
Evidence-based digital education
Description
Book Introduction
The introduction of digital technology has become both an inevitability and a challenge in early childhood education.
This book presents principles of play-based digital teaching and learning design, app and content evaluation, UDL-based accessibility measures, and empirical research-based intervention cases to promote the holistic development of young children in a rapidly changing digital environment.
This book will serve as a solid guide to achieving inclusive, evidence-based digital education that respects the development and rights of each child.
This book presents principles of play-based digital teaching and learning design, app and content evaluation, UDL-based accessibility measures, and empirical research-based intervention cases to promote the holistic development of young children in a rapidly changing digital environment.
This book will serve as a solid guide to achieving inclusive, evidence-based digital education that respects the development and rights of each child.
index
preface
Chapter 1: Early Childhood Education in the Digital Age
1.
The Impact and Importance of Digital Technology on Early Childhood Education
2.
Digital Inclusion and Accessibility in Early Childhood Education
3.
Key educational theories and frameworks
4.
Teacher competencies required in the digital age
5.
Case Studies on the Use of Digital Technology in Early Childhood Education and Special Education
Chapter 2 Digital Literacy and Basic Skills
1.
The concept and necessity of digital literacy
2.
Key Elements for Digital Literacy Education
3.
How to Use Digital Tools in Early Childhood Education
4.
Accessibility and Assistive Technology for Early Childhood Special Education in a Digital Environment
5.
Linking Individualized Education and Digital Technology
6.
Digital Education Strategy Using Universal Design for Learning Principles
7.
Strategies for Improving Teacher Digital Expertise
Chapter 3 Digital Tools and Platforms in Early Childhood Education
1.
Utilizing Augmented Reality, Virtual Reality, and Extended Reality
2. Innovation in Early Childhood Education through the Use of AI and Smart Devices
3.
Use Cases of Online Learning Platforms and Data Management Systems
4.
The Pros and Cons of App-Based Learning Tools and How to Use Them in Real-World Classes
5.
Tools to support children with disabilities who meet their special needs
Chapter 4: Digital Education Approaches and Gamification by Developmental Stage
1.
Infant Development Characteristics and Digital Media
2.
Developmental characteristics and approaches according to disability type
3.
The convergence of play-based learning and digital tools
4.
Modifications to play and activities for children with disabilities
5.
Motivation Using Game Design Elements
6.
Examples of gamification activities and practices tailored for toddlers
7.
Enhanced accessibility of the game interface and feedback system
8.
Content adjustments based on individual infant developmental characteristics and disability type
9.
Use Cases for Assistive Technology and Personalized Interfaces
10.
overstimulation hypothesis
11.
Tailored content and relaxation designed for infants with sensory hypersensitivity or attention deficit disorder.
Chapter 5: Strategy for Building and Operating a Digital Education Environment
1.
Digital device management, security, and privacy
2.
Creating a digital environment and utilizing space in the classroom
3.
Collaboration and Communication Strategies with Parents
4.
Establishing environmental settings and content selection criteria to prevent overstimulation
5.
Strategies to improve the learning environment, including physical, technological, and psychological support
Chapter 6: Evaluation and Feedback: Measuring the Effectiveness of Digital Education
1.
Introduction to and Use of Digital-Based Assessment Tools
2.
Learner-tailored feedback strategies
3.
Improving classes through real-time monitoring and data analysis
4.
Case Study Analysis of Evaluation Linked to Gamification and Overstimulation Management
5.
Development of assessment tools that reflect individual characteristics and feedback techniques utilizing assistive technology
Chapter 7: Future Education and Digital Innovation
1. The impact of future technologies such as AI and big data on education.
2.
Analysis of global education trends and their potential for domestic application
3.
Research Trends in Gamification and Digital Overstimulation
4.
Analysis of the potential use of the metaverse
5.
Innovation in Early Childhood Education for People with Disabilities
Chapter 8: Digital Education by Type of Disability in Infants and Toddlers
1.
