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Your Guide to
Outstanding EarlyChildhood
Practice in ICT
Figure 1
In September 2014, the UK introduced a coding curriculum which
outlines that key Stage 1 pupils – that is 5-to-7 year olds – should
be able to “understand what algorithms are, how they are
implemented as programs on digital devices, and that programs
execute by following precise and unambiguous instructions; create
and debug simple programs and use logical reasoning to predict
the behaviour of simple programs”. Department for Education
(2013). National Curriculum in England: Computing programmes
of study (available at:
https://www.gov.uk/government/publications/national-curriculum-
in-england-computing-programmes-of-study/national-curriculum-
in-england-computing-programmes-of-study).
Several organisations provide guidance on how to best implement
these new requirements into existing teaching practice. For
example, the UK Forum for Computing Education
(http://ukforce.org.uk/) is an expert body, independent of
government and awarding organisations, and their website is a
comprehensive source of publications and other relevant resources
for educators.
Clearly, different schools go about meeting these objectives in
different ways. Most schools aim to embed these new objectives in
all subject areas, as part and parcel of their everyday teaching
practice rather than a separate subject or one-off activity. The
levels of computing proficiency vary among individual children,
however the new curriculum emphasises that all children can
benefit from learning how to code, and encourages teachers to
perceive it as a new way of thinking which can increase children’s
skillset.
An important guidance document on how to evaluate technology
provision is the Early Learning Goal no15 focused on Technology
(freely available from here:
https://www.gov.uk/government/uploads/system/uploads/attachm
ent_data/file/360542/ELG15___Technology.pdf).
References
1. The Organisation for Economic Co-operation and Development
(OECD) (2014). Focus on inequality and growth – December
2014 (available at: www.oecd.org/social/inequality-and-
poverty.htm).
2. Steyaert, J. (2002). Inequality and the digital divide: Myths and
realities. In S. Hick, & J. McNutt (Eds.), Advocacy, Activism and
the Internet (pp. 199–211). Chicago: Lyceum Press.
3. Ball, S., Bowe, R., & Gewirtz, S. (1996). School choice, social
class and distinction: The realization of social advantage in
education. Journal of Education Policy, 11(1), 89–112.
4. Ball, S. (2003). Class Strategies and the Education Market: The
Middle Classes and Social Advantage. London: Routledge
Falmer.
5. Heckman, J.J. (2006). Skill formation and the economics of
investing in disadvantaged children. Science, 312(5782), 1900–
1902.
6. Sylva, K., Melhuish, E.C., Sammons, P., Siraj, I., & Taggart, B.
(2004). The Effective Provision of Pre-School Education (EPPE)
Project: Technical Paper 12 – The Final Report: Effective Pre-
School Education. London: DfES/Institute of Education,
University of London.
Literacy in early learning
One way of looking at differences among children and their early
learning is in terms of vocabulary, that is, how many words a child
has learnt in a given period. Research has shown that an average
one-year-old uses about five words (Snow et al., 1998)1. But there
are one-year-olds who do not speak, and other one-year-olds who
have as many as thirty words in their vocabulary. This is an
educational ‘gap’ that typically increases as children get older, so
that at age two most children use about 150 words, but some only
have ten and others have as many as 450 words. At age six we
know that an average child in the USA or Europe knows as many as
14,000 words, but at this stage the vocabulary gap between children
is enormous and extremely difficult to compensate for.
The most significant research explaining the causes of this gap dates
from 1995, when a study by Hart and Risley (1995)2 found that
professional parents spoke 72% more words to their children than
working class parents. The children of professional parents also
heard more than three times the number of words than children
whose parents were receiving welfare benefits. They calculated that
by the age of four, a typical child from a family receiving welfare
benefits heard 32 million fewer words than a pre-school classmate
from a professional family.
More recently, the Sutton Trust in the UK commissioned a series of
vocabulary tests that were carried out by 12,500 British children at
the age of five (Waldfogel & Washbrook, 2010)3. The study found
that children from the poorest fifth of families were nearly a year
behind children from middle income families in their results. They
found that only 45% of the 20% poorest children ever had a
bedtime story or have visited a library.4
The good news is that research has shown that high quality pre-
school education can support children in catching up and
succeeding, despite these early disadvantages. Following 400 hours
of naturalistic observations of staff, and 254 systematic focal target
child observations in pre-schools, the UK EPPE research projects
(1997–2003, 2003–2012) found that the most effective pre-school
settings provided both teacher-initiated group activities and freely
chosen yet potentially instructive, play activities (Siraj-Blatchford et
al., 2002)5. The research also identified “Sustained Shared Thinking”
(SST) as a key feature of effective practice. This was defined as:
An episode in which two or more individuals “work together” in an
intellectual way to solve a problem, clarify a concept, evaluate
activities, extend a narrative etc. Both parties must contribute to
the thinking and it must develop and extend (Siraj-Blatchford et
al., 2002, p.8)5.
Subsequent research by Siraj-Blatchford (2007)6 has extended the
relevance of SST to show how effective adult-child ‘shared activities’
become progressively more sophisticated as the child develops their
capability from the pre-verbal exchange of ‘significant gestures’, to
‘improvised play’, ‘improvised collaboration’ and ‘more disciplined
collaborations’:
The development of these early (birth to age 6) ‘Sustained Shared
Thinking’ activities (they all have this in common) are considered
by many, and particularly by Russian neo-Vygotskian writers, to
show a progression in learning activities7 that are characterised by
a transition from those focused upon “emotional communication
with caregivers” (Lisina, 1986)8, then to “object-centred joint
activity” (Elkonin, 1989)9 where the child begins object
substitutions, and then on to Socio-dramatic play (Leontiev,
1964)10, and finally activities that reflect the child’s desire to learn
more formally and embrace learning (or schooling) (van Oers
1999)11 as the dominant learning activity (Siraj-Blatchford, 2007,
p.16)6.
