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A Semiotic Analysis of Young Children's Symbol Making in a Classroom Computer Center

Bibliographic Data

ID10721111
AuthorsLinda D Labbo (University of Georgia, corresponding author)
Year1996
Volume31
Issue4
Pages356-385
Publication date1996-10-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueReading Research Quarterly (JOURNAL)
Journal identifiersISSN: 0034-0553 • E-ISSN: 1936-2722
PublisherWiley (PUBLISHER • GB)
DOI10.1598/rrq.31.4.2
OpenAlexW2062275150
LanguageEN
Citations received25
References cited29

S Using semiotic analysis, the author investigated the production and use of young children's symbol making on the computer in a kindergarten classroom. The following questions were addressed: What types of computer‐generated symbols do kindergartners use? What do the symbols mean to the children? How do the children assign meaning to symbols within the cultural context of the computer center? How do kindergartners learn to use the various media tools available in a word and art processing program to produce symbols? Data for the ethnographic study included field notes, videoand audiotapes of whole‐class computer activities and children's computer center activities, interviews with children and the teacher about their computer‐related activities, and printouts of children's work on the computer. A semiotic analysis of data led the author to use the metaphor of screenland to describe children's stances toward their work. From this perspective, children viewed the computer as a land to be entered for various purposes that included playing in screenland, creating art in screenland, and writing in screenland. These stances were shaped by children's emerging understanding of the purposes and forms of language, arts, and multimedia and influenced the types of symbols they generated. Furthermore, findings suggest that as these children emerged as users of symbols they also learned how to discover and express meaning. Support is given for a continued expansion of the definition of young children's literacy and literacy development to include multiple modes. UTILIZANDO EL análisis semiótico, el autor investigó la producción y el uso de la construcción de símbolos en computadora por parte de niños de una clase de preescolar. Se formularon las siguientes preguntas: ¿Qué tipos de símbolos generados por computación usan los niños? ¿Qué significan los símbolos para los niños? ¿Cómo asignan los niños significado a los símbolos dentro del contexto cultural del centro de computación? ¿Cómo aprenden los niños a usar las variadas herramientas multimedia de un programa de procesamiento de palabras y de arte para producir símbolos? Los datos para el estudio etnográfico incluyeron notas de campo, grabaciones de audio y video de las actividades de computación de la clase y de las actividades de los niños en el centro de computación, entrevistas con los niños y el docente acerca de las actividades relacionadas con la computación y ejemplares impresos del trabajo de los niños con la computadora. El análisis semiótico de los datos llevó al autor a usar la metáfora del mundo de la pantalla para describir las posturas de los niños hacia su trabajo. Desde esta perspectiva, los niños consideraron la computadora como un mundo al que puede entrarse con variados propósitos que incluían jugar, crear arte y escribir en la pantalla. Estas posturas se conformaron según la comprensión creciente de los niños acerca de los propósitos y las formas del lenguaje, las artes y los multimedia, e influenció los tipos de símbolos que generaron. Más aún, los hallazgos sugieren que al constituirse los niños en usuarios de símbolos, también aprendieron cómo descubrir y expresar significados. El trabajo apoya la idea de una expansión continua de la definición de la alfabetización de niños pequeños, así como el hecho de que el desarrollo de la alfabetización incluye múltiples formas. BEI DER Analyse von semiotischen Zeichen untersuchte der Autor die Gestaltung und die Anwendung von selbstgeschaffenen Symbolen in einer Kindergartengruppe. Folgende Fragestellungen wurden erhoben: Was für Typen von computergenerierten Symbolen verwendeten Kindergartenkinder? Was bedeuten diesen Kindern die Symbole? Welche Bedeutung messen sie den Symbolen innerhalb eines kulturellen Kontexts im Computerzentrum zu? Wie lernen sie, die verschiedenen medialen Werkzeuge zu verwenden, die ihnen von einem Text‐ und Graphikverarbeitungsprogramm zur Gestaltung von Symbolen zur Verfügung gestellt werden? Die Daten für die ethnographische Feldstudie beinhaltet schriftliche Aufzeichnungen, Video‐ und Audioaufnahmen von den Computeraktivitäten der gesamten Kindergartengruppe wie einzelner Kinder im Computerzentrum, Interviews mit Kindern und dem Lehrer über ihre computerbezogenen Tätigkeiten und Computer‐Ausdrucke von den Arbeiten der Kinder. Eine semiotische Datenauswertung führte den Autor zum Gebrauch der Metapher “Bildschirmlandschaft”, um die Einstellung der Kinder zu ihrer Arbeit zu beschreiben. Aus dieser Perspektive gesehen betrachteten die Kinder den Computer als ein Land, das man mit verschiedensten Absichten betritt, und zwar zum Spielen, zum kreativen Gestalten und Schreiben. Diese Einstellungen werden geformt durch das sich entwickelnde Verständnis der Kinder für den Gebrauch und Nutzen der Sprache, für deren künstlerische und multimediale Gestaltungsformen, und sie beeinflußten die Arten von Symbolen, die sie schufen. Außerdem legen Beobachtungen den Schluß nahe, daß so wie die Kinder sich als Anwender von Symbolen entwickelten, sie gleichzeitig lernten, wie man sprachliche Bedeutungen entdecken und ausdrücken kann. Theoretische Unterstützung wird geboten für eine Begriffserweiterung der Definition von kindlicher Literarisierung bzw. der literarisierenden Entwicklung einschließlich ihrer vielfältigen Möglichkeiten

Computer literacy · Context (archaeology) · Linguistics · Literacy · Literal and figurative language · Mathematics education · Meaning (existential) · Metaphor · Multimodality · Pedagogy · Perspective (graphical) · Reading (process) · Semiotics · Symbol (formal) · Artificial Intelligence · Child Development and Digital Technology · Computer Science · Digital Storytelling and Education · Literacy, Media, and Education · Psychology

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Unique citing works25
Citations per year0,89
Citation span1998 - 2026 (29)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 22

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