ABSTRACT

Digital technology ‘brings the world into the classroom’, making it possible to use various devices and platforms that utilise multimodal means to enable children and teachers to research, problem solve and learn about the world in innovative ways. Computer games are a key feature of children’s ‘popular culture’, but in the past, their place in the classroom may have been frowned upon. However, recent studies suggest they can positively impact motivation, autonomy and self-regulation in the context of the ‘flipped classroom’ and have been found to improve children’s creative, critical thinking and problem-solving skills, leading to improved academic performance. Still working with a friend, think about how any of these might be used in the classroom. The skills associated with reading are under greater scrutiny as digital sources offer information, communication and entertainment. One of the implications for teaching is the amount of text: There is far more visual information to process in a variety of forms and media.