Practices

Practices are what people say, do, and how they relate with each other and things in their environments.

Why are practices important?

Practices are important because they help people say and do things and interact with others. Practices give people useful examples of how they can try out different ways of interacting with other people and digital technology. Digital practices are helpful because children and their adults can learn how to use technologies safely and well together. For example, helping children with calm transitions away from the sedentary use of technologies into non-digital activities or children learning how to share technologies with each other.

What are Practices?

Practices that support young children in digital society

We have spent time with children, families, and educators exploring and sharing practices that can help children and their adults use technologies in ways that are safe, fun, and educational. There are nineteen practices that children and their adults can use to develop in the areas of Relationships, Health and Wellbeing, Citizenship, and Play and Pedagogy when using digital technologies. This table shows the Area of the Early Childhood Australia (2018) Statement on Young Children and Digital Technologies to which each practice is mapped, along with a description, example, and associated resources.

Area Practice Description Resources

Relationships

Viewing

Children view digital content with others for entertainment, information seeking, relaxation, physical activity, and/or recreation.

Example: Watching content on YouTube for singing, dancing, and/or rhymes with peers and adults.

Using

Children use digital technologies to access and share information and to communicate with others.

Example: Searching for information with adult supervision and support to find out more about the type of birds observed by children in the garden.

Showing

Children show others how to use and engage with a variety of hardware and software.

Example: Children demonstrating and explaining to each other how to take photographs using an iPad.

Discussing

Children, their peers, and adults discuss, consider, and reflect on digital content and/or the use and application of technologies in context.

Example: Children and adults considering media classifications when selecting digital content.

Health & Wellbeing

Reinforcing

Children and trusted adults record children participating in physical activity and re-play footage to support and build skill development and receive encouragement from others for physical activity.

Example: Recording a child learning to ride a bike and sharing the video with grandparents.

Engaging

Children and adults use devices to engage children in physical activity, including audio/video for dancing, yoga, outdoor activities, and/or use device functions such as maps or timers to enhance opportunities for movement.

Example: Using a mobile phone timer to record how long it takes for the child to complete a lap of the park on their bike.

Launching

Adults capitalise on children’s media interests to launch children into physically active play to transition from screen viewing or to foster non-digital play.

Example: Playing a game of ‘Keepy Uppy’ with balloons after watching an episode of Bluey in which Bluey and Bingo play the same game.

Planning

Adults use internet-connected devices to research ideas to plan opportunities for children’s physical activity.

Example: Searching online for fun ideas for active rainy-day play.

Strategising

Adults pre-plan approaches to support children with moving from screen-based activities to non-screen activities, such as providing time limits, acknowledging, distracting, offering choices and decision-making opportunities, and following routines.

Example: Parents and children agreeing to watch two episodes of a favourite program prior to making lunch together.

Singing

Adults specifically employ the use of singing with children to break engagement with screen-based devices.

Example: A parent using songs from ABC Kids Shake and Move to shift their child’s attention from the device to the next planned activity.

Inspiring

Adults and children share digital content to initiate non-screen activities, such as searching for active play ideas, craft, cooking, or developing new physical activity interests.

Example: A parent and child looking up an online recipe to bake a cake together.

Citizenship

Supervising

Children use internet-connected technologies with filters and passwords applied and always with active adult supervision.

Example: Parents implementing expectations that internet-connected devices are used by children in communal spaces, such as the family living room.

Modelling

Children and adults participate in online activities together so that adults can model safe internet behaviours.

Example: Adults providing explicit commentary when using the internet with children, such as avoiding advertisements or pop-ups, resisting suggested content, asking consent for taking images, agreeing on who can view and receive images, and deciding whether images, stories, and names can be posted to social media.

Knowing

Children and adults know about the people and data they are interacting with using internet-connected technologies.

Example: Parent saying to child, “We know we are talking to Auntie, so this is a safe video call to take."

Pretending

Children participate in pretend play with, and about, the internet.

Example: Children and their adults pretend to use the internet to communicate and/or send and receive data using non-working devices.

Reading

Children and adults engage in shared reading of books and e-books about the internet and online safety.

Example: An educator reading books about using the internet and online safety with children.

Play & Pedagogy

Acknowledging

Adults notice and recognise children's interests in and experiences of using digital technologies and interacting with digital media and popular culture.

Example: An educator noticing a child’s interest in their favourite program and providing an opportunity for a short viewing of the program with peers.

Interpreting

Children interpret their experiences with digital technologies and media through play and in discussion and collaboration with others.

Example: Children and their educators creating and recording mini episodes of a child’s preferred program.

Integrating

Children and adults integrate digital technologies with non-digital media and/or experiences.

Example: Children using an augmented reality app about dinosaurs in conjunction with hands-on materials including blocks and toy dinosaurs.