The Value of Kinetic Print in Computer Graphics for Young Children. New Directions for Child Development by George FORMAN
This article explores the educational value of computer graphics for young children. These graphics include anything from animated cartoon characters to simulated pinball games. Computer graphics provides a unique feature in providing interactivity more than videotape.
Once the symbols can be invented and constructed on the computer by the child, then he/she can move them directly on screen or give instructions to the computer to move them later. Symbols can be anything from cartoon objects to lines, numbers, sounds, three dimensional objects like robots. These symbols can be rearranged and replayed again and again.
Kinetic print is more than a static notion of kinetic events, it is movement used to make declarations about movement. The premise in this article is that kinetic print creates a mind-set more likely to combine the advantages of both procedural and declarative knowledge.
Just in the example of computerized jigsaw puzzle, the replay of pieces as moved gives a child a chance to observe his or her attempts without having to think about making the action. The computer replays the action paths and a piece-by-space notation of puzzle pieces. This is called electronic symbolic play.
Symbol system differs in the nature of the relation between the symbol and the event.
| Symbol | Example | Event |
| Analog | film | preserves many of the spacial and temporal aspects of the event that it represents |
| Digital | printed sequence, Alphanumeric code | is string of discrete bits that share no spacial or temporal similarity with the event represented. |
The trail lines (in computer replay of jigsaw puzzle) are kinetic print, part analog, part digital.
Initial observation of children --3to 5 years old- indicates that children reflect more on process in the electronic medium, more on the content in the three-dimensional medium.
As in Smurf paint and play workshop (Coleco Industries product), children made declaration about direction and motion. Whereas, three dimensional smurf doll house-- that was built to replicate the scenes and objects-- the children's comments focused on character identity and personal motive.
The article describes exciting features of some electronic products and the observations made while children using them.
| Record and replay: It is powerful only if the children thinks about the future when constructing the present action. | |
| Touch Pad graphics | |
| Light pens | |
| Robots: Display in three dimension | |
| Simulations |
The ease with which the computer allows the child to explore trains the child to distinguish physical facts from display artifacts, changes in events from changes in symbols. (Thermometer connected to the computer allows children to see the printed graphs in comparison with the computer's kinetic print).
With the playable replayable feature of computers, children can record, replay and the computer can record their performance. Let children play with kinetic print replays of their own performance.