Printer Friendly
The Free Library
14,632,879 articles and books
Member login
User name  
Password 
 
Join us Forgot password?

Interactive Toys and Children's Education.


Strategies for Educators and Parents

Psychologists have stressed the importance of toys and play in childhood development (Erikson, 1977; Rogers & Sawyer, 1988). Toys are "learning instruments" (Mann, 1996)--objects that stimulate children's imaginations and help them develop socially and intellectually. Therefore, it is not surprising that many new children's toys are cause for concern among those who care for children. Interactive toys equipped with microchips have the capability to respond to input from each other, from the environment, and from children themselves, transforming these toys from passive items into entities that can engage in forms of conversation and play with children.

Many aspects of these interactive toys are problematic; for example, children may become confused as to whether the toys are indeed "alive" and really their "friends," triggering important concerns involving socialization socialization /so·cial·iza·tion/ (so?shal-i-za´shun) the process by which society integrates the individual and the individual learns to behave in socially acceptable ways.

so·cial·i·za·tion
n.
. This article outlines some of the issues surrounding interactive toys and presents an analysis of the toys' features. It also describes specific strategies that educators and parents can use to mitigate mit·i·gate
v.
To moderate in force or intensity.



miti·gation n.
 the toys' deficiencies and help children interact with them in ways that stimulate their imaginations and foster development. Children can gain some useful insights from these toys if the toys are carefully selected for children's developmental levels, and if children receive specific guidance from teachers and parents.

Considering the great importance of play in children's lives, it can be risky to give them recently developed interactive toys if their potential effects have not been researched. Educators and parents often face conflicting responsibilities. Many feel obligated ob·li·gate  
tr.v. ob·li·gat·ed, ob·li·gat·ing, ob·li·gates
1. To bind, compel, or constrain by a social, legal, or moral tie. See Synonyms at force.

2. To cause to be grateful or indebted; oblige.
 to prepare children for a world in which computer skills are increasingly important. At the same time, they are also responsible for ensuring that the toys they give children are best-suited for their developmental stages. Thus, interactive toys can present adults with formidable challenges.

Consider "Amazing a·maze  
v. a·mazed, a·maz·ing, a·maz·es

v.tr.
1. To affect with great wonder; astonish. See Synonyms at surprise.

2. Obsolete To bewilder; perplex.

v.intr.
 Ally" by Playmates Toys. Ally is a "computer chip, animatronic `best friend' doll that can order a pizza on her cell phone, knows when her hair is being brushed brushed  
adj.
Having a nap produced by brushing: a dress made of brushed cotton.


brushed
Adjective

Textiles
 and what kind of outfit she's wearing, and can remember details about her owner"; she "sings songs and tells jokes," as well (Ebenkamp & Stanley, 1999). Children do not need to use their imaginations to create stories about Ally; rather, the doll speaks for itself and involves children in daily routines pre-established by its designers.

Regardless of whether teachers and parents want children to be exposed to such electronic "friends," children will see the toys in advertisements, in classroom "show-and-tell" and at their playmates' houses. Therefore, it is a good idea to provide adult guidance concerning how best to interact with such toys.

Some Drawbacks of Interactive Toys

When considering interactive toys, it is important to consider what value the toys can offer to children. While playing with such toys, children may learn specific values about friendship and conversational etiquette etiquette, name for the codes of rules governing social or diplomatic intercourse. These codes vary from the more or less flexible laws of social usage (differing according to local customs or taboos) to the rigid conventions of court and military circles, and they . They are also learning, however, that it is appropriate to invest significant time and effort into building a relationship with a machine, which is troublesome. Educators and parents should explore the values that these toys reflect and make their toy purchases with these values in mind; they also should discuss the values with children. Interactive toys have many aspects that can confuse con·fuse  
v. con·fused, con·fus·ing, con·fus·es

v.tr.
1.
a. To cause to be unable to think with clarity or act with intelligence or understanding; throw off.

b.
, frustrate, or mislead mis·lead  
tr.v. mis·led , mis·lead·ing, mis·leads
1. To lead in the wrong direction.

