Gamifying Children's Linguistic Intelligence With the Duolingo App

2022 ◽  
pp. 1402-1415
Author(s):  
Muhibuddin Fadhli ◽  
Sukirman Sukirman ◽  
Saida Ulfa ◽  
Happy Susanto ◽  
Aldo Redho Syam

This chapter discusses the use of Duolingo App to enhance children's linguistic intelligence. Linguistic intelligence is expertise in applying vocabularies effectively and efficiently. Duolingo is an application based on the Android platform which helps children mastering other languages that they can practice speaking, reading, listening, and writing through a play. Children in early childhood are in the period of ‘playing' spontaneously. They will do activities of playing without any instruction from others. The activity of playing naturally will stimulate the aspects of linguistic and symbolic that this development is closely related to learning to speak by involving the ability to vocalize. The use of this application will implement toward gamification method. Gamification uses game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems. This chapter provides an illustration that gamification can be used specifically in stimulating linguistic intelligence based on a case study in Indonesia.

Author(s):  
Muhibuddin Fadhli ◽  
Sukirman Sukirman ◽  
Saida Ulfa ◽  
Happy Susanto ◽  
Aldo Redho Syam

This chapter discusses the use of Duolingo App to enhance children's linguistic intelligence. Linguistic intelligence is expertise in applying vocabularies effectively and efficiently. Duolingo is an application based on the Android platform which helps children mastering other languages that they can practice speaking, reading, listening, and writing through a play. Children in early childhood are in the period of ‘playing' spontaneously. They will do activities of playing without any instruction from others. The activity of playing naturally will stimulate the aspects of linguistic and symbolic that this development is closely related to learning to speak by involving the ability to vocalize. The use of this application will implement toward gamification method. Gamification uses game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems. This chapter provides an illustration that gamification can be used specifically in stimulating linguistic intelligence based on a case study in Indonesia.


2019 ◽  
Vol 16 (3) ◽  
pp. 417-428
Author(s):  
Özgün Ünver ◽  
Ides Nicaise

This article tackles the relationship between Turkish-Belgian families with the Flemish society, within the specific context of their experiences with early childhood education and care (ECEC) system in Flanders. Our findings are based on a focus group with mothers in the town of Beringen. The intercultural dimension of the relationships between these families and ECEC services is discussed using the Interactive Acculturation Model (IAM). The acculturation patterns are discussed under three main headlines: language acquisition, social interaction and maternal employment. Within the context of IAM, our findings point to some degree of separationism of Turkish-Belgian families, while they perceive the Flemish majority to have an assimilationist attitude. This combination suggests a conflictual type of interaction. However, both parties also display some traits of integrationism, which points to the domain-specificity of interactive acculturation.


2018 ◽  
Vol 2 (2) ◽  
pp. 159
Author(s):  
Lisna Sulinar Sari

Abstrak: Permasalahan dalam penelitian ini yaitu dari jumlah lembaga PAUD yang ada diKota Banjarmasin belum semuanya memiliki perencanaan khususnya pada analisispeningkatan legalitas kelembagaan PAUD dan analisis kebutuhan pendidikan untuk anak usiadini (AUD). Penelitian ini menggunakan pendekatan studi kasus dengan analisis data deskrtifkuantitatif dan kualitataif. Hasil studi menunjukkan bahwa: i) Disdik Kota Banjarmasin danLembaga PAUD sampel tidak melakukan perencanaan yang baik untuk pendataan analisiskebutuhan pendidikan AUD; ii) Belum semua lembaga PAUD sampel memiliki izinoperasional dikarenakan adanya persyaratan yang belum dapat dipenuhi karena memerlukanbiaya yang cukup besar seperti, pembuatan akta notaris; iii) Belum semua lembaga PAUDmemiliki sarpras sesuai dengan pedoman sarana dan prasarana dari pusat; iv) untuk membantuketersediaan sarpras, Disdik Kota Banjarmasin sudah mengalokasikan dana APBD II berupabantuan RKB, rehab kelas rusak ringan dan berat, serta bantuan APE Dalam dan Luar berupabarang. Abstract: The problem in this study is from the number of early childhood institutions in thecity of Banjarmasin not all have plans in particular to the analysis of institutional legalityincrease early childhood education and educational needs analysis for early childhood (AUD).This study uses a case study approach to data analysis of quantitative and qualitative deskrtif.The study shows that: i) Disdik Banjarmasin and Institutions ECD sample is not doing betterplanning for data analysis AUD educational needs; ii) Not all the samples of early childhoodinstitutions have an operating permit because of the requirements can not be met because itrequires significant costs such as notary deed; iii) Not all early childhood institutions haveinfrastructure accordance with the guidelines of the central infrastructure; iv) to assist theavailability infrastructure, Disdik Banjarmasin already allocated budget II in the form ofclassroom assistance, rehabilitation of damaged light and heavy classes, as well as the In andOut APE assistance in the form of goods.


Author(s):  
Xin Wang ◽  
Nian Yin ◽  
Zhinan Zhang

Abstract Early childhood education has long-lasting influences on people, and an appropriate companion toy can play an essential role in children's brain development. This paper establishes a complete framework to guide the design of intelligent companion toys for preschool children from 2 to 6 years old, which is child-centered and environment-oriented. The design process is divided into three steps: requirement confirmation, the smart design before the sale, and the iterative update after the sale. This framework considers the characteristics of children and highlights the integration of human and artificial intelligence in design. A case study is provided to prove the superiority of the new framework. In addition to enriching the research on intelligent toy design, this paper also guides for practitioners to design smart toys and helps in children's cognitive development.


2016 ◽  
Vol 18 (3) ◽  
pp. 75 ◽  
Author(s):  
Anna-Leena Lastikka ◽  
Lasse Lipponen

Although the number of immigrant families is increasing in Finland, the research on their perspectives on early childhood and care (ECEC) services is scarce. The objective of this small-scale case study was to increase the understanding of immigrant families’ perspectives on ECEC practices. Through the qualitative content analysis of interview-based data, four themes emerged as particularly important for working with immigrant families: (a) fostering dialogue and mutual understanding; (b) promoting cultural and linguistic diversity; (c) encouraging cooperative partnership; and (d) providing support and individualized attention. This study contributes to the development of more inclusive and supportive ECEC practices in order to better support families with immigrant backgrounds.


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