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Cognitive

Development in
Mgs. Lic. Andrés I. Vélez A.
Digital Contexts
Academic Consultant
+549 1133686123
andrewvelez90210@gmail.com
C.A.B.A., Buenos Aires
Argentina
ENT
CONTEXT

COGN
LOPM

ITIVE
DEVE
D I G I TA L
IN
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• DIGITAL CONTEXTS
• DIGITAL LITERACY
• INTEGRATED LEARNING IN DC
• COGNITIVE DEVELOPMENT
• DIGITAL SCREEN MEDIA AND CD
• DIGITAL MEDIA AND
LANGUAGE DEVELOPMENT
• ENGAGEMENT IN DC
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“We are in the midst of yet another shift

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DI
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in business models because of digital.
This time the force for change is not
mobility; it’s data and the Internet of
Things. The more devices that connect to
each other, the more digital creates
a personal ecosystem called Digital
Context”

David W. Norton
• Learning opportunities

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EX
NT

TA
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• Technological advances

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• Virtual Exchange
(promote professional skills: digital competence, foreign
language competence, communication skills)

• Geographically distant
• Virtual face-to-face encounters

• Languages:
virtual exchange = telecollaboration
(Guth, Helm & O’Dowd, 2014)
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People need to be capable of using Information and
Communication
Technologies (ICT) such as computers and the
Internet(Bowles, 2013)

Spiers and Bartlett (2012) – characteristics

ability to design, develop and


apply digital tools for the creation of
information, discovery and transfer of new
knowledge,
experimentation and data analysis and
communication.
CONTE

EGR
(CLIL)

LEA
DIGIT

ATE
RNI

INT
NG
XTS

AL

IN

D
Language learning process through content
in digital contexts

Students will learn how to use digital tools


with the aim of creating content in the
digital format
and using specific language forms to
express themselves in each context
COGNITIVE DEVELOPMENT

Illustration by Joshua Seong Think abstractly and reason about


hypothetical problems

Thinking becomes more logical and


organized, but still very concrete

Think symbolically/learn to use words


and pictures to represent objects

Movements and sensations/Basic actions


(sucking, grasping, looking, and listening)
D I G I TA L M E D I A A N D C O G N I T I V E D E V E L O P M E N T
<∼2.5 YO 2 to 7 YO 7 to 11 YO 12 YO and up
TELEVISION • Amount of exposure • Children are able to comprehend Marked by cognitive enhancements. • Adolescents use media to regulate
• The program content, the social and learn from age-appropriate, • Increasing sophistication in their emotions in general and their
context of viewing. child-directed TV programs. metamemory concurrent mood in particular
• Negative >> programming for adults • Once comprehension is • Strategies used to recall content • Playing certain types of
• Little comprehension established, TV begins to • Selective attention to that content cognitively demanding video
• Interaction with parents influence child knowledge and, • Spatial and mathematical games can produce broad
therefore, CD more generally. reasoning enhancements in perceptual,
• Toddlers (24 to 36mo) can more • Positive impact on vocabulary, • Reading fluency and motor, and cognitive skills
INTERACTIV readily learn from touch screen literacy, social behavior, and comprehension
E devices than they can from TV academic knowledge.‍ • Argumentation
• Parental use of mobile devices reduce • Entertainment programming • Theory of mind
MEDIA interactions • Violent content can influence • Related executive functions
antisocial and aggressive (Working memory and cognitive
• Parental engagement with both TV & behavior.‍ flexibility)
IM may reduce the quantity and
VIDEOGAME quality of parent-child interactions Benefits have been reported for • Benefits of digital games for
S (crucial for the development of • Attentional‍and visual processing learning when compared to
cognitive skills, language and skills nongame conditions
executive function. • Iconic‍and spatial‍representational
skills • Educational Games >> facilitate
• Executive function skills children’s engagement in
• Visual spatial working memory.‍ academic content in most subject
areas and to promote transfer of
content learned within the game to
more academic tasks
• Children learn words for things and events that interest

PLESOF
PRINCI
PME

GUA
them

ELO
DEV

LAN
GE
- Children spend a lot of time using screen media
NT

- Electronic devices and toys

SIX
- Digital devices could potentially be valuable sources of
language learning
( Ha rri s , Go l i n k o f f , & H i rs h -P as ek , 2 0 11 )

• Children learn the words that they hear the most


- Children have to hear language to learn language
- More important than the quantity of language is the
quality of the language that young children hear

• Interactive and responsive rather than passive contexts favor


vocabulary learning
- Children learn best in contexts that are active, not
passive / social interaction
- Parents use of devices/interaction with children
- Children learn language best from partners who are
responsive to them
PLESOF
PRINCI
PME

GUA
ELO
DEV

LAN
GE
NT

SIX
• Children learn words best in meaningful contexts
- children learn words better when they are put in a
( Ha rri s , Go l i n k o f f , & H i rs h -P as ek , 2 0 11 ) meaningful context, rather than being presented as random,
disconnected facts to memorize.
- transfer of the new words from the video to reality

• Children need clear information about word meaning


- including explanations of words in reading increases
children’s learning substantially

• Vocabulary learning and grammatical development are


reciprocal processes
CONTE

DIGIT

ME

GA
GE
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EN
FAVORABLE FACTORS STUDENTS’
XTS

AL

IN ENGAGEMENT
( L u c i a n a V i t e r, 2 0 1 7 )

• Digital Mediation
(digital tools, platforms)

• Diversity of Formats (dynamic)


(texts, videos, auto response activities, PPP, forums)

• Interactions with Teacher


(class, synchronic, asyncronic/feedback)

• Students Interactions
(class, synchronic, asyncronic)

• Continuous Assessment
(activities, evaluation, feedback)
CONTE

DIGIT

ME

GA
GE
NT

EN
UNFAVORABLE FACTORS STUDENTS’
XTS

AL

IN ENGAGEMENT
( L u c i a n a V i t e r, 2 0 1 7 )
• Digital Limitations
(tools, interaction, environment)

• Face to face vs Online Interaction


(relationship, activities)

• Interactions without Teacher


(effectiveness of student-content interaction)

• Complexity and volume of activities


(extension of topics, heavy activities)

• Time management
(time commitment)
REFERENCES:
• Anderson, D. & Subrahmanyam, K. (2017). Cognitive Impacts of Digital Screen Media and Cognitive
Development. Digital Media Workgroup

• Casañ, R. & Candel-Mora, M. A. (2021). Developing Language, Content, and Digital Competence
Through International Telecollaborative Project Work. Universitat Politècnica de València

• Cherry, K (2020). The 4 Stages of Cognitive Development. Background and Key Concepts of Piaget's
Theory.

• Viter, L. N. (2013). Interação e engajamento em ambiente virtual de aprendizagem: um estudo de caso,


Universidade Federal do Rio de Janeiro (UFRJ), Rio de Janeiro.
Thank you
for
your attention

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