2. To lead into error of thought or action, especially by intentionally deceiving. See Synonyms at deceive.
 children if the toys are not appropriate for the child's developmental level. Some of these aspects include:

Poor quality of feedback to children: Although a number of interactive toys have the capability to engage children in forms of conversation, they do not provide meaningful assistance if the child does not provide the "correct" response. My Best Friend Doll (Play-By-Play Corporation) asks children a question, then simply repeats the question if they do not produce the expected answer (Grumet, 1999). A child who provides an inappropriate response is thus left without any recourse The right of an individual who is holding a Commercial Paper, such as a check or promissory note, to receive payment on it from anyone who has signed it if the individual who originally made it is unable, or refuses, to tender payment. . While older children will likely understand that the toy does not have the full capabilities of a well-designed educational software package, younger children may require the direct intervention of an adult or older sibling sibling /sib·ling/ (sib´ling) any of two or more offspring of the same parents; a brother or sister.

sib·ling
n.
.

Negative effects upon children's imagination: In the course of operating an interactive toy, children acquire expectations about what the toy can accomplish in response to their input, and at least some of their play centers on exploring these expectations. With more free-form toys (such as blocks), however, children have larger roles in constructing their own imaginative narratives concerning how to play, which is especially important for children in their early developmental stages (Bretherton, 1984). Children can engage their imaginations more completely with non-interactive toys; the scenarios and rules that children design for playing with non-interactive toys are often fluid and generally less dependent on the toy's design. Sardar Sardar, in some senses also Sirdar (Persian: سردار ) (Sardār  (1998) declares that many interactive toys leave less room for creation and experimentation in children's play than do their non-interactive counterparts. Saffo and Simon (1998) state that "preschoolers now take it for granted that they can have non-biological buddies See buddy list.  that a power button brings to life, no imagination required" (p. 69).

Problems in children's socialization: The role of these toys in socialization presents some disturbing prospects. For example, children's notions of "friendship" can be distorted by playing with an interactive toy that claims to be the child's "friend." Unlike toys, real-life friends have needs and often do not respond immediately when they are asked questions. Furthermore, younger children may model some of the negative behaviors of the toys (such as the way the toys are often programmed to demand attention) if they do not obtain guidance from adults.

In order to mitigate some of these negative influences, teachers and parents can encourage children to tell stories about their interactive toys that help them explore their various social functions. In these narratives, children can contrast what is acceptable behavior for a toy with what is acceptable for children. They also can compare and contrast the toys with other entities that play a role in their lives (such as their real-life friends and pets). When children share these narratives with other children and with adults, they can obtain perspectives on how others are interacting with the toys and on how others think and feel about them.

Children's concerns about whether the toys are "alive": The lifelike behavior of many interactive toys can be a drawback DRAWBACK, com. law. An allowance made by the government to merchants on the reexportation of certain imported goods liable to duties, which, in some cases, consists of the whole; in others, of a part of the duties which had been paid upon the importation.  for children. Thanks to their interactive capabilities, toys can mimic living beings (such as pets and humans); indeed, toy advertisements often explicitly label the toys as being "alive." Many children (especially younger children) will need adult guidance to sort out their feelings, particularly when the toys cease functioning for some reason. Educators and parents can compare the toys with cars or clocks that no longer work, rather than with a pet or other living creature that has died.

These and other drawbacks have triggered concern about interactive toys among many educators and parents. Since interactive toys can serve as agents of socialization, the drawbacks can lead to special problems as children develop and seek information about how to behave in everyday situations. Tuchscherer (1988) considers the toys to be a "threat" to children, as they distort the quality of play life. In past decades, certain non-interactive toys have drawn their own criticism concerning their commercial linkages and their potential to stimulate violent behavior and promote stereotypical gender roles (Best, 1998; Cross, 1997; Seiter, 1993). Interactive toys present new and formidable hazards: Some not only symbolize violent activity and other behaviors, but also "act out" such activities with children (thus providing further reinforcement reinforcement /re·in·force·ment/ (-in-fors´ment) in behavioral science, the presentation of a stimulus following a response that increases the frequency of subsequent responses, whether positive to desirable events, or ).

