This current study aims to examine through a literature review whether children of preschool and early primary school age can be taught distance computational thinking (CT) through asynchronous learning environments in the age of covid. Over the past few years in Greece, a sharp rise in computational thinking has been noted as both students and teachers feel the need to create more imaginative and interactive ways. The study results illustrate the significance of digital media in the educational process and the educator’s crucial role in using such digital tools in preschool and early primary school age. The cooperation between educators of preschool age and teachers of Information Technology could offer new dimensions and provide numerous benefits to the learning process. Distance learning programs could help teachers’ training process through properly structured material that corresponds more effectively to the learning of CT.
This study aimed to implement an intervention program to examine whether tablets enhance kindergarten children’s phonemic awareness. Seventy-four (74) kindergarten children (40 boys and 34 girls) aged 4 to 6 years from 4 public kindergarten classrooms participated in the study, from which 38 children formed the experimental group while 36 children formed the control one. During the intervention program, children in the experimental group were trained through tablets in initial phoneme identification, initial phoneme deletion, and phoneme segmentation, while the control group trained in the same tasks without tablets. Results showed statistically significant differences in favor of the experimental group. In conclusion, the present research found that digital media help educational practice, but it is also how teachers use digital tools to facilitate learning.
STEAM (Science, Technology, Engineering, Arts and Mathematics) initiatives engage in classroom and schoolyard activities in early childhood education. In early childhood, learning through play provides children with the resources they need for an enjoyable learning environment, especially when the activities take place in the schoolyard, as this is where children can better concentrate and, at the same time, increase their creativity. This work investigates whether preschool children can create watermills through STEAM activities in the schoolyard. Thirty-four children aged 4-6 years participated in the research, and the results were encouraging as the children liked that the activities were outside. At the same time, the teachers were worried if they would be able to support such activities. Preschoolers have a spontaneous disposition toward science with a sense of curiosity and creativity. More research needs to be done on out-of-class activities with the STEAM app, and this training should be incorporated in all kindergartens.
The primary purpose of this research is to design and implement educational material through the method of distance learning to teach Braille to adult educators. Another main aim of this study is to probe into the possibilities distance learning offers learners and to what extent it can be conducive to a proper and effective teaching of Braille to adult educators. More specifically, the educational material was examined by three experts in distance learning education who contributed to its evaluation and further development. Subsequently, the educational material was examined by five educators who evaluated it.
Technology in the 21st century forms an indispensable part of the everyday life of all ages. Today, portable devices are used daily for multiple purposes (entertainment, recreation, health, productivity, physical exercise etc.), while games found on portable devices based on a player's location have started to burgeon as well. Education could not remain uninvolved in these developments. Over the last few years, technology has been used more to foster students' education through programs and applications. The gamification of education looks to maximize student engagement. This current study aims to plan and create an educational teaching scenario as part of the teaching of the History subject. Using the multimedia tool Actionbound, students are guided into the place of interest (monastery). The school subject of history becomes more entertaining as students move into space through GPS locations, questions, tests, and rewards. Therefore, students are no longer passive receptors of new knowledge and information but explorers who discover their new knowledge by taking an active role in the teaching process.
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