Roles and Effect of Digital Technology on Young Children’s STEM Education: A Scoping Review of Empirical Studies
Abstract
:1. Introduction
Objectives
- (1)
- What types of digital technology have been adopted to assist young children’s STEM education?
- (2)
- What role does digital technology play in assisting young children’s learning of STEM knowledge/skills?
- (3)
- What level is digital technology effective in assisting young children’s STEM education in terms of acquiring knowledge/skills and learning engagement?
- (4)
- What factors have been identified as related to the effect of digital technology on young children’s STEM education?
2. Materials and Methods
2.1. Search Strategy
2.2. Selection Criteria
2.2.1. Inclusion and Exclusion Criteria
2.2.2. Screening Process
2.2.3. Quality Assessment
2.2.4. Data Extraction and Analysis
3. Results
3.1. Overview of the Included Studies
3.2. Quality of Included Studies
3.3. Types of Digital Technologies Used in the Included STEM Programs
- Robotics
- Programming
- Multimedia
3.4. Roles Digital Technology Played in the Included STEM Programs
3.5. Outcomes of the Included STEM Programs
- Improvement in young children’s acquisition of STEM knowledge or skills
- Improvement of young children’s engagement in STEM education
- Factors that potentially affected young children’s technology-integrated STEM education
3.6. Participants’ Acceptance and Satisfaction with the Included Programs
3.7. Acknowledged Limitations in the Included Studies and Implications for Research Design
4. Discussion
4.1. Theoretical Mechanisms Embedded in the Evidence
4.2. Featured Factors and Implications
4.3. Difficulties/Challenges and Criticisms & Implications for Educational Practice
4.4. Limitations of this Review
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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No. | Searched Items in the Topic/Abstract |
---|---|
1 | “STEM” |
2 | “technology” OR “computer” OR “tablet” OR “mobile” OR “mobile phone” OR “smartphone” OR “internet” OR “TV” OR “television” OR “app*” OR “digital toy” OR “iPad” OR “website” OR “robotic” OR “robot” OR “computer technology” OR “digital media” OR “ICT” OR “computer programming” OR “3D printing” OR “3D printer” OR “virtual reality” OR “VR” OR “argument reality” OR “AR” OR “360-degree video” OR “littleBits” OR “Internet of Toys” OR “IoToys” |
3 | “early childhood” OR “early years” OR “early childhood development” OR “early childhood education” OR “preschool” OR “kindergarten” OR “early education” OR “young children” OR “toddler” OR “infant” |
4 | 1 AND 2 AND 3 |
5 | Checking through the reference lists of the relevant published reviews |
No | Included Studies /Country /Study Design | Samples | Involved Technology & the Duration of the STEM Program a | Role Technology Played in the Young Children’s STEM Education b | Improvement in Young Children’s STEM Education | |
---|---|---|---|---|---|---|
STEM Knowledge or Skills Acquisition | Engagement in STEM Education | |||||
Children with normal development | ||||||
1 | US Randomized controlled trial [49] | 96 Grade I children (aged 6 years, 48 boys and 48 girls) | R, P, M: 20 min (single bout, “pet” robot, screen required) | W | NA | Interest, motivation, enjoyment, self-efficacy |
2 | US Pre-/post-test [50] | 34 Children (aged 4.5–6.6 years, 23 boys and 11 girls): 10 pre-kindergarteners, 24 kindergarteners | R, P, M: 20 h (CHERP programming software and LEGO robotics kits, screen required) | W, T | Sequencing | NA |
3 | US Quasi-experiment [51] | 42 Children (pre-kindergarteners to kindergarteners, 20 boys and 22 girls): 29 children (intervention); 13 children (comparison) | R, P, M: 1 week, total 10 h (CHERP programming software and LEGO robotics kits, screen required) | W, T | Sequencing | NA |
4 | US Pre-/post-test [52] | 53 Kindergarteners (28 boys and 25 girls) | R, P, M: at least 20 h for 6 classes (TangibleK curriculum, screen required) | W, T | Debugging, concepts of robotics, no gender gap | NA |
5 | Australia Post-test [53] | 16 Primary school students (aged 5.5–7 years) | R, P, M: 6 weeks, 1–1.5 h/week (laptop and LEGO kits, screen required) | W, T | Numeracy skills, literacy skills | Motivation, communication, collaboration |
6 | Australia Quasi-experiment [54] | 135 Year II primary school students (70 boys and 65 girls): 40 students (intervention); 95 students (comparison) | R, P: 6 weeks, 45 min/week (Scratch coding software and coding robots, screen required) | W | Patterning, coding | NA |
7 | Italy Post-test [55] | 389 Students: 178 Year I-II primary school; 62 Year IV-V primary school; 149 lower secondary school | R, P: 8 weeks, 2 h/week (Bee-Bot and LEGO robotics kits, no screen required) | W | Robotic knowledge, no gender gap | NA |
8 | US Quasi-experiment [4] | 105 Children (kindergarteners to Year V primary school students): 48 children (intervention); 58 children (comparison) | R, P: 7 weeks, 1 h/week (KIBO robotic kits, no screen required) | W, T | Numeracy skills, no gender gap | Interest and intention (no gender gap) |