Because of the great value that society places on technology, many of these inherent problems may be overlooked in the effort to give children increased familiarity with technological advancements. In a fashion similar to "computer literacy Understanding computers and related systems. It includes a working vocabulary of computer and information system components, the fundamental principles of computer processing and a perspective for how non-technical people interact with technical people. ," teachers, parents, and children all should acquire some level of "interactive toy literacy" in order to mitigate the toys' deficiencies, while still benefiting from their capabilities. To achieve this goal, we must understand how children interact with the toys and what values the toys impart.

Interactive Toy Capabilities: A Taxonomy taxonomy: see classification.
taxonomy

In biology, the classification of organisms into a hierarchy of groupings, from the general to the particular, that reflect evolutionary and usually morphological relationships: kingdom, phylum, class, order,
 With Learning Strategies

Interactive toys have long roots. For centuries, toys have had moving parts Moving parts are the components of a device that undergo continuous or frequent motion, most commonly rotation. "Parts" only include the mechanical components which does not include fuel, or any other gas or liquid.  or sound capabilities that children could activate in some way. Some notable interactive toys emerged in the 1960s, when, for example, Mattel released Chatty Cathy Chatty Cathy was a doll produced by the Mattel corporation and manufactured in 1959. She was first in stores and advertised on television in 1960. Revolutionary for her time, the doll spoke 11 phrases; Chatty Cathy would "speak" when one pulled a string in the center of her upper , a doll that talked when children pulled a string. In the early 1990s, TV Teddy responded to broadcast television or video signals (Pereira, 1993). Gigapets (from Tiger Electronics
Tiger Electronics should not be confused with the appliance maker Tiger Corporation, the electronics retailer Tiger Direct, or the producer of Gizmondo, Tiger Telematics.
) and other pendant-sized "virtual pets" became an obsession obsession /ob·ses·sion/ (ob-sesh´un) a persistent unwanted idea or impulse that cannot be eliminated by reasoning.obses´sive

ob·ses·sion
n.
1.
 with many children, and adults, in 1997 and 1998 (Oravec, 1999; Sheremata, 1997).

Today, toys are gaining even more sophisticated interactive capabilities that give them larger vocabularies and more ways to respond to children. They are also acquiring new input devices. For example, Microsoft ActiMates' Barney has light-sensitive eyes; when a child covers them, it asks who turned out the lights or says "peek-a-boo." The stomachs of ActiMates' Teletubbies respond to touch, so that even very young children can interact with them. The infusion of microchips into toys is changing how they are being packaged and marketed, as well. For example, some dolls are being marketed as "doll systems," incorporating various elements that respond to their environments and interact with each other, as well as with children (Ebenkamp & Stanley, 1999). With more traditional toys, by contrast, children themselves can define many of the interactions among toys and related gear in their storytelling Storytelling
Aesop

semi-legendary fabulist of ancient Greece. [Gk. Lit.: Harvey, 10]

Münchäusen

Baron traveler grossly embellishes his experiences. [Ger. Lit.
 and play, giving them opportunities to engage their imaginations and share their ideas with others.

Interactive toys range from the soft-and-cuddly to the futuristic fu·tur·is·tic  
adj.
1. Of or relating to the future.

2.
a. Of, characterized by, or expressing a vision of the future: futuristic decor.

b.
. The following is a taxonomy of the toys' interactive capabilities, along with strategies that teachers and parents can use to help ensure that these toys will aid, rather than hinder hin·der 1  
v. hin·dered, hin·der·ing, hin·ders

v.tr.
1. To be or get in the way of.

2. To obstruct or delay the progress of.

v.intr.
, children's development:

Interaction with other toys and with television shows: Interactive Pooh (from Mattel) reacts through radio-frequency technology when another interactive toy in the Pooh collection (which includes Tigger and Piglet) enters the room. Growing numbers of toys (such as those in the ActiMates series) are geared to television input; in other words Adv. 1. in other words - otherwise stated; "in other words, we are broke"
put differently
, they can respond to certain actions or words spoken by characters in particular videos or television programs. A "TV Box" that can be purchased for many ActiMates toys allows them to respond to signals transmitted from certain TV shows. Some of the toys are programmed to be "co-watchers" of television with children; they make comments about what is on the screen, thus encouraging children's TV consumption. Furthermore, the toys shape children's perceptions about the shows and about television itself, a role that many educators and parents believe they should assume on children's behalf. Adults should place limits on children's television watching with the toys (especially for preschool children), and invite them to engage in more stimulating activities instead.

