Technologies

Introduction
Early childhood education's usage of digital resources helps youngsters to become creators instead of just consumers. Technologies let one extend creative thinking, stimulate curiosity, and provide new learning possibilities by means of coding, digital storytelling, and multimedia play (Edwards, 2013). Giving kids access to technology appropriate for their developmental level helps them gain confidence in their digital exploration and gets them ready for a world always changing. When used deliberately, technology may help hands-on learning and group creativity to be facilitated.

Theories and Perspectives
Developed by Papert in 1980, constructionism stresses how best children learn when they actively produce information by means of building and experimentation. When technology is used as a tool for creative expression rather than as a passive kind of entertainment, it helps children's cognitive and creative development. Furthermore emphasised in Vygotsky's (1978) sociocultural theory is the role digital tools perform in mediated learning and interpersonal interactions. Children's capacity to solve issues, communicate effectively, and become adept in digital literacy develops when they use technology cooperatively—that is, through shared coding projects or group storytelling.

Resources and Technologies
Teachers working with early childhood children have access to devices such Bee-Bots, tablets, interactive whiteboards, light tables, digital cameras, microphones, and creative software include ChatterPix, Book Creator, Stop Motion Studio, or ScratchJr. Incorporating technology will help with learning activities like literacy, art, science, and music. These activities combined with guided discovery provide children the chance to use digital tools and express themselves in several ways (Donohue, 2015).

Learning Experiences by Age Group
Toddlers between the ages of 0 and two years old explore touch-responsive light panels and audio-visual storytelling books. When pupils show basic computer interactions—such as swipes and taps— educators closely monitor them. • Young children between two and three years old use simple tools like voice recorders or drawing apps to create audio-visual reactions to books or music. Children between the ages of three and five utilise apps like ChatterPix to animate images using their own recorded voices, therefore combining the aspects of technology and narrative. Six to eight year olds may create basic interactive stories with characters, coding sequences, and sound effects using ScratchJr.
Original Creative Opportunities
Born two years ago: "Digital Lights"
Children use a light table with translucent figures and colour paddles to explore shadows and colours. By means of technology, this helps one to understand sensory play, colour perception, and cause-and-effect interactions. Two to three years' "My Voice Recorder"
Children record their voices singing a nursery rhyme or presenting a little tale. By use of digital techniques, the replay encourages expressive language and raises one's awareness of personal traits. Three to five years olds: "Speaking Pictures"
Children may record images of their artwork with ChatterPix, then animate them with their voices. This helps them to grow in creative ownership of their work, digital awareness, and narrative capacity.


Critical Reflection
Children should utilise technology as a tool for expression, not as a substitute for hands-on experience in order to learn. My aim is to deliberately include technology while always relating it to creative goals. Leading children through the process of utilising digital tools for the goal of storytelling, generating music, or designing helps them to investigate their digital identities in a safe and creative way. I stress co-engagement and scaffolding to help to guarantee that the use of technology is both developmental appropriate and empowering. Using technology deliberately and with an eye towards play can help youngsters become more creative and cooperative as they get ready for a digital future (Donohue, 2015; Edwards, 2013).
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