When is it best to introduce a child to using the computer?
Research shows that by the age of 3, children’s
minds and bodies are ready for computer-based learning.
(It is not recommended for children younger than 3—toddlers
learn through their bodies: their eyes, ears, mouths,
hands, and legs.)

What does “computer literacy” mean?
In the past, computer literacy was defined as mastering
operations, computer terminology and knowledge of how
a computer works. Today, a child's computer literacy
is measured by their awareness of what the computer
can do to help them learn, find and create.

How important is early computer literacy?
Three and four year-old children who use computers
with supporting activities that reinforce the major
objectives of the programs have significantly greater
developmental gains when compared to children without
computer experiences in similar classrooms.
What type of software should I choose?
Experiences with computers need to be developmentally
appropriate, providing a forum where children are eager
to manipulate, experiment with, and discover. Look
for software that meets not only the child’s
age range, but skill level.

What is the difference between developmental and non-developmental
software?
When children use developmentally appropriate software,
research has shown the learning outcomes are significantly
different than when children use non-developmental
software. Dr. Susan Haugland, a professor in the Department
of Human Environmental Studies at Southern Missouri
State University, assessed the effect of developmental
and nondevelopmental software on children's cognition,
creativity, and self-esteem.
ASSESSMENT OVERVIEW:
Three classrooms of four-year-old children were
exposed to computers for one hour, three days weekly,
during self-selected activity time. In a fourth
classroom, children received no computer exposure.
Of the three classrooms exposed to computers, one
classroom was exposed to non-developmental software
(drill and practice), another to developmental software,
and the third to developmental software reinforced
with supplemental activities. Children were assessed
using the Behavioral Academic Self-Esteem, the Detroit
Test of Learning Aptitude, Pre-Primary, and the
Multidimensional Stimulus Frequency Measure.
All the classes with computer
exposure had significantly greater gains in self-esteem.
Children using non-developmental software showed
significant losses in creativity; their scores dropped
50 percent. This was not true of children with no
computer exposure or of those using developmental
software. Clearly, non-developmental software has
a detrimental effect on children's creative abilities.
This should be of concern to anyone using drill
and practice software with young children.
Those children exposed
to developmental software had significant gains
in intelligence, non-verbal skills, structural knowledge,
long-term memory, and complex manual dexterity.
Clearly, in these classrooms the type of software
young children used had a dramatic effect on their
development.
|
How can the Haugland Developmental
Scale help me choose software?
The Haugland Developmental Scale identifies developmental
software based on ten criteria:
• age-appropriateness • the ability
of a child to remain in control • the clarity
of the instructions • increasing difficulty
levels • the ability for the child to work
independently • non-violent content
• the process orientation for the program
• whether the program models the real world
• technical features • transformations |

How does Shelly the Snail software fare on the Haugland
Developmental Scale?
Shelly the Snail was designed with to meet and exceed
all critical developmental factors:
• Age-appropriateness – approved for
3-6 year olds • the ability of a child
to remain in control – child decides what areas
of the program they wish to use.
• the clarity of the instructions –
Shelly’s instructions are given in clear, concise
sentences delivered in age-appropriate
vocabulary. • increasing difficulty levels
– three (3) levels in each activity •
the ability for the child to work independently –
after the lesson, the child can use the
program independently. • non-violent content
– rated EC -Early Childhood by the ESRB.
• the process orientation for the program –clear
overview and sequence. • whether the program
models the real world – lesson and activities
reinforce real world skills and
play. • technical features –
Flash technology provide interactivity that helps
the child engage with the program.
• transformations – The program provides
intuitive navigation and seamless transitions
between areas. |

Sources:
Haugland, S.W., and Wright, J.L. (1997). Young children
and technology: A world of discovery. Needham Heights,
MA: Allyn and Bacon.