Does interactive software really help with EYFS?

We all know that children learn at their own pace, and that the typical classroom can make it difficult for them to do so. Technology in education allows pupils to study at their own pace. Pupils who require more time can spend more time going over activities until they understand, whilst students who require less assistance can carry on. It also frees up the teacher's time to assist students who want more support on an individual basis. 

When students take ownership of their own learning, they become significantly more engaged. By using interactive software in the classroom, we can encourage students to be active in their learning.

Children can learn a lot from educational television, but younger toddlers may learn more from interactive digital media (such as video chats and touchscreen mobile apps) than from TV and videos alone, which don't require them to interact.

Children engage cognitively when they watch TV and can learn from well-designed educational TV programs. However, learning from video isn't the same as learning from direct experience, and until age 2 or 3 years, children may have difficulties learning from media that is not interactive. Using software such as Learn Hub, KidloLand and Darts Maths encourages children to learn on their own and is engaging and educational.

It is proven that after using Darts Maths 3 times per week for 15 minutes, there was a huge 32% increase in the test results for sequencing problems and a 22% increase for logical problems! Perfect for those that are wanting to improve their math's skills in a fun and engaging way.

When schools use technology to enhance the work of educators and to improve the quality and quantity of educational content, learners will thrive.

Further, COVID-19 has laid bare that, in today’s environment where pandemics and the effects of climate change are likely to occur, teachers cannot always provide in-person education—making the case for investing in education technology.

Before using technology for interactive educational software, the system of asking and answering questions as well as having a large number of learners in a classroom, “may partially explain why the majority of those students are several grade levels behind curricular expectations. Technology could potentially address these challenges by: (a) using video tutorials for self-paced learning and (b) presenting exercises as games and/or gamifying practice.”[1]

By developing new and more interesting methods of delivering content, technology has the ability to boost learner effort and knowledge of the topic. Video tutorials designed for self-paced learning—as opposed to videos for whole-class instruction, which we discuss above under the category of "prerecorded lessons"—can increase learner effort in a variety of ways, including allowing learners to focus on topics where they need more assistance, allowing them to correct errors and misconceptions on their own, and making the material appealing through visual aids. They can improve comprehension by breaking the subject down into smaller chunks and addressing frequent misunderstandings.[2]

Kidloland has been developed to fit in to the EYFS framework. The EYFS framework:

  • Sets the standards that all early year's providers must meet to ensure that children learn and develop well
  • Ensures children are kept healthy and safe
  • Ensures that children have the knowledge and skills they need to start school

There are seven areas that are particularly important for building a foundation for igniting children’s curiosity and enthusiasm for learning, forming relationships and thriving. These are:

  • Communication and language
  • Physical development
  • Personal, social and emotional development
  • Literacy
  • Mathematics
  • Understanding the world
  • Expressive arts and design

KidloLand is an award-winning learning programme with thousands of games, stories, nursery rhymes and activities. Students will learn and develop new skills every day to improve their problem-solving skills, boost memory and increase logical thinking skills. All the games and activities included will enhance cognitive skills, hand-eye coordination, concentration, and imagination of your children.

More possibilities for collaboration — It might be difficult at times to get pupils to talk and contribute on activities and assignments. However, because the interactive display has the same appearance and feel as their own gadgets, the difficulty is minimised. Some interactive screens include multi-touch, allowing many students to come up and make comments, highlight, or change material as they see appropriate. Many monitors also have screen mirroring software, allowing students learning from home to join in class discussions.

 

References 

https://drive.google.com/file/d/1xDdc-bzIq6yxKnsJIZrE03xvgLm0qlyO/view?usp=sharing

https://www.brookings.edu/essay/realizing-the-promise-how-can-education-technology-improve-learning-for-all/

https://www.gov.uk/government/publications/early-years-foundation-stage-framework--2

[1] (e.g., Muralidharan, et al., 2019; Muralidharan & Zieleniak, 2014; Pritchett & Beatty, 2015)

[2] https://www.brookings.edu/essay/realizing-the-promise-how-can-education-technology-improve-learning-for-all/

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