photo: Luis Villa del Campo cc2.0 |
In a forthcoming article, fellow literacy researcher Jennifer
Rowsell and I look critically at apps to examine their underlying assumptions
about learning. We found that rather than an educational definition of literacy based on reading research, an oversimplified and commonplace notion of reading is operating here-- for both parent consumers and app developers. And oddly,
it seems based on 20th century learning models of drill and memorization in
flashy flashcards, ignoring the rich potential of 21st century literacies in touchscreen animation and
digital media production.
Guernsey and Levine call for clear criteria to ensure
educational apps truly promote learning that has relevance beyond
the screen, such as literacy learning that is meaningful, authentic, and
social. Toward that end, Jennifer Rowsell and I have developed a rubric and
mapping tool to compare educational apps on key aspects of
digital literacies, that move well beyond word and letter recognition.
Importantly, these rating tools are grounded in our ethnographic research in which we
closely observed children with a range of apps to see if and how deeply they
engaged in literacy. The most engaging (and popular) literacy apps earned high
ratings in all dimensions: multiplayer
activity that allowed children to play together but also to design their own
content using image, sound, movement, and animation in open-ended play. Good
apps, like good books, also engaged a learner's passion for learning more and
could be shared on digital networks.
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