Recent versions of interactive toys are specially designed to interact with certain accessories. For example, Furby (from Tiger Electronics) has a "bed" that can stop its chatter Chatter

See: Whipsawed
 by putting the critter to "sleep" (Snyder, 1999). Zowie Intertainment created a toy pirate ship that can be coupled with a PC:

When it's plugged into a computer, digital tags in the figurines and sensors on the ship translate what the child does into action on the computer screen. Kids play with the figurines and then see their characters move onscreen on·screen or on-screen  
adj. & adv.
1. As shown on a movie, television, or display screen.

2. Within public view; in public.
 in video-game-like environments. (Winters, 1999, p. 4)

Adults can work with children to help them explore and understand the various ways that the toys can interact, mapping the relationships in words or pictures. Adults also can encourage children to extend their imaginations beyond the built-in relationships and interactions, giving children incentives to explore these objects in ways that foster their creativity.

Direct responsiveness: Children can learn basic cause-and-effect relationships from playing with some interactive toys, even if they know little about what makes the toy function. For example, if an interactive doll (such as Amazing Ally) declares it is hungry and then receives the appropriate response from the child, it responds with sounds of satisfaction. Teachers and parents can engage even younger children in exercises that examine and test these relationships. For example, Bull Frogg (by Ohio Art) has sensor technology that can respond to a child's behavior with over 100 voice responses. If Bull Frogg is squeezed too hard, for example, it will complain. To stimulate children's development of cause-and-effect concepts, adults can involve children in playful play·ful  
adj.
1. Full of fun and high spirits; frolicsome or sportive: a playful kitten.

2.
 questioning about these toys.

Evolution and variation: Some interactive toys evolve in their capabilities as children play with them (for example, Furbys have the capacity to learn hundreds of new words). Some kinds of Gigapets and other miniature "virtual pets" also take on new characteristics, depending on their longevity longevity (lŏnjĕv`ĭtē), term denoting the length or duration of the life of an animal or plant, often used to indicate an unusually long life.  and the child's input over time. A number of interactive toys provide occasional random surprises and variations that make the experience of interacting with the toy seem more like playing with a real-life friend or pet. For example, Amazing Amy and Ally both produce random requests to which children can respond. These capacities for evolution and variation are designed to give children a sense that their toys are somehow "alive" and growing and that every toy is different in some way.

Teachers and parents can ask children to observe what is happening to their interactive toys over time and create narratives that capture these changes. Often, children interact with toys for limited periods, then move on to other activities; challenging children to understand the changes in a specific toy over time can stimulate their thinking about change and development in the things around them. For example, adults can question children periodically about variations in the toy's behavior. Children also can make a record of some of the new words that their Furbys have learned, or construct a journal of variations in the daily activities of their Amazing Ally doll.

Responsiveness to time: ActiMates' Arthur can play games involving time, because it has a working watch that coordinates its activities. Arthur "tells time" with speech-synthesized talk, and he can remember birth dates (Spiwak, 1999). The dolls Amazing Ally and Amazing Amy are controlled through programmable clocks that establish certain daily cycles of eating and sleeping. Since young children are themselves learning how to tell time and keep on schedule, these toys can provide some incentive to discover more about time. Teachers and parents can reinforce these lessons about time with appropriate questions and exercises.

Capacity to engage in conversation: Children learn from an early age how to talk to machines (such as answering machines), and how to use various forms of computer software that have sound capabilities. Interactive toys' simulated conversations are becoming increasingly sophisticated, however; some can be programmed to use the child's name in its messages. As their voice recognition and synthesis capabilities expand, the conversational abilities of toys expand. Furbys, for example, speak their own language, in addition to English. For very young children, My Talkin' Pals PALS

periarteriolar lymphoid sheath. See white pulp.

