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      Young children’s reading for pleasure with digital books: six key facets of engagement

      , ,
      Cambridge Journal of Education
      Informa UK Limited

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          The Narrative Construction of Reality

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            Reading literary fiction improves theory of mind.

            Understanding others' mental states is a crucial skill that enables the complex social relationships that characterize human societies. Yet little research has investigated what fosters this skill, which is known as Theory of Mind (ToM), in adults. We present five experiments showing that reading literary fiction led to better performance on tests of affective ToM (experiments 1 to 5) and cognitive ToM (experiments 4 and 5) compared with reading nonfiction (experiments 1), popular fiction (experiments 2 to 5), or nothing at all (experiments 2 and 5). Specifically, these results show that reading literary fiction temporarily enhances ToM. More broadly, they suggest that ToM may be influenced by engagement with works of art.
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              Putting education in "educational" apps: lessons from the science of learning.

              Children are in the midst of a vast, unplanned experiment, surrounded by digital technologies that were not available but 5 years ago. At the apex of this boom is the introduction of applications ("apps") for tablets and smartphones. However, there is simply not the time, money, or resources available to evaluate each app as it enters the market. Thus, "educational" apps-the number of which, as of January 2015, stood at 80,000 in Apple's App Store (Apple, 2015)-are largely unregulated and untested. This article offers a way to define the potential educational impact of current and future apps. We build upon decades of work on the Science of Learning, which has examined how children learn best. From this work, we abstract a set of principles for two ultimate goals. First, we aim to guide researchers, educators, and designers in evidence-based app development. Second, by creating an evidence-based guide, we hope to set a new standard for evaluating and selecting the most effective existing children's apps. In short, we will show how the design and use of educational apps aligns with known processes of children's learning and development and offer a framework that can be used by parents and designers alike. Apps designed to promote active, engaged, meaningful, and socially interactive learning-four "pillars" of learning-within the context of a supported learning goal are considered educational.
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                Author and article information

                Journal
                Cambridge Journal of Education
                Cambridge Journal of Education
                Informa UK Limited
                0305-764X
                1469-3577
                January 04 2016
                January 04 2016
                : 47
                : 1
                : 67-84
                Article
                10.1080/0305764X.2015.1118441
                a0ba5f55-d4ae-42e2-96cf-98803ee9dca7
                © 2016
                History

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