Showing posts with label Children. Show all posts
Showing posts with label Children. Show all posts

Wednesday, 5 April 2017

Innovative Ways to Use Technology

How can we Incorporate Technology for Children and Youth?

According to the article  Innovative Ways to Use Modern Technology to Enhance, Rather than Hinder, Physical Activity among Youth, written by Martin, Coleman and Hienrich (2015), children need at least 60 minutes of physical activity a day, to stay healthy and active. Many adolescents and children do not meet this requirement because argue lies between the massive hours being spent staring at a screen, not being physically active (p. 47). Screen-based activities evidently show that it is related to various health risks, such as poor measures of body composition, decreased fitness, lower self-esteem, and reduced pro-social behaviours (p.47). This informs that modern technology is leading to reduced amounts of daily physical activity. There are still controversial debates over the use of technology, between the idea of it being beneficial or non-beneficial for children. It is the matter of idea of adolescents and children parents, or those in their care are able to find substitution and appropriateness for technology use.

Below are some suggested ideas of how physical activity can increase with the use of digital technology. 

However, 

There is potential evident of effectiveness that screen-based technology can increase activity among adolescents and children. Technology should not be a replacement to teaching, but another mode of implementing appropriate pedagogical practices. 

"Technology is just a tool. In terms of getting the kids working together and motivating them, the teacher is the most important." - Bill Gates

Active Video Games (AVG)


Active Video Games allow children and youth to take part in practicing skills and physical competence (p. 48)

It encourages: 
- Social reinforcement 
- Opportunities to be with friends or make new friends
- Motivation
- Activeness

Zumba Fitness Rush
Examples of some AVGs (XBOX): 

Zumba Fitness Rush: Consists of a large database of music in which encourages multiple forms of dance styles. 
Dance Central 3



Dance Central 3: Provides instructions and guidance for the participants to learn and physical do the dance moves shown in the game. 
Nike + Kinect Training





Nike + Kinect Training: A game where the participants are lead through fitness based training, like attending exercise, workout classes. 



Active Video Games are not only found on console based technology, it can be found on smartphones, tablets, and any other smart devices that have access to active video games. For further information about how to incorporate technology as a tool for learning, feel free to visit this article Innovative Ways to Use Modern Technology to Enhance, Rather than Hinder, Physical Activity among Youth


There are always ways in which technology can be used as a benefit rather seen as a negative use. As explained above technology could be an issue that leads to physical health issues, but it is dependent on how technology is use. Active video games can be substituted for those who are not active on a daily basis. Through observations workings with young children, many of them are more tuned in with digital technology, than full on free-play. If this is a case then being innovative with technology will support the increase of physical health and activeness. 

Word Count: 390

Tuesday, 7 February 2017

Technology Interaction for Children & Families - Newsletter

Image result for children and technology clipart

Technology is something that is not safe for all users, in which worries parents in allowing their child to take part in a virtual world. When parents are to introduce technology to their child/children they should focus on the safety and how it can be a safe environment in a virtual world (CDC).
Prior to introducing technology Centers for Disease Control and Prevention (CDC) offers some resources and strategies that can be used for educators and parents:
1.       Talk to you child.
·         This is like a parent asking their child where they are headed, it can be used in the same context while the child is surfing online.
2.       Develop Rules.
·         Create rules, restrictions, safety, and behaviours while using any source of media technology.
3.       Explore the Internet.
·         Visit, explore and access sites that are frequently use by the child to assess the pros and cons.
4.       Talk with others.
·         Communicate with other parents/educators of how they address technology to their child.
5.       Connect with the school
·         Be involved and partnered with the school to engage in school policies on electronics and resources available to support it.
6.       Educate yourself.

·         Be informed about new devices, websites, and media. Always communicate with your child and explore technology yourself, to gain the most understanding what the child is engaging in.

For more information on technology interactions for children and families, View PDF (Click Here). This PDF will lead you to a newsletter talking a bit more about the benefits of technology for young children. Below are interactive links to a few applications that can be accessed on mobile devices. 

Active Links from the Newsletter: 


References 
Centers for Disease Control and Prevention. (2017). Kids and technology: Tips for parents in a high-tech world. CDC. Retrieved from https://www.cdc.gov/media/subtopic/matte/pdf/cdcelectronicregression.pdf