PALS Pediatric advanced life support
 Mickey and Minnie (by Fisher Price) ask children to sing along with them or to turn them over. Various toys are even incorporating some of the nonverbal non·ver·bal  
adj.
1. Being other than verbal; not involving words: nonverbal communication.

2. Involving little use of language: a nonverbal intelligence test.
 aspects of conversation, such as turning their heads toward the individual who is talking. Adults should watch children for signs of frustration if they do not seem to understand the toys' verbal responses or cannot interact with the toys. Adults can help children engage in conversations with these toys, while also helping them understand the toys' limitations. Children should learn from adults that real-life conversations involve respect toward their partners (something that cannot be conveyed from interactions with a toy).

Design opportunities: Children approximately 9 years and older can build their own interactive toys with some design kits, either by programming them with PCs or with specially designed microprocessor units. Lego's MindStorms enables children to build their own interactive robots that perform simple functions, such as searching for the brightest light in the room (Quan, 1999). Teachers and parents can encourage children to develop explanatory ex·plan·a·to·ry  
adj.
Serving or intended to explain: an explanatory paragraph.



ex·plan
 narratives about how their toys were put together and how they work.

Capacity to play games: Some of the toys incorporate game-playing routines that can be used in solitary solitary /sol·i·tary/ (sol´i-tar?e)
1. alone; separated from others.

2. living alone or in pairs only.


solitary

being the only one or ones.
 play. With real-life friends, children often bend the rules of games in order to deal with everyday exigencies (Peters, 1994). However, current interactive toy technology cannot yet provide such flexibility. Hence, if children spend a large share of their playtime with the toys, they will miss chances to learn the game-playing skills that are involved in a great deal of human interaction. Adults can help children incorporate the games into group activities (even if only one toy is involved). For instance, children can take turns operating the toy (such as Amazing Ally and Interactive Pooh), while the others guess what the toy is about to do.

Teachers and parents should acquire as much information as possible about interactive toys' capabilities, in order to match them to children's developmental levels. They also should occasionally encourage children to disable To turn off; deactivate. See disabled.  or ignore the toys' interactive features and use the toys in more traditional ways. Through these means, teachers and parents can help children to be flexible in their uses of the toys, engaging with them both as computer-controlled devices and as objects upon which to project their imaginations. This can mitigate some of the drawbacks of the toys.

Conclusions and Reflections

Children today encounter many new kinds of toys with interactive capabilities. Even children as young as 1 are being exposed to computer functions through their interactions with these toys. Whether or not schools will purchase interactive toys, children will encounter them and, therefore, will require adult guidance. Because interactive toys can be cuddly cud·dle  
v. cud·dled, cud·dling, cud·dles

v.tr.
To fondle in the arms; hug tenderly. See Synonyms at caress.

v.intr.
To nestle; snuggle.

n.
, cute cute  
adj. cut·er, cut·est
1. Delightfully pretty or dainty.

2. Obviously contrived to charm; precious: "[He]
, and playful, adults may not take them seriously as examples of computer software. The lessons these toys impart to children, however, can be as complex as any delivered from computer screens (Oravec, 1996). These interactive toys can serve as agents of socialization, teaching children about friendship, conversation, and game-playing.

Interactive toys also raise serious matters of equity. Just as many children are being shut out of early exposure to computing computing - computer  with PCs, a number of children will be disadvantaged in terms of access to interactive toys and devices. These children will be viewing television programs that call for the use of interactive toys that their families cannot afford to buy. Whether or not children indeed gain substantial benefit from interactive toys, the sense that they are being deprived of contact with a new form of computing may affect them (and their parents) negatively, given the considerable societal so·ci·e·tal  
adj.
Of or relating to the structure, organization, or functioning of society.



so·cie·tal·ly adv.

Adj.
 value placed on high-tech advances. Even though the toys are becoming less costly, many of them require the purchase of other toys, videos, and related equipment for their full operation. Some educators have proposed that the toys be introduced into everyday classroom activities (Stager, 1999) as a way of ensuring more equitable access.

