., & Siraj-Blatchford, J. (2006). A guide to developing the ICT curriculum for early childhood education. Nottingham: Trentham Books.

    Google Scholar 

  • Siraj-Blatchford, J., & Whitebread, D. (2003). Supporting information and communications technology in the early years. Buckingham: Open University Press.

    Google Scholar 

  • UNESCO. (2011). UNESCO ICT competency framework for teachers. Paris: UNESCO.

    Google Scholar 

  • Van Scoter, J., & Boss, S. (2002). Learners, language, and technology: Making connections that support literacy.. Northwest Regional Educational Laboratory.

    Google Scholar 

  • Van Scoter, J., Ellis, D., & Railsback, J. (2001). Technology in early childhood education: Finding the balance. Portland: Northwest Regional Educational Laboratory.

    Google Scholar 

  • Wellsby, M., & Pexman, P. M. (2014). Developing embodied cognition: Insights from children’s concepts and language processing. Frontiers in Cognitive Science. https://doi.org/10.3389/fpsyg.2014.00506.

  • Yelland, N. J. (2006). Changing worlds and new curricula in the knowledge era. Educational Media International, 43(2), 121–131. https://doi.org/10.1080/09523980500237922.

    Article  Google Scholar 

  • Yelland, N. (2010). New technologies, playful experiences, and multimodal learning. In I. R. Berson & R. J. Berson (Eds.), High-tech tots: Childhood in a digital world (pp. 5–22). Charlotte: Information Age Publishing.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Zoi Nikiforidou .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 Springer Nature Singapore Pte Ltd.

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Nikiforidou, Z. (2018). Digital Games in the Early Childhood Classroom: Theoretical and Practical Considerations. In: Danby, S., Fleer, M., Davidson, C., Hatzigianni, M. (eds) Digital Childhoods. International Perspectives on Early Childhood Education and Development, vol 22. Springer, Singapore. https://doi.org/10.1007/978-981-10-6484-5_16

Download citation

  • DOI: https://doi.org/10.1007/978-981-10-6484-5_16

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-10-6483-8

  • Online ISBN: 978-981-10-6484-5

  • eBook Packages: EducationEducation (R0)

Publish with us

Policies and ethics