9 | Singapore Post-test [56] | 98 Children (aged 3–6 years) | R, P: 7 weeks, 1 h/week (KIBO robotics kits, no screen required) | F, W, T | Programming concepts, sequencing, creativity | Content creation, communication, collaboration |
10 | c Italy Stepped Wedge randomized trial [57] | 12 Children (aged 5–7 years, 5 boys and 7 girls) | R, P: 6 weeks, 13 classes, 75 min/class (the Bee-Bot robot, no screen required) | W | Coding skills | NA |
11 | US Post-test [58] | 60 Children: 15 pre-kindergarteners, 18 kindergarteners, 16 first graders, 11 second graders | R, P: 8 weeks, 1 h/week (CHERP programming software and KIWI robot, screen required) | F, W, T | Robotic knowledge, coding skills, and age differences were noted | NA |
12 | US Pre-/post-test [59] | 37 Pre-kindergarteners (20 boys and 17 girls). | R, P: 5 days, 2 h/day (CHERP programming software and LEGO robotics kits, screen required) | W, T | Knowledge of engineering and robotics, building robots | Engagement in math and literacy |
13 | US Post-test [60] | 7–20 Elementary schools, 6–29 middle schools | R, P: 6–8 weeks, 1–5 times/week, 30–90 min/time (LEGO robotics kit, no available information on if a screen was required) | W, T | Problem-solving skills | Attitude, collaboration, self-esteem, motivation |
14 | US Post-test [61] | 31 Parents and their children (aged 4.5–5 years, 15 boys and 16 girls) | P, M: 20 min (single bout, PBS KIDS ScratchJr apps, screen required) | W | NA | Question-asking talks in parent-child interaction |
15 | US Pre-/post-test [62] | 28 Children (aged 4–6 years, 14 boys and 14 girls) | P, M: 5 days, 3 h/day (Daisy the Dinosaur and Kodable apps, screen required) | W | Concepts of programming, sequencing, no gender gap | Enjoyment |
16 | Canada Randomized controlled trial [63] | 13 Children (aged 4–5 years, 7 boys and 6 girls): 7 children (intervention), 6 children (control) | M: 10 days, 20 min/day (mathematical apps, screen required) | F | Numeracy skills, difference in ability were noted | Attention, interest |
17 | US Factorial design randomized trial [64] | 44 Preschoolers (aged 3–5.5 years, 27 boys and 17 girls) | M: 30 min (single bout, quantity game Don’s Collections and growth game Life Cycles, screen required) | F | Knowledge transfer skills, differences in age and learning condition (i.e., playing or watching) were noted | NA |
18 | US Randomized controlled trial [65] | 60 Preschool children (aged 3–6 years, 25 boys and 35 girls): 20 children (interactive game touchscreen tablet), 20 children (non-interactive video), and 20 children (non-STEM game control) | M: 3 trials of the game (stimulus game Measure That Animal, screen required) | W | Knowledge transfer skills, differences in age and learning condition (i.e., playing or watching) were noted | NA |
19 | US Randomized controlled trial [66] | 62 Pre-K children (aged 4.8 ± 0.42 years, 26 boys and 36 girls): 2 classes (intervention), another 2 classes (control) | M: 10 weeks, 30–45 min/week (Creative Curriculum for science, educational game apps for technology, engineering activities for engineering, planned math activities and lessons for mathematics, screen required) | F | Mathematic knowledge, numeracy skills, tasks of science and engineering | Engagement, communication, collaboration |
20 | US Pre-/post-test [67] | 115 Children (aged 5–8 years, 57 boys and 58 girls) | M: 4 weeks (FETCH! television episodes, online multi-source, and offline hands-on activities, screen required) | W | Basic physical scientific knowledge | Use pattern, visiting frequency, enjoyment, attitude |
Children with special education needs | ||||||
21 | US Single-subject research design [68] | 3 Caucasian children diagnosed with Down syndrome: 4–7 years, 2 girls and 1 boy | R, P, M: 5 sessions (Dash robot, physical coding blocks, coding apps Blockly, screen required) | W | Coding skill | Enjoyment |
22 | Australia Single-subject research design [69] | 1 Boy aged 5.5 years and diagnosed with autism | M: 7 sessions (video clips, screen required) | F | Numeracy skills | Self-esteem, communication |
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Hu, X.; Fang, Y.; Liang, Y. Roles and Effect of Digital Technology on Young Children’s STEM Education: A Scoping Review of Empirical Studies. Educ. Sci. 2024, 14, 357. https://doi.org/10.3390/educsci14040357
Hu X, Fang Y, Liang Y. Roles and Effect of Digital Technology on Young Children’s STEM Education: A Scoping Review of Empirical Studies. Education Sciences. 2024; 14(4):357. https://doi.org/10.3390/educsci14040357
Chicago/Turabian StyleHu, Xinyun, Yuan Fang, and Yutong Liang. 2024. "Roles and Effect of Digital Technology on Young Children’s STEM Education: A Scoping Review of Empirical Studies" Education Sciences 14, no. 4: 357. https://doi.org/10.3390/educsci14040357
APA StyleHu, X., Fang, Y., & Liang, Y. (2024). Roles and Effect of Digital Technology on Young Children’s STEM Education: A Scoping Review of Empirical Studies. Education Sciences, 14(4), 357. https://doi.org/10.3390/educsci14040357