Play is a critically important activity for children, especially very young children. Through play, children learn social roles and project their imaginations (Renzetti & Curran, 1992; Taylor, 1999). Not long ago, new categories of toys were slower to emerge, and adults likely had personal experience with comparable toys. Today, new kinds of interactive toys are regularly developed and released on the market, and their long-term effects on children cannot be determined for many years.

Since interactive toys are still in their very early stages of development, concerned adults can have a direct influence on the toy designers and manufacturers by purchasing these toys in a thoughtful manner, with recognition of children's developmental stages. They also should be diligent dil·i·gent  
adj.
Marked by persevering, painstaking effort. See Synonyms at busy.



[Middle English, from Old French, from Latin d
 in monitoring how children use these toy's and in exploring the values they reflect. In many cases, adults should limit the amount of time children play with the toys, especially with toys that serve as "co-watchers" of television. Such toys should be only one part of children's play environments. Real-life friends are critically important. It is through contact with human beings that children acquire the most important developmental skills, and to displace dis·place  
tr.v. dis·placed, dis·plac·ing, dis·plac·es
1. To move or shift from the usual place or position, especially to force to leave a homeland:
 such contact

with technological interaction can rob them of chances to develop to their full capacities.

References

Best, J. (1998). Too much fun: Toys as social problems and the interpretation of culture. Symbolic Interaction, 21(2), 197-213.

Bretherton, I. (1984). Symbolic play: The development of social understanding. New York New York, state, United States
New York, Middle Atlantic state of the United States. It is bordered by Vermont, Massachusetts, Connecticut, and the Atlantic Ocean (E), New Jersey and Pennsylvania (S), Lakes Erie and Ontario and the Canadian province of
: Academic Press.

Cross, G. (1997). Kids' stuff: Toys and the changing worlds of American childhood. Boston: Harvard University Press The Harvard University Press is a publishing house, a division of Harvard University, that is highly respected in academic publishing. It was established on January 13, 1913. In 2005, it published 220 new titles. .

Ebenkamp, B., & Stanley, T. (1999). Warm, fuzzy fuzz·y  
adj. fuzz·i·er, fuzz·i·est
1. Covered with fuzz.

2. Of or resembling fuzz.

3. Not clear; indistinct: a fuzzy recollection of past events.

4.
 & a heart of silicon: Toy biz biz  
n. Informal
Business.


biz
Noun

Informal business

Noun 1.
 abuzz with `interactive.' Brandweek, 40(7), 16-17.

Erikson, E. (1977). Toys and reasons: Stages in the ritualization Ritualization is a behavior that occurs typically in the member of a given species in a highly stereotyped fashion and independent of any direct physiological significance.

Ritualization is also associated with the work of the religious studies scholar Catherine Bell.
 of experience. New York: Norton.

Grumet, T. (1999). Playing high tech. Popular Mechanics, 176(5), 42.

Mann, D. (1996). Serious play. Teachers College Record, 97(3), 446-470.

Oravec, J. (1996). Virtual individuals, virtual groups. New York: Cambridge University Press Cambridge University Press (known colloquially as CUP) is a publisher given a Royal Charter by Henry VIII in 1534, and one of the two privileged presses (the other being Oxford University Press). .

Oravec, J. (1999). Working hard and playing hard. Journal of General Management, 24(3), 77-89.

Pereira, J. (1993, Nov. 11). Two hot toys for kids who love TV. Wall Street Journal (Eastern Edition), B1.

Peters, M. (1994). Boys whistle A simple whistle is a woodwind instrument which produces sound from a stream of forced air.

Many types exist, from small police and sports whistles (also called pea whistles), to much larger train whistles, which are steam whistles specifically designed for use on
, girls sing: Schoolgrounds. Society & Culture, 17, 143-171.

Quan, M. (1999, May 31). Barney and friends teach interface design. Electronic Engineering Times, 1063, 59-61.

Renzetti, C., & Curran, D. (1992). Women, men & society. Boston: Allyn & Bacon.

Rogers, C., & Sawyer, J. (1988). Play in the lives of children. Washington, DC: National Association for the Education of Young Children The National Association for the Education of Young Children (NAEYC) is the largest nonprofit association in the United States representing early childhood education teachers, experts, and advocates in center-based and family day care. .

Saffo, P., & Simon, C. (1998). Neo-toys. Civilization, 5(5), 68-69.

Sardar, Z. (1998). Unite against the tyranny Tyranny
Big Brother

omnipresent leader of a totalitarian nightmare world. [Br. Lit.: 1984]

Creon

rules Thebes with cruel decrees. [Gk. Lit.: Antigone]

Gessler

Austrian governor treats Swiss despotically; shot by Tell.
 of toys! New Statesman The New Statesman is a British left-wing political magazine published weekly in London. The current editor is John Kampfner. The magazine is committed to "development, human rights and the environment, global issues the mainstream press often ignores". , 127(4416), 38-39.

Seiter, E. (1993). Sold separately: Parents and children in consumer culture. New Brunswick New Brunswick, province, Canada
New Brunswick, province (2001 pop. 729,498), 28,345 sq mi (73,433 sq km), including 519 sq mi (1,345 sq km) of water surface, E Canada.
, NJ: Rutgers University Press Rutgers University Press is a nonprofit academic publishing house, operating in Piscataway, New Jersey under the auspices of Rutgers University. The press was founded in 1936, and since that time has grown in size and in the scope of its publishing program. .

Sheremata, D. (1997, September 22). Virtual parenthood, with a pause key. Alberta Report/Western Report, 24(41), 34.

Snyder, B. (1999). Rival toys talk back to Furby. Advertising Age, 70(7), 1.

Spiwak, M. (1999). Graphics and dolls, hardware and software. Popular Electronics, 16(2), 18-21.

Stager, G. (1999). Teaching with toys. Curriculum Administrator, 35(5), 35-38.

Taylor, M. (1999). Imaginary Imaginary can refer to:
  • Imaginary (sociology), a concept in sociology
  • Imaginary number, a concept in mathematics
  • Imaginary time, a concept in physics
  • Imagination, a mental faculty
  • Object of the mind, an object of the imagination
  • Imaginary enemy
 companions and the children who create them. New York: Oxford University Press.

Tuchscherer, P. (1988). TV interactive toys: The new high tech threat to children. Bend, OR: Pinnaroo Publishing.

Winters, R. (1999). Toy story. Time Canada, 153(15), DG18-DG21.

Jo Ann Oravec is Associate Professor, College of Business and Economics, University of Wisconsin-Whitewater The University of Wisconsin–Whitewater (also known as UW-Whitewater) is part of the University of Wisconsin System, located in Whitewater, Wisconsin. It became Wisconsin's second public college on April 21, 1868 when it opened its doors to 39 students taught by nine .
COPYRIGHT 2000 Association for Childhood Education International
No portion of this article can be reproduced without the express written permission from the copyright holder.
Copyright 2000, Gale Group. All rights reserved. Gale Group is a Thomson Corporation Company.

 Reader Opinion

Title:

Comment:



 

Article Details
Printer friendly Cite/link Email Feedback
Title Annotation:research
Author:Oravec, Jo Ann
Publication:Childhood Education
Geographic Code:1USA
Date:Dec 22, 2000
Words:3677
Previous Article:Beautiful Me!(promoting self esteem in Black children)
Next Article:Helping Children Learn Mathematics Through Multiple Intelligences and Standards for School Mathematics.(research)
Topics:



Related Articles
A Year in Review and a Peek Ahead.
Learning to Have Fun.(Brief Article)
Learning in the Robotic World: Active or Reactive?
THE TALK OF THE TOY WORLD; INTERACTIVE CHARACTERS BRING A NEW ELEMENT TO PLAYTIME.(L.A. LIFE)
ROCKET SCIENCE.(Schools)
CPSC amends age guidelines.(United States. Consumer Product Safety Commission)
PUSHED TO EXCEL PARENTS CAN'T WAIT TO BUY EDUCATIONAL TOYS SO THEIR KIDS CAN START LEARNING IN THE CRIB.(Business)
Telling stories with blocks: encouraging language in the block center.

Terms of use | Copyright © 2009 Farlex, Inc. | Feedback | For webmasters | Submit articles