Chapter overview
A plethora of research evidence suggests that digital technology has become a major part of the lives of children and that many homes in developed countries are digitally fluent (e.g. Edwards et al., 2017; Palaiologou, 2016; Plowman, 2015). There has been a dramatic increase, especially in tablet use by children (Dunn et al., 2016), which has overtaken television as childrenâs first choice of digital entertainment (Livingstone et al., 2014). Although we know a great deal about what happens in home life and the inclusion of technology in everyday activities (Plowman, Stephen and McPake, 2010), research on how early childhood education can use these devices is still emerging (Fleer, 2017; Yelland, 2015, 2016). Thus, this chapter, based on a mixed methods study that was conducted in English early childhood education, discusses childrenâs playful encounters with technology and, through observational case studies, explores how children interact with digital devices in their everyday life.
This chapter aims to help you understand:
- what research defines as digital play
- how children interact with digital devices
- how children develop their play with digital devices
- implications for early childhood education.
Digital play
The presence of technologies in childrenâs daily lives has led to the term âdigital playâ being introduced to characterise the ways children engage with digital devices (e.g. Bird and Edwards, 2015; Stephen and Plowman, 2014). An emerging body of research, as it will be seen throughout this book, also examines childrenâs digital profiles and the nature of these interactions/encounters to see whether they are playful (Marsh et al., 2016), contribute to childrenâs playful experiences (Arnott, 2016; Danby et al., 2017; Miller et al., 2017) and âextend play to include them in the repertoire of play experiencesâ (Yelland and Gilbert, 2017: 33). Some researchers (e.g. Stephen and Edwards, 2018) go further by arguing that traditional views and theories of play are not connected with the use of digital technologies and identify the need for research on âan alternative theory of digital playâ (p. 85). Although there is research that examines traditional play (e.g. Brooker et al., 2014; Wood, 2015) and how it provides a platform for learning for young children, the nature of digital play as a ânewâ type of play has not been examined in full. Despite the research, it still seems that early childhood educators are concerned about what digital play entails (Huh, 2017) and whether it has any educational value (Palaiologou, 2016).
The term âdigital playâ has been used to describe the range of activities children engage in with digital technology (Kline et al., 2003) and its inclusion in play (Howrey, 2016; Kucirkova, 2017) these digital devices comprise touchscreens (smartphones, tablets) and applications of digital content, video games and internet-connected toys. Regardless of the emerging field of research, some believe and argue that digital play is not real play (Palmer, 2015) and that such technology may cause a decline in spontaneous forms of play (Ferguson, 2015; Kabali et al., 2015; Nathanson, 2015; Radesky et al., 2015). Despite these beliefs, emerging research is beginning to shed light on how childrenâs engagement with digital technology can be viewed as play (Arnott, 2016; Danby et al., 2017; Edwards, 2013; Fleer, 2017; Holloway et al., 2016; Marsh et al., 2016; Slutsky and DeShelter, 2017; Stephen and Plowman, 2014). This body of evidence is significant for early childhood educators because it will help them understand how digital play occurs (Bird and Edwards, 2015; Edwards and Bird, 2017).
Typically, research on childrenâs digital play uses descriptors or types of play associated with non-digital play to frame childrenâs digital engagements. Marsh et al. (2016), for example, examined how apps promote play and creativity by adapting Hughesâ (2002) taxonomy of play to their research. The study showed that âtraditionalâ characteristics of play could be applied in a digital context. They argued that what changed when the children engaged with digital technology was not the type of play, but the context in which the play occurred, meaning that play occurred in a digital context. The characteristics of play did not change because the mode of play changed. Types of play such as symbolic, creative, role, socio-dramatic and collaborative were evident in a digital context (Sullivan and Bers, 2016; Zaman et al., 2016). Yelland (2015, 2016) used the term âplayful explorationsâ to describe childrenâs engagement with digital technology and proposed that these are about making digital and non-digital activities available for children. She argued that isolating digital activities is not the way forward if we want to understand how digital play occurs. Thus, she urged fo...