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Sample records for play program examines

  1. A Playful Programming Products Vs. Programming Concepts Matrix

    DEFF Research Database (Denmark)

    Allsopp, Benjamin Brink

    2017-01-01

    to computer program: playful programming. This research also describes a project to bring together different stakeholders (developers, educators, parents and researchers) with a common vocabulary for describing, developing, teaching with and comparing these playful programming products and develops a model......A number of Danish primary schools are involved in pilot studies where 1st to 9th grade students work with Scratch and Lego MindStorms in STEM subjects. These games may become part of the curriculum at these schools. Recent research identifies a category of games and toys that support learning...... to provide educators and researchers involved in pilot studies with an overview of which programming concepts various playful programming products exercise (a playful programming products vs. programming concepts matrix). We also add additional concept specializations and expand on the descriptions...

  2. Play Therapy Training among School Psychology, Social Work, and School Counseling Graduate Training Programs

    Science.gov (United States)

    Pascarella, Christina Bechle

    2012-01-01

    This study examined play therapy training across the nation among school psychology, social work, and school counseling graduate training programs. It also compared current training to previous training among school psychology and school counseling programs. A random sample of trainers was selected from lists of graduate programs provided by…

  3. Effects of Metabolic Programming on Juvenile Play Behavior and Gene Expression in the Prefrontal Cortex of Rats.

    Science.gov (United States)

    Hehar, Harleen; Ma, Irene; Mychasiuk, Richelle

    2016-01-01

    Early developmental processes, such as metabolic programming, can provide cues to an organism, which allow it to make modifications that are predicted to be beneficial for survival. Similarly, social play has a multifaceted role in promoting survival and fitness of animals. Play is a complex behavior that is greatly influenced by motivational and reward circuits, as well as the energy reserves and metabolism of an organism. This study examined the association between metabolic programming and juvenile play behavior in an effort to further elucidate insight into the consequences that early adaptions have on developmental trajectories. The study also examined changes in expression of four genes (Drd2, IGF1, Opa1, and OxyR) in the prefrontal cortex known to play significant roles in reward, bioenergetics, and social-emotional functioning. Using four distinct variations in developmental programming (high-fat diet, caloric restriction, exercise, or high-fat diet combined with exercise), we found that dietary programming (high-fat diet vs. caloric restriction) had the greatest impact on play behavior and gene expression. However, exercise also induced changes in both measures. This study demonstrates that metabolic programming can alter neural circuits and bioenergetics involved in play behavior, thus providing new insights into mechanisms that allow programming to influence the evolutionary success of an organism. © 2016 S. Karger AG, Basel.

  4. Computer Programming: An Activity as Compelling as Game Play

    Directory of Open Access Journals (Sweden)

    Tom Goulding

    2010-04-01

    Full Text Available Game motif programming exercises (GM-Games were developed to help novices develop complex client server game systems within their freshman year. GM-Games foster a strong work ethic in as much as they reproduce the challenges and excitement associated with game play; yet their purpose is the development of advanced programming skills. We have found that young people are just as interested in mastering programming skills as they are in mastering the shooting, racing or strategy skills required in many entertainment games. We describe in this paper how GM-Games imitate many of the aspects of game play.

  5. Effects of a Play-Based Teacher Consultation (PBTC) Program on Interpersonal Skills of Elementary School Teachers in the Classroom

    Science.gov (United States)

    Carlson, Sarah E.

    2011-01-01

    The purpose of this study was to examine the effectiveness of a play-based teacher consultation (PBTC) program on individual teachers' interpersonal classroom behaviors and teacher-child relationships. The research questions addressed the application of child-centered play therapy principles and PBTC increasing teacher responsiveness, decreasing…

  6. 01010000 01001100 01000001 01011001: Play Elements in Computer Programming

    Science.gov (United States)

    Breslin, Samantha

    2013-01-01

    This article explores the role of play in human interaction with computers in the context of computer programming. The author considers many facets of programming including the literary practice of coding, the abstract design of programs, and more mundane activities such as testing, debugging, and hacking. She discusses how these incorporate the…

  7. Beyond self-selection in video game play: an experimental examination of the consequences of massively multiplayer online role-playing game play.

