Technologies in early childhood promote digital literacy, encourage problem solving and diversify creative efforts. From developmentally appropriate materials and tools to support coding and multimedia storytelling to interactive games, technology encourages diverse pathways to learning and provides new means for children to share their voices and document their learning. Moreover, with purposeful inclusion, digital resources broaden children's perspectives on the real world and offer collaborative experiences for creativity (Howard & Mayesky, 2022). Therefore, exposing children to technology in enjoyable and purposeful fashions bolsters creativity through the imagining, creation and sharing process with sound, imagery and movement in a final product to acclimate them to a connected, digital world.
Theories and Perspectives
Seymour Papert's constructionism theory suggests that people learn more effectively when actively engaged in the process. This applies to technology; when children employ tools for creations and they develop products through trial and error, acquisition of creativity becomes second nature through experiential engagement. Furthermore, Vygotsky's sociocultural theory supports classroom integration of technology if it connects cultural tools, social experiences and operations, as technology can be a "mediating artifact" that supports collaborative efforts of creativity and expression (Isbell & Yoshizawa, 2016). Thus, these theories support technology as a creative enhancement of the classroom setting because screens do not distract children from learning from each other but instead support inquiry based creations, storytelling and communication relative to what they're learning in class.
Resources and Technologies
Resources and Materials include iPads, smart boards, child-friendly coding toys (i.e. Bee-Bots, Cubetto) and applications such as ScratchJr, Toca Builders or ChatterPix. Educators should have access to digital cameras and microphones to formulate children's projects or reflections within. Resources like AR (augmented reality) tools Quiver can enhance storytelling or artistic projects. Educators can help children navigate apps within the classroom to create stories, animations or other forms of digital art. Accessibility must be considered and screen time should be limited to encourage intentional, creative engagement and involvement of all learners. Technologies should enhance hands-on explorations but not replace engagement. Intentionally planned technologies/tools empower children to transform explorations, communications and creativity into multimodal, meaningful experiences(Heward & Mayesky, 2022).