
Technology Play and Brain Development
Infancy to Adolescence and Future Implications
- 158 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Technology Play and Brain Development
Infancy to Adolescence and Future Implications
About this book
Technology Play and Brain Development brings together current research on play development, learning technology, and brain development. The authors first navigate the play technology and brain development interface, highlighting the interactive qualities that make up each component. Next, they survey the changes in play materials and the variations in time periods for play that have occurred over the past 15-20 years, and then explain how these changes have had the potential to affect this play/brain developmental interaction. The authors also cover various types of technology-augmented play materials used by children at age levels from infancy to adolescence, and describe the particular qualities that may enhance or change brain development. In so doing, they present information on previous and current studies of the play and technology interface, in addition to providing behavioral data collected from parents and children of varied ages related to their play with different types of play materials. Significantly, they discuss how such play may affect social, emotional, moral, and cognitive development, and review futurist predictions about the potential qualities of human behavior needed by generations to come. The authors conclude with advice to toy and game designers, parents, educators, and the wider community on ways to enhance the quality of technology-augmented play experiences so that play will continue to promote the development of human characteristics needed in the future.
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Information
IntroductionThe Importance of Understanding the Brain/Play/Technology Interface
Scope and Sequence
References
- Bruner, J. S. (1964). The course of cognitive growth. American Psychologist, 19(1), 1â15.
- Carr, M. (2000). Technological affordances, social practice and learning narratives in an early childhood setting. International Journal of Technology and Design Education, 10, 61â79.
- Gibson, E. J. (1969). Principles of perceptual learning and development. New York: Appleton-Century-Crofts.
- Milgram, P., & Kishino, F. (1994). A taxonomy of mixed reality visual displays. IEICE TRANSACTIONS on Information and Systems, 77(12), 1321â1329.
1 Brain Maturation and Typical Play Development from Infancy through AdolescenceComplimentary Dynamic Processes with Technology
Views of the Play/Brain Relationship
Table of contents
- Cover Page
- front-other Page
- Title Page
- Copyright Page
- Dedication
- Table Of Contents
- Acknowledgment
- Introduction: The Importance of Understanding the Brain/Play/Technology Interface
- Epilogue: Wisdom of the Velveteen Rabbit
- Glossary of Brain and Nervous System Terms
- Brain Diagrams
- Index