Abstract
In this chapter, we focus on digital art as encompassing both the A (the arts) and the T (technology) in STEAM education. In the twenty-first century, digital play is part of young children’s lives. Most young children grow up in technology-rich homes, and they engage in frequent digital play. Video art has also become increasingly popular in children’s worlds. Children can capture moving images creatively using a video recorder. This chapter uses a video-making project with young children as a case study to discuss the potential value of creative digital art in early childhood education. The implementation processes are described for this successful workshop, along with other possible activities for toddlers and children, to undertake with teachers and parents.
Original language | English |
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Title of host publication | Embedding STEAM in Early Childhood Education and Care |
Editors | Caroline Cohrssen, Susanne Garvis |
Place of Publication | Cham |
Publisher | Palgrave Macmillan |
Chapter | 3 |
Pages | 41-63 |
ISBN (Electronic) | 9783030656249 |
ISBN (Print) | 9783030656232, 9783030656263 |
DOIs | |
Publication status | Published - 2021 |