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Capable of understanding the way in which the
smart toy should be used & knowing how
to interact with it
Can become irritated by inappropriate or looped
feedback. Begin to attribute mental states,
social report, and moral standing to smart
toys
Smart toys that connect to online services
through computing networks should be
checked for privacy concerns. Children
will disclose information to technology
blindly because they trust
anthropomorphic toys, and children at this
age have a poor understanding of what
privacy means
Capable of physically handling the components
needed for playing software games, like
sports activities
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Prefer smart toys that they can ask their own
questions because they are aware if the
toy appears to be repetitive or responding
with looped audio
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Capable of concepts of: color, letter & sound
recognition, letter writing, number
identification, counting, matching
quantities to numerals, shapes,
comparison, science, & directionality
Ready for skill-specific software such as literacy
(reading & writing) & math (addition,
subtraction, multiplication, etc.)
Interested in scientific exploration in anatomy,
biology, chemistry, & astronomy
Most read fluently & master math skills
Develop subject-specific preferences &
aversions
Capable of independent, critical thinking
Literacy skills begin around 5
Understand meaning of words used by toys &
software
Can mentally work through problems &
questions
Enjoy practicing intellectual abilities & acquiring
facts
Fine motor skills are well developed
Dramatic play is at a high level
Percentage of children in this age group using
the Internet is
growing
Social interaction is a priority
Strong interest in competitive sports & games
(around age 7-8)
Desire more complex & realistic-looking
learning products, rather than plastic
replicas
Ready for skill-specific toys
Literacy & math calculations are emerging skills
9-year-olds are interested in biographies,
ancient times, & other cultures
10-year-olds enjoy learning new things &
memorizing facts; have preferences for
subjects
11-year-olds’ preferences for subject matter are
definite
12-year-olds’ thinking is more adult-like; able to
generalize &theorize; able to conduct
scientific experiments
Digital manipulatives
Programs that have the user engage in logical
thinking & classification.
Action based (boys) & animal/ human based
software/applications (girls)
Art related software/applications (drawing,
coloring, designing); music
Computer keyboard orientation software
Internet tie-in software/applications
Software/applications that include friends, such
as games & sports
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Programs that teach: literacy, numeracy,
science, writing, keyboard use, & music.
Story writing programs
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All examples for previous age group
Basic word processing programs
Software/applications extending specialized
interests
Subject-specific computer programs on
spelling, geography, or political science.
Software/applications teaching programming
languages for sports, games, & software
* One of the most influential characteristics for these products