Educational software for nursery schools

Swatton, Adam (2009) Educational software for nursery schools. BSc dissertation, University of Portsmouth.

[img] PDF
Restricted to Registered users only

Download (2989kB)


    Since technology first became part of our everyday lives, people have tried to fathom new ways to integrate it into our everyday lives in order to benefit us, both to make our lives easier and to improve the current standards. Technology itself can be seen as 'cold' and 'uncaring' and therefore many people think that by introducing it to children of an 'influential' age would lead them to also become 'cold' and 'uncaring'. This is a blinkered view of what people think of technology, not generally a reflection on the actual proceedings involved. The real question that must be asked of this is how dependent are the children on the technology they use and does it influence them in any detrimental manner? This is an important aspect to question as the technology could help the children to develop their skills and improve the prospects of the future generations. This project targets children aged between three to five years of age (pre-compulsory education). These are the children who are learning the basic skills that aid them in the future of their education. A great deal of thought and research went into determining if this age range could use a computer effectively and through what manner would be the best method. After much thought, I determined that the keyboard and mouse peripherals are not adequate for this age grouping, however a touch screen would be an ideal solution. By utilising the Early Years Foundation Stage curriculum, the educational facets of the software can be selected as they have already been ideally defined for the target audience. Through a series of design sessions and a progressively more intense prototyping strategy, a single game can be created which can be used to both entertain and enlighten the children whilst keeping track of their development. This can also be used to make the game to the learning level specific to each individual child. By integrating the educational aspects of their time at the nursery schools into a game, an amalgamation of fun and functionality will take place which will encourage any future learning activities they may encounter, thus proving a success of integration. Implications that this software entail include the facet that through integrating technology into the classrooms of nursery schools, the children could develop their skills and knowledge base prior to attending compulsory education. Only through further testing and monitoring will we, the designers, be able to determine how much of an influence the software has on the children and in what ways it can be fully utilised to assist any future generations.

    Item Type: Dissertation
    Departments/Research Groups: Faculty of Technology > School of Computing
    Depositing User: Jane Polwin
    Date Deposited: 20 Jan 2011 12:48
    Last Modified: 28 Jan 2015 11:15

    Actions (login required)

    View Item

    Document Downloads

    More statistics for this item...