Gender equality in ICT
Globally, the reading opportunities provided through the growth in
the use of mobile phones are of real significance for those
marginalised groups in certain areas of the world, particularly for
women and girls, and others who historically have not had access to
paper books: “…research indicates that hundreds of thousands of
people in countries like Nigeria, Ethiopia and Pakistan are reading
full-length books on mobile phones, including phones with small,
monochrome screens” (UNESCO, 2014)12. UNESCO also found that
parents are increasingly using mobile devices to read to children to
support their literacy acquisition and other forms of learning.
Around the world, women and girls appear to be as motivated as
men to apply ICTs, and yet their access to the often relatively well-
paid employment opportunities available in the ICT industries is
quite limited. These problems are global, and the situation in the UK
is only marginally worse than average for all the European Union
(U15) nations, even though women’s representation in the UK IT
sector has declined in the past 10 years. In 2013 less than 16% of
the 1,129,000 IT specialists in the UK were women. This lack of
representation starts in secondary schools. While the girls opting for
IT-related courses did consistently better than the boys, they only
made up 44% of those enrolled in all related General Certificate of
Secondary Education (GCSE) courses, and only 6.5% of those taking
Computing A-level were girls. In higher education, girls accounted
for just 18% of qualifiers from all Computer studies/IT related
courses. In the Computing and IT industry as a whole, women are
equally well qualified as men but they are underrepresented, and
earn 16% less (e-skills UK, 2014)13.
In the past, the problem of the underrepresentation of women and
girls in ICT has often been presented in terms of ‘how can we
provide a more accessible and motivating approach to ICT for girls’.
In the UK, research carried out by the Office for Communication
(OFCOM, 2013)14 found that between the ages of 5 and 7, less than
half the number of girls played computer or video games than boys,
although they were twice as likely to use the Internet or to go
online. This gap continues and widens into the teenage years. It
seems that generally speaking, when it comes to IT use, boys like
computer games, whereas girls like to use IT to communicate. Siraj-
Blatchford and Whitebread (2003)15 refer to research carried out to
identify so called ‘pink software’ games that would appeal more to
girls. Laurel (1990)16 found that girls enjoyed:
…video game adventures where the leading characters are
everyday people that they can relate to and where the major goal
is to explore, with degrees of success and outcome. They also like
games of discovery with strong ‘realistic’ story lines where success
comes through collaboration and the development of friendships.
However, some of the research suggests that even those girls who
do play computer games tend to grow out of them, even if boys
don’t tend to (OFCOM, 2013)14. Computer games are also a very
small sector within the overall IT industry, and the association of
their early use with children’s developing interest in the underlying
technology has never been demonstrated.
Historically, the cultural expectations for (and of) girls in engineering
and technology have undoubtedly been limited in most countries.
However, in recent years, in response to demands from the industry
for more skilled professionals, governments around the world have
been making some efforts to encourage more women to enter the
field through their educational policies, the setting up of awards and
the provision of research funding.
Although cultural influences are deeply entrenched, it should be
recognised that the fact that while many girls tend to be given dolls,
and boys construction kits, the problem is more related to the
comparative value given to these toys, and the commonly misleading
assumptions being made about their relevance to computing and IT.
Epstein (1995)17 also refers to a study showing boys in early
childhood explicitly using their gender to dominate construction
activities. Boys’ expectations are as relevant as those of girls in this
respect. The teacher in Epstein’s case study found it necessary to
introduce ‘girls only time’ for the construction play to ensure equality
of access. It is thus equally important to look carefully for any
gender bias in access to ICT equipment in the classroom (Brooker &
Siraj-Blatchford, 2002)18.
Efforts have been made in many countries to remove gender
stereotyped materials from schools and pre-schools, but many still
remain. One example can be taken from a 1980s early reader for
children in Taiwan. The text in Mandarin read: “Father gets up early
to read newspapers” and “Mother gets up early to clean up [the
house]”. While in Taiwan and the UK, it was, until quite recent times,
relatively common that mothers did all of the housework, many
parents today do set a better example by sharing some of the house
work. Women in many homes provide positive role models in
programming domestic equipment such as washing machines,
cooking equipment and entertainment systems, and it is important
to draw these competencies to children’s attention.
One established way of countering historical stereotypes has been
through the promotion of exemplar role models of women scientists
and engineers. While women are seriously underrepresented, there
are a few notable examples that have made it to the top such as
Marissa Mayer, CEO at Yahoo. Jeannette Wing, the Corporate Vice
President of Microsoft Research, could also be used as an
inspirational role model for girls. Her example shows what can be
achieved.
Wing is credited as being the first person to have coined the term
‘Computational Thinking’, and a new curriculum emphasis on
computational thinking, rather than games may be just what is
required to encourage more girls into IT. It is not just in our own
experience that it has been found that girls are at least equally
motivated and engaged in computing and IT as boys when they
have been given the opportunity to develop their skills, in the
context of developing their own practical priorities and computing
and IT applications (Epstein, 199517; Brooker & Siraj-Blatchford,
200218):
This approach would…I suggest, serve to encourage girls to take
up the subject, as girls tend to be more attracted to subjects that
involve skills like collaboration and communication. I hesitate to
engage in any kind of gender stereotyping, but in my experience
what I’ve just said does tend to be true (Freedman, 2012)19.
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