Sjálfsprottinn leikur með stafrænan og skapandi efnivið í leikskóla
| dc.contributor.author | Dýrfjörð, Kristín | |
| dc.contributor.department | Kennaradeild | |
| dc.date.accessioned | 2025-11-14T12:46:33Z | |
| dc.date.available | 2025-11-14T12:46:33Z | |
| dc.date.issued | 2024-10-30 | |
| dc.description.abstract | In English (Icelandic below) SPONTANEOUS PLAY WITH DIGITAL AND CREATIVE MATERIALS This study investigates the integration of digital technology into children’s spontaneous play within a preschool setting, focusing on its impact on creative development, problem-solving abilities, and overall learning. The research was conducted as a case study in a rural Icelandic preschool involving nine five-year-old children. The children participated in a series of workshops incorporating traditional play materials, such as paper, colours, and bricks, as well as digital tools, including programmable robots like Blue-bot and andCubilets. The primary goal was to explore how digital technology can be effectively integrated into play environments without compromising the intrinsic value of spontaneously. The study findings indicate that when digital technology is thoughtfully and systemically introduced, it can significantly enrich children’s play experiences. Digital tools provided the children with new avenues for creative expression, problem-solving, and interactive play, enhancing traditional play patterns rather than diminishing them. The study revealed that when used appropriately, digital tools can add valuabledimensions to play by offering new possibilities for interaction and creativity that alignwith the needs of preschool-aged children. A key theme that emerged from the research is the critical role of educators in facilitating the successful integration of digital technology into play. The study underscores the importance of educators in creating an environment that supports child-initiated play while seamlessly merging digital tools. Effective integration requires educators to provide access to digital technology and guide its use in ways that complement the play environment rather than dominating it. The research highlights that the success of integrating digital tools into play largely depends on the educators’ ability to maintain a balance where technology serves as a supportive element in the children’s creative processes rather than directing or controlling the play activities. The study also addresses prevalent concerns about the potential for digital tools to distract from or replace traditional play activities. The research findings suggest that these concerns can be mitigated through thoughtful educational strategies and guidance. By weaving digital elements into the fabric of play in a way that supports rather than hinders developmental goals, such as problem-solving, collaboration, and communication skills,educators can harness the benefits of digital technology without compromising the essential aspects of traditional play. The study shows that when properly integrated, digital tools can coexist with spontaneous play methods, providing children with a richer, more varied play experience that reflects the technological landscape of their everyday lives. Moreover, the research advocates a balanced approach to incorporating technology in early childhood play. It suggests that digital tools should not be perceived merely aseducational devices or entertainment but as integral components of a broader pedagog-ical framework that supports holistic child development. The study emphasises the need Page 19 TÍMARIT UM UPPELDI OG MENNTUN / ICELANDIC JOURNAL OF EDUCATION 33(1) 2024113KRISTÍN DÝRFJÖRÐfor ongoing professional development for educators to adapt to the evolving digital land-scape and effectively implement the potential of these technologies within play-basedlearning environments. Continuous learning and adaptation are necessary for educatorsto stay abreast of new technological developments and apply them to enrich and supportchildren’s education and developmental processes.This study contributes to the broader discourse on the role of technology in early child-hood education by offering a nuanced understanding of how modern digital tools canbe integrated into traditional play-based learning. It highlights the potential for digitaltechnology to enhance rather than detract from the play experience when applied withina well-structured and supportive educational framework. By contextualising digital playwithin contemporary educational theory and practice, the research provides valuableinsights into how these tools can be used to support the developmental needs of childrenwhile preserving the fundamental principles of spontaneous, child-led play.The implications of this research are significant for early childhood education practi-tioners, policymakers, and researchers. For practitioners, the study offers practical guidance on integrating digital tools into play to support and enhance children’s creative and cognitive development. For policymakers, the research underscores the importance of providing resources and training for educators in effectively using digital tools in early childhood settings. For researchers, the study opens new avenues for exploring the inter-section of digital technology and play, particularly regarding how these tools can supportholistic development in young children. Ultimately, this study reaffirms the enduring value of play in early childhood education and its critical role in supporting comprehensive child development in a rapidly changing technological world. It argues for a balanced and thoughtful approach to integrating digital technology into play, recognising the unique contributions of traditional and digital play materials to children’s learning and development. By maintaining this balance, educators can create enriched play environments that reflect the modern technological landscape and are deeply rooted in the principles of child-led, creative play. This approach not only preserves play's essential qualities but also expands its potential, offering children new ways to explore, learn, and grow in the context of their digital and physical worlds. Keywords: play, digital play materials, spontaneous play, educators supporting play Greinin fjallar um rannsókn sem gerð var í leikskóla til að skoða hvernig hægt er að samþætta stafræna tækni við sjálfsprottinn leik barna. Markmið rannsóknarinnar var að kanna áhrif stafrænnar tækni á leik og sköpunargáfu barna og hlutverk kennara við samþættinguna. Níu fimm ára börn tóku þátt í smiðjum þar sem þau léku sér með forritanlega þjarka og stafrænan efnivið ásamt hefðbundnum efnivið eins og blöðum, litum og legókubbum. Niðurstöður sýna að þegar stafræn tækni er meðvitað og markvisst innleidd í leikskólaumhverfið getur hún auðgað leik barna, aukið sköpunargáfu þeirra og eflt hæfni til að leysa vandamál, án þess að draga úr gæðum sjálfsprottins leiks. Kennarar gegna lykilhlutverki í að skapa umhverfi þar sem börn fá rými til að leika sér á eigin forsendum. Greinin undirstrikar mikilvægi þess að viðhalda jafnvægi milli nýrrar tækni og hefðbundinna aðferða og gefur innsýn í hvernig hægt er að skapa námsumhverfi sem tekur tillit til tæknilegrar þróunar samtímans. | is |
| dc.description.version | Peer reviewed | en |
| dc.format.extent | 1031780 | |
| dc.format.extent | 95-113 | |
| dc.identifier.citation | Dýrfjörð, K 2024, 'Sjálfsprottinn leikur með stafrænan og skapandi efnivið í leikskóla', Tímarit um uppeldi og menntun, vol. 33, no. 1, pp. 95-113. https://doi.org/10.24270/tuuom.2024.33.6 | en |
| dc.identifier.doi | 10.24270/tuuom.2024.33.6 | |
| dc.identifier.issn | 2298-8394 | |
| dc.identifier.other | 231916995 | |
| dc.identifier.other | 06abffca-7d50-4f09-843b-3597b69af89e | |
| dc.identifier.other | ORCID: /0000-0003-1559-713X/work/170619697 | |
| dc.identifier.other | unpaywall: 10.24270/tuuom.2024.33.6 | |
| dc.identifier.uri | https://hdl.handle.net/20.500.11815/5904 | |
| dc.language.iso | is | |
| dc.relation.ispartofseries | Tímarit um uppeldi og menntun; 33(1) | en |
| dc.relation.url | https://doi.org/10.24270/tuuom.2024.33.6 | en |
| dc.rights | info:eu-repo/semantics/openAccess | en |
| dc.subject | Play | en |
| dc.title | Sjálfsprottinn leikur með stafrænan og skapandi efnivið í leikskóla | is |
| dc.type | /dk/atira/pure/researchoutput/researchoutputtypes/contributiontojournal/article | en |
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