Our expertise covers many aspects of children’s lives with technology: learning and development, including the role of gesture and bodily movement in learning; the curriculum and pedagogyTheory of learning in the early years; engagement and motivation; play and educational toys; and everyday life at home and the role of the family.
The nature of the technology makes a difference to children’s experiences. We are interested in technologies used for entertainment, communication, work and study, such as smart toys, second screens, video streamed content for tablets and products using NFC (near field communication). Our work includes basic research into children’s learning with technology, developing apps, the evaluation of specific products, looking at usability and exploring the values, attitudes and preferences of children and grown ups.
We have experience with a range of approaches to research, from detailed second-by-second video analysis of children’s interactions to focus groups, expert panels, visual methods, in-depth case studies and experimental approaches, whether in the home, at school, or elsewhere. We aim to be creative about ways of eliciting the perspectives of children who are too young to be involved in standard research methods such as interviews or questionnaires as we think it’s important that children are involved in the design of products that they will use.
Beyond this focus on children and technology, our theoretical and methodological orientations vary depending on the project, what we want to know, and the team’s areas of expertise. Most of our research revolves around different combinations of six themes: learning, pedagogy, design, cognition, culture, and context. We are interested in where, with whom, why and how children interact with technology. Please see the project summaries below for more information about the group’s research activities.
To view our current and previous research projects click on the links below.