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1hildhood (Part A)
1hildhood (Part A)
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PART A
This is why teachers should ensure they implement strategies that enhance understanding
among the children. Early childhood teachers primarily concentrate on the learning and
development of the children by providing a conducive environment for the learning process
(Flynn et al., 2019). The complexity of teaching young children has also resulted in the
learning and understanding among young children. Among the applications adopted to
enhance learning in early childhood (children between 0-5 years) include busy shapes, an
application recognized when teaching children between the ages of 0 and 5 years. The essay
will focus on the Busy Shapes and the Monkey Preschool Lunchbox.
The Busy Shapes is a learning application based on the Piaget theory of Cognitive
development. The Piaget theory of development explains the process child undergoes while
constructing a mental model of the world. This goes through stages, such as the sensorimotor,
preoperational, concrete operational, and formal operational. Thus, the way that this
application is constructed follows the cognitive development of children between the age of
features that make it fast for the learners to explore. The application uses artificial
intelligence to ensure the children remain challenged throughout the whole application
experience. This is because the parents have the opportunity to set up different accounts for
different children and allow them to explore the context, which helps in developing
awareness of the different ways that the objects relate to one another and their impacts around
them. The Busy shape application also lets the children be entertained and name and
highlight the different colours. It is a fun, motivating environment where the learners can
identify the different shapes and colours, and this is only designed for toddlers and pre-
scholars (Papadakis & Papadakis, 2017). It is also an application that allows the children to
exercise their problem-solving skills by dropping and dragging the different existing shapes,
colours, and items to specific places. During this time, as the players navigate through the
application, they encounter several obstacles due to the increasing difficulties hence
providing the chances for learning. This also triggers the children's cognitive development,
enabling them to use logic in solving problems and determining their competency levels.
provides the ground for problem-solving and learning. The presence of the graphics keeps the
children motivated as they play, as colours are the source of concentration among young
children (Flynn et al., 2019). The use of colours is also significant in helping the children
compare the different elements in the game as they play. There is also the use of appealing
sound effects that align with the visuals so that the children capture the different activities to
keep the children engaged. The application's usability is easy and doesn’t require the help of
parents. As a result, the application's feature enables the children to learn problem-solving
skills. The children experience enhanced learning since the application has been set up with
letters as well as patterns to toddlers and pre-schoolers. The application comprises seven
interesting educational games targeting English, Chinese, Korean, Spanish, and Japanese pre-
schoolers (Laranjeiro, 2015). The application also helps the children learn about counting,
colours, matching, and the differences in counting among the common aspects of early
Focusing on the application, it is evident that the developers were aware of the
important concepts that enhance learning among young children. Using different colours in
the application helps the children understand different aspects such as shapes, letters, sizes,
and counting (Papadakis & Papadakis, 2017). There is much evidence of the importance of
the game in early childhood learning as the developers have majorly concentrated on
identifying the sticking points. Children can interact with colours as they navigate the game,
enhancing learning and understanding. As much as counting is a basic skill among children,
the application has enhanced it so that it prepares the child's mind to learn and comprehend
To make it friendly for the children, the application has simple icons that make it easy
for the children to interact with, and they do not have penalties or limits. Using attractive
colours also motivated the children to remain engaged in the application as they navigated
and collected stickers. It is an important step as it enhances the confidence level among the
children as they play the game (Raban-Bisby, 2010). The presence of stick users also acts as a
continuous incentive play as they interact with other features. As the users navigate through
the games, it triggers motivation when they look forward to winning the games, as it is placed
in such a way that one is awarded for a good performance at the end of the game. It is a
concept that instils motivation and determination among young children as they focus on
attaining one step after the other (Monkey Preschool Lunchbox, n.d.). The same concept is
emphasized by Boyd (2021), who states that creating a competitive environment among
young children enhances motivation to pursue the next tasks. However, the application can
pose a challenge when the child fails to attain the last rewarding part of the game. This will
create a less captivating experience for the learners. Thus, the teachers and the parents should
be aware of the possible approaches that can be used to create a connection between
playfulness and the challenge so that in cases where they do not meet the expected results,
they remain motivated. The app creates a learning ground for young children, it is important
to ensure it does not negatively affect those who don’t understand the games.
especially with the current emerging apps. Evidence from the essay shows that the apps are
made in such a way that they motivate as well as maintain the interest of the students to
ensure learning is effective. At the same time, through the use of apps, learning has been easy
and teachers have the ability to set the expected standards so as to meet the learner’s
outcome. The use of apps significantly contributes to cognitive learning among children as a
result of the different features that are incorporated in the apps such as the use of colours and
Boyd, W., Green, N., & Jovanovic, J. (2021). Learning and Teaching in Early Childhood:
Pedagogies of Inquiry and Relationships. Cambridge University Press.
Flynn, R. M., Richert, R. A., & Wartella, E. (2019). Play in a digital world: How interactive
digital games shape the lives of children. American Journal of Play, 12(1), 54–73.