Original Article
Assessing the Cognitive Impact of Digital Education in Early Childhood (NEP 2020)
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1 UGC NET, SRF, Department
of Psychology, Veer Kunwar Singh University, Bhojpur,
Arrah, Bihar, India |
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ABSTRACT |
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The nature of education has changed today. In the new education policy, work is being done to improve the quality of this education, increase education, and make the experience of students more attractive. ICT is the beginning of innovation in traditional teaching for children. Today, scientificity is being used in ECI with the aim of practicing new methods in the education of young children, teaching them in new ways, promoting their practice, social and academic development. For this, the use of statistics is more important in the quality of education today. It is not only to achieve the learning ability of children, but it is also important to make the learning ability more effective in teaching. Through this, the learning experience becomes more personal, active, and temporary. Advanced teaching tools for children such as smart classrooms, projectors, and interactive whiteboards are able to create more engaging and easy to understand tools for children. To improve the quality of education by ICT, Dynesis, interactive games, audio-visual materials, and other digital classrooms are being used to make learning more effective in the classroom. Both the government and the private sector are promoting the extensive use of science to ensure quality early childhood education for all children. Both the government and the private sector are promoting the extensive use of science to ensure quality early childhood education for all children. There are a good number of early kindergarten and private service providers in India like nursery school, kindergarten, play school school in Patna. It is constantly increasing (private service provider). In Bihar, it is not yet fully operational in a transformative form. This is the time when it is necessary for service providers to know how ICT is being used in ECCE to make education more effective, convenient and inclusive and what problems can be faced among these students. The present research was conducted with the lowest students in this context. Keywords: Digital Reimagining, Early Childhood
Education, NEP 2020, Innovation Begins |
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INTRODUCTION
For
decades, the foundational stage of education (ages 3-8) has been characterised
by traditional teaching methods. The touch of chalk dust, the rustle of paper
and the tangibility of physical objects. But today, the education landscape
stands at a profound turning point, a transformation driven by the relentless
evolution of technology and a sea change in our understanding of how young
children learn. Bhattacharya
and Mukherjee (2019). These
methods, though time-honoured, now co-exist with a new generation of children
born into a digital ecosystem, for whom interactive screens and digital media
are not new but natural elements of their world. This convergence of the
traditional and the modern presents both an unprecedented challenge and a
transformative opportunity for educational structures across the world. In
India, this opportunity has been met with a visionary and decisive response:
the National Education Policy NEP 2020 is a turning point in Indian education,
and its most revolutionary proposals are perhaps most clearly encapsulated in
its approach to early childhood care and education (ECCE). The policy not only
mandates universalization of quality early childhood education, but also boldly
integrates information and communication technology (ICT) into its very core.
This integration is not just an additional or supplementary tool; it represents
a fundamental “digital reimagining” of pedagogical philosophy, curriculum
design, and classroom practice for the youngest learners. The policy moves
decisively away from the old, screen-time-centric fear of technology to a
philosophy of empowering, considered, and developmentally appropriate use. Aggarwal
and Barman (2020). The use of ICT tools makes learning more engaging for
young children. These tools provide experiential learning opportunities where
children explore concepts through play-based activities. The objectives of
incorporating ICT in ECCE are to enhance learning experiences. The use of ICT
tools such as tablets, educational software, and interactive whiteboards makes
learning more engaging for young children. The introduction of ICT in ECCE also
poses implementation challenges, which must be addressed. Adequate infrastructure
such as internet connectivity and access to devices is essential for effective
implementation. Many rural areas still lack basic technological facilities.
There are training requirements. Teachers must be adequately trained not only
in using technology but also in effectively integrating it into their
pedagogical practices. There is a need for high-quality educational content
specifically designed for young children that aligns with developmental
milestones. It is important to balance screen time with traditional play-based
learning; excessive screen exposure can lead to negative health outcomes if not
managed properly.
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Table 1 |
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Table 1 Impact of ICT on Children's Development |
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Area of Development |
Contribution/Impact of ICT |
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Cognitive Development |
Digital puzzles, quizzes and interactive games improve reasoning,
problem-solving and creativity. |
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Linguistic Development |
Development Storytelling apps, e-books and audio-visual content improve
vocabulary and communication skills. |
|
Social Development |
Team-games and collaborative activities develop a sense of sharing,
cooperation and teamwork. |
|
Emotional Development |
Success in games builds confidence and failure instills
patience and the habit of trying again. |
|
Physical (Motor) Development |
Touch-screens, drawing tools and interactive apps improve hand-eye
coordination and fine motor skills. |
This paper posits that the introduction of ICT at the
grassroots level by NEP 2020 is not just an upgrade in educational technology
but the introduction of a significant innovation, a well-thought-out and
necessary development. However, this change is subtle. It does not advocate
replacing rich, sensory and human-centred early childhood experiences with
passive digital consumption. Instead, it envisions a synergistic mix where
technology acts as a catalyst to enhance play-based, discovery-oriented, and inclusive
education. It promises tools for personalized learning paths, digital resources
to bridge socio-economic gaps, and interactive platforms that make abstract
concepts tangible. Chaturvedi
et al. (2021). This paper aims to critically examine this budding
innovation. It will explore the theoretical underpinnings of integrating ICT
within a constructive and developmentally appropriate ECCE framework supported
by NEP 2020. It will analyze the potential of digital
tools to promote foundational literacy and numeracy, creative expression, and
cognitive development. In addition, the paper will also engage with the
critical challenges inherent in this transformation including the digital divide,
the urgent need for teacher capacity building, concerns of digital equity, and
the imperative to curate high-quality, relevant digital content. By examining
these aspects, this research aims to provide a comprehensive initial analysis
of whether this policy-driven innovation can truly deliver on its promise to
transform India’s foundational education landscape, preparing its children not
just for school, but for a dynamic and digitally-mediated
future.
Objective 1: Enhance skills in NEP
2020-aligned, game-based digital learning.
Hypothesis 1: It is hypothesized that the
integration of developmentally popular, interactive digital tools (e.g.,
storytelling apps, puzzle-based numeracy games) that follow the game-based and
activity-focused guidelines of NEP 2020 will lead to statistically significant
improvements in the acquisition of core (FLN skills) such as letter
recognition, vocabulary building, and number sense compared to traditional,
non-digital game-based methods.
(Objective Summary: This objective focuses on the core
educational mission of NEP 2020-aligned, play-based digital learning. It is
hypothesized that when technology is used correctly as a tool for play and
learning, it advances sustainability, wherein learning values can
be enhanced.)
Objective 2: To assess the role of structured
teacher professional development as a critical mediating factor for the
successful implementation of ICT in foundational (ECCE) level classrooms.
Hypothesis 2: It is
hypothesized that successful integration of ICT will depend directly on the
extent and quality of teacher professional development. Teachers who receive
comprehensive training on technological pedagogical content knowledge (TPACK)
will exhibit higher self-efficacy, more effective integration of digital tools
in teaching, and create more positive and impactful digital learning
environments than teachers who only have access to technology without
pedagogical support.
(Objective Summary: Addresses the critical human
element of this innovation. This research hypothesizes that the mere presence
of technology (“touchscreen”) is insufficient; its success depends on the
teacher’s ability to use it effectively, which requires targeted training.)
Research Design
This study uses a sequential explanatory mixed-method
design. This approach has been chosen to provide a comprehensive understanding
of the complex process of integrating ICT in ECCE as mandated by NEP 2020.
Phase 1 (Qualitative): A quasi-experimental design
will be used for learning outcomes in the digital community phase.
Phase 2 (Qualitative): A multiple case study approach
will be used to gain an in-depth understanding of the process of impact,
focusing on teacher instruction, introduction, and students. Learning Setting
and Environment: This study will combine data from
1)
Public Service
Provider Respondents (50 students),
2)
Private
Respondents (50 students),
3)
NGOs Student
Respondents (50 students), total (150 students) falling under Patna city.
Purposefully sampled sample of Anganwadis and Primary
(Classes 1-2) areas of the city.
Groups
•
Group 1
(students): Around 200 children (pre-primary and Class 1), aged 5-6 years,
divided into groups.
•
Group 2
(teachers): 20-25 Anganwadi workers and teachers of the early grades.
•
Group 3
(administrators): 5-6 key resource persons and education officers who will be
responsible for the implementation of NEP 2020.
Stratified purposive sampling will be used to select
teachers and administrators to ensure representation of both Anganwadis and primary schools.
Data Analysis
Data from pre- and post-tests will be analyzed using Statistical Package for Quantitative Data
(SPSS version). Descriptive statistics (mean, standard deviation) will be
calculated. Inferential statistics, specifically independent sample t-tests and
analysis of covariance (ANOVA), will be used.
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Table 2 |
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Table 2 Descriptive Statistics |
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Evaluation of the performance of participating
ECCE service providers Respondents (private, public and NGO’S) |
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Total Number of Participating Respondents (N=150) |
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Evaluating
the work of user service providers of digital literacy and ICT in ECCE |
private service providers (N= 50) |
public service providers (N= 50) |
NGO’S service providers (N=50) |
|
|
% |
% |
% |
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Making learning experience more engaging and
interactive |
66 |
6 |
10 |
|
Use of audio-visual content |
60 |
0 |
4 |
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Motivate active learning |
68 |
9 |
17 |
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Use of interactive apps, game-based learning
activities |
79 |
10 |
5 |
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Quality education through e-learning platforms |
40 |
7 |
8 |
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Use of advanced teaching tools |
31 |
0 |
0 |
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Training through online courses, webinars, and
digital content |
61 |
0 |
18 |
|
Improving teaching methods of teachers, training |
60 |
13 |
4 |
|
Sum |
465 |
45 |
66 |
|
Mean |
58.125 |
5.625 |
8.25 |
|
Standard Error |
5.468864795 |
1.802156446 |
2.273685 |
|
Median |
60.5 |
6.5 |
6.5 |
|
mode |
60 |
0 |
4 |
|
Standard Deviation |
15.46828553 |
5.097268176 |
6.430952 |
|
Sample Variance |
239.2678571 |
25.98214286 |
41.35714 |
|
Kurtosis |
0.206186808 |
-1.618351791 |
-0.82987 |
|
Skewness |
-0.788812838 |
-0.011460893 |
0.610712 |
|
Confidence Level (95%) |
12.93181024 |
4.26142281 |
5.37641 |
|
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Source Based on survey |
Classification and Analysis of Facts
Audio-Visual
Material ICT is used to make education more interesting and engaging for
children. Audio-visual material, animations, and educational games keep
children interested and make the learning experience fun. The data and facts
obtained from the study prove that charts, black boards, game material,
audio-visual material were found less than estimated to complete ECCE
activities at all the centers of 66% private service
providers 10% public service providers and 6% NGO’s service providers, due to
which all the activities here were not being conducted efficiently. The use of
ICT tools like advanced teaching tools, smart classrooms, digital projectors,
and interactive whiteboards to complete ECCE activities at all the centers of all these service providers was less than
estimated, which was less according to the research. Motivated for active
learning The use of ICT motivates children to learn
actively. Children learn more effectively through interactive apps, digital
puzzles, and game-based learning activities. ICT was being used for active
learning by 78% Private Service Providers Public Service Providers 9% NGO’S
Service Providers 17%. Accessibility to quality education Quality education can
be easily delivered through digital tools and e-learning platforms. Quality
education through e-learning platforms and digital tools were being used by 40%
Private Service Providers Public Service Providers 7% NGO’S Service Providers
8%. Capacity building of teachers and improving teaching methods, Training and Development
Training and Development The use of digital resources ICT helps teachers to get
familiar with modern teaching methods. Training and Development Through online
courses, webinars, and digital content, teachers develop their capabilities.
61% of private service providers were training teachers to improve their
teaching methods 0% Public service providers 18% NGO’s service providers, ICT
tools such as advanced teaching tools, smart classrooms, digital projectors,
and interactive whiteboards enable teachers to design classes that are more engaging and easy to understand for children. Advanced
teaching tools were being used by 79% Private service providers Public service providers 10% NGO’s service providers 5%.
Table 3
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Table 3 Descriptive Statistics |
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Game Based Activities Enhance Children's Curiosity and Problem
Solving Abilities. |
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Puzzle Based Learning (PBL) |
Private Nursery Schools |
Public Schools |
NGO’S Based School |
|
Puzzle Based Learning |
87 |
15 |
18 |
|
Self-paced learning) |
112 |
10 |
17 |
|
Game-Based Learning) |
110 |
11 |
15 |
|
N=150 |
Game based activities enhance children's curiosity and Problem
solving abilities. |
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|
Main Results (Rounded) |
Variance Results (Rounded |
T-test (comparison of both groups) |
F-test (comparison of variance) |
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Private Nursery Schools children's |
103.0 |
12.0 |
16.67 |
193.0 |
7.0 |
2.33 |
Private vs Public T= 11.15, p= 0.00037 significant difference |
Private vs NGO T= 10.70, p= 0.00043 significant difference |
Public vs NGO T =-2.65, p= 0.057 No significant difference |
F= 116.81, p= 0.000016 There are clearly differences between the three groups.) |
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Public Schools children's |
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NGO’S Based School children's |
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Grand Mean |
43.89 |
Overall Variance 2020.11 |
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Graph 1 |
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Graph 1 Game Based Activities Enhance Children's Curiosity and Problem Solving Abilities. Source Based on Survey |
Statistics Data Analyse
The acceptance
and effectiveness of Puzzle Based Learning and Game-Based Learning is very high
in Private Nursery Schools while it is very low in Public Schools and NGO
Schools. Highly significant difference was found in Private vs Public and
Private vs NGO. There is no significant difference between Public and NGO (p
≈ 0.057). ANOVA F= 116.81, p= 0.000016 also proves that the
learning patterns and impact of ICT-based activities are different in all three
groups. The conclusion is that Private Nursery Schools are implementing
puzzle and game-based learning most effectively to enhance curiosity and
problem-solving skills in children.
•
Hypotheses 1, (It is
hypothesized that the integration of developmentally popular interactive
digital tools (e.g., storytelling apps, puzzle-based numeracy games) that
follow the game-based and activity-focused guidelines of NEP 2020 will lead to
statistically significant improvements in the acquisition of core (FLN) skills
such as letter recognition, vocabulary building, and number sense compared to
traditional, non-digital game-based methods) and Hypothesis 2, (It is
hypothesized that the successful integration of ICT will be directly dependent
on the extent and quality of teacher professional development. Teachers who
receive extensive training on Technological Pedagogical Content Knowledge
(TPAK) will exhibit higher self-efficacy, more effectively integrate digital tools
in teaching, and create more positive and impactful digital learning
environments than teachers who only have access to technology without
pedagogical support) are found to be supported by the statistical data.
Results and Discussions
The implementation of ICT in ECCE is expected to yield
several positive outcomes. First, it can facilitate personalized learning
experiences tailored to the needs of individual children, which is expected to
yield positive outcomes in line with how they learn at their own pace.
Secondly, access to digital resources can enrich the curriculum by providing a
wide range of content that supports various subjects such as language
development, mathematics, science, and the arts. Additionally, incorporating
technology can enhance teacher training by providing teachers with innovative
tools and methodologies for effective instruction. However, challenges remain with regard to infrastructure, teacher training, and
equitable access to technology. Ensuring that all children have access to
quality ICT resources is critical to the success of this initiative.
Furthermore, teachers must be adequately trained not only in using technology
but also in effectively integrating it into their teaching practices.
Conclusion
The introduction of ICT in ECCE as per NEP 2020
represents a significant shift towards the modernization of early childhood
education in India. It acknowledges that technology plays a vital role in
enhancing pedagogical practices and improving educational outcomes. By
integrating ICT into early learning environments, teachers can provide
interactive and engaging learning experiences that cater to different learning
styles. Furthermore, this initiative is in line with global trends in education
where technology is increasingly being recognized as an essential component of
effective teaching and learning.
The implementation of ICT in ECCE is expected to yield
several positive outcomes. First, it facilitates personalized learning
experiences tailored to the needs of individual children, which is expected to
yield positive outcomes as they learn at their own pace. Secondly, access to
digital resources can enrich the curriculum by providing a wide range of
content that supports various subjects such as language development,
mathematics, science, and the arts. Additionally, the inclusion of technology
can enhance teacher training by providing teachers with innovative tools and
methodologies for effective instruction.
Significance of Findings
The findings of this research on digital reimagining
of early childhood education (ECCE) guided by National Education Policy (NEP)
2020 have significant implications for various stakeholders of the startup
ecosystem in India and internationally. The findings of the study will provide
benchmarks and guidelines going forward beyond mere scientific interest.
1)
Classical
Significance: This research is anchored in modern scientific theory
by presenting empirical findings on how digital tools can be effectively
leveraged for creative and play-based learning. Development of TPA
Framework: The findings will provide a nuanced understanding of the
Technology Scientific Content Knowledge (TPAK) framework, especially in the
low-resource, high-capacity context of Indian ECCE. It involves the specialized
scientists required to develop “technological guides” (teachers) to enrich this
archaic model for the early childhood environment.
2)
Practical
and Policy Significance: This study aims to serve as an important theory-based
resource for policy at the national and state levels (e.g., NCE Retail, SCE
Rate). The findings directly impact the development of: Developing clear,
practical frameworks for selecting and integrating digital tools that are truly
developmentally appropriate. Teacher Training Modules: Designing effective
professional development programs that focus on pedagogical integration beyond
digital models, which scales with the teaching capacity building thrust of the
NIP. Source Materials: Providing data to guide investments in templates,
content development and support, ensuring that funds are used effectively. A
Compendium of Institutional Data: For Anganwadi and early grades, this research
validates their critical role and provides a collection of evidenced data. By
identifying common examples and successful models, it can promote the
objectives of the study and provide a much-needed roadmap for transitioning
from a traditional to a digitally-assisted learning facilitator.
It claims that what it calls “high-quality, curated” digital content promotes
active electronics rather than passive consumers, more effectively and
pedagogically guiding the development of the learning institution.
3)
Future
Preparation: This research points to the importance of introducing
digital design and computer thinking early, not as a separate subject, but as a
skill. By doing so, it aims to prepare a generation of learners to become
objective, critical, and enthusiastic users of technology, and equip them with
the 21st century skills they need to thrive in a rapidly evolving digital
world.
Recommendations
To make the digital reimagination of early childhood
education under NEP 2020 effective and equitable, the following actions are
recommended:
•
Make
pedagogical training compulsory, not just technical: Teacher
professional development should move beyond basic digital literacy, to focus on
integrating technology into play-based learning (TPAK framework).
•
Establish a
quality-control framework for digital content: Develop and
implement clear guidelines for “developmentally appropriate” digital content
that is interactive, relevant, and promotes active creation rather than passive
consumption.
•
Adopt a
phased, equity-first implementation model: Prioritize
providing the necessary infrastructure (devices, electricity, internet) in
disadvantaged areas first to prevent the digital divide from widening.
ACKNOWLEDGMENTS
None.
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