Digital Education for Visually Impaired Children
2.
Digital Education for Hearing Impaired Children
3.
Digital Education for Children with Autism Spectrum Disorder
4.
Digital Education for Children with Intellectual Disabilities and Developmental Delays
References
Chapter 1: Early Childhood Education in the Digital Age
1.
The Impact and Importance of Digital Technology on Early Childhood Education
2.
Digital Inclusion and Accessibility in Early Childhood Education
3.
Key educational theories and frameworks
4.
Teacher competencies required in the digital age
5.
Case Studies on the Use of Digital Technology in Early Childhood Education and Special Education
Chapter 2 Digital Literacy and Basic Skills
1.
The concept and necessity of digital literacy
2.
Key Elements for Digital Literacy Education
3.
How to Use Digital Tools in Early Childhood Education
4.
Accessibility and Assistive Technology for Early Childhood Special Education in a Digital Environment
5.
Linking Individualized Education and Digital Technology
6.
Digital Education Strategy Using Universal Design for Learning Principles
7.
Strategies for Improving Teacher Digital Expertise
Chapter 3 Digital Tools and Platforms in Early Childhood Education
1.
Utilizing Augmented Reality, Virtual Reality, and Extended Reality
2. Innovation in Early Childhood Education through the Use of AI and Smart Devices
3.
Use Cases of Online Learning Platforms and Data Management Systems
4.
The Pros and Cons of App-Based Learning Tools and How to Use Them in Real-World Classes
5.
Tools to support children with disabilities who meet their special needs
Chapter 4: Digital Education Approaches and Gamification by Developmental Stage
1.
Infant Development Characteristics and Digital Media
2.
Developmental characteristics and approaches according to disability type
3.
The convergence of play-based learning and digital tools
4.
Modifications to play and activities for children with disabilities
5.
Motivation Using Game Design Elements
6.
Examples of gamification activities and practices tailored for toddlers
7.
Enhanced accessibility of the game interface and feedback system
8.
Content adjustments based on individual infant developmental characteristics and disability type
9.
Use Cases for Assistive Technology and Personalized Interfaces
10.
overstimulation hypothesis
11.
Tailored content and relaxation designed for infants with sensory hypersensitivity or attention deficit disorder.
Chapter 5: Strategy for Building and Operating a Digital Education Environment
1.
Digital device management, security, and privacy
2.
Creating a digital environment and utilizing space in the classroom
3.
Collaboration and Communication Strategies with Parents
4.
Establishing environmental settings and content selection criteria to prevent overstimulation
5.
Strategies to improve the learning environment, including physical, technological, and psychological support
Chapter 6: Evaluation and Feedback: Measuring the Effectiveness of Digital Education
1.
Introduction to and Use of Digital-Based Assessment Tools
2.
Learner-tailored feedback strategies
3.
Improving classes through real-time monitoring and data analysis
4.
Case Study Analysis of Evaluation Linked to Gamification and Overstimulation Management
5.
Development of assessment tools that reflect individual characteristics and feedback techniques utilizing assistive technology
Chapter 7: Future Education and Digital Innovation
1. The impact of future technologies such as AI and big data on education.
2.
Analysis of global education trends and their potential for domestic application
3.
Research Trends in Gamification and Digital Overstimulation
4.
Analysis of the potential use of the metaverse
5.
Innovation in Early Childhood Education for People with Disabilities
Chapter 8: Digital Education by Type of Disability in Infants and Toddlers
1.
Digital Education for Visually Impaired Children
2.
Digital Education for Hearing Impaired Children
3.
Digital Education for Children with Autism Spectrum Disorder
4.
Digital Education for Children with Intellectual Disabilities and Developmental Delays
References
GOODS SPECIFICS
- Date of issue: September 10, 2025
- Format: Paperback book binding method guide
- Page count, weight, size: 344 pages | 188*255*14mm
- ISBN13: 9788999735172
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