    Science.gov (United States)

    Smyth, Joshua M

    2007-10-01

    There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use.

  8. FASP, an analytic resource appraisal program for petroleum play analysis

    Science.gov (United States)

    Crovelli, R.A.; Balay, R.H.

    1986-01-01

    An analytic probabilistic methodology for resource appraisal of undiscovered oil and gas resources in play analysis is presented in a FORTRAN program termed FASP. This play-analysis methodology is a geostochastic system for petroleum resource appraisal in explored as well as frontier areas. An established geologic model considers both the uncertainty of the presence of the assessed hydrocarbon and its amount if present. The program FASP produces resource estimates of crude oil, nonassociated gas, dissolved gas, and gas for a geologic play in terms of probability distributions. The analytic method is based upon conditional probability theory and many laws of expectation and variance. ?? 1986.

  9. Improving free play skills of severely retarded children.

    Science.gov (United States)

    Wehman, P; Marchant, J A

    1978-02-01

    Severely and profoundly retarded children are usually deficient in play skills. Since play facilitates socialization, language, and motor development, it is a vitally improtant skill to acquire. This pilot study examined the effects of a behavioral training program on the autistic, independent, and social types of play of four severely and profoundly retarded children. The training program involved the use of instructions, modeling, physical guidance, and verbal reinforcement. Results indicated that a marked increase in independent and social play occurred with the introduction of the training program with all four children. Occupational therapists can play an increasingly important role in helping educators formulate relevant educational programs for severely retarded children, particularly in the areas of play and motor skill development.

  10. Examining Play among Young Children in Single-Age and Multi-Age Preschool Classroom Settings

    Science.gov (United States)

    Youhne, Mia Song

    2009-01-01

    Advocates for multi-age classrooms claim multi-age groupings benefit children (Brynes, Shuster, & Jones, 1994). Currently, there is a lack of research examining play among students in multi-age classrooms. If indeed there is a positive benefit of play among children, research is needed to examine these behaviors among and between young children in…

  11. Examination of Student Outcomes in Play Therapy: A Qualitative Case Study Design

    Science.gov (United States)

    Dillman Taylor, Dalena L.; Blount, Ashley J.; Bloom, Zachary

    2017-01-01

    Outcome research examining the effectiveness of teaching methods in counselor education is sparse. The researchers conducted a qualitative investigation utilizing an instrumental case study to examine the influence of a constructivist-developmental format on a play therapy counseling course in a large CACREP accredited university in the…

  12. Examining the Language Skills of Children with ADHD Following a Play-Based Intervention

    Science.gov (United States)

    Docking, Kimberley; Munro, Natalie; Cordier, Reinie; Ellis, Prudence

    2013-01-01

    Communication and play skills are important aspects of development yet are largely uncharted in children with attention deficit hyperactivity disorder (ADHD). This exploratory study examined whether changes in pragmatic skills and problem-solving skills were observed in children with ADHD pre- and post-participation in a play-based intervention…

  13. The Longitudinal Impact of NFL PLAY 60 Programming on Youth Aerobic Capacity and BMI.

    Science.gov (United States)

    Bai, Yang; Saint-Maurice, Pedro F; Welk, Gregory J; Russell, Daniel W; Allums-Featherston, Kelly; Candelaria, Norma

    2017-03-01

    The NFL PLAY 60 campaign has actively promoted physical activity and healthy eating in youth through programs such as the PLAY 60 Challenge and Fuel Up to PLAY 60. The purpose of the study was to evaluate the impact of NFL PLAY 60 programming on longitudinal trajectories of youth aerobic capacity and BMI. Data were from the NFL PLAY 60 FitnessGram Partnership Project, a large participatory research project designed to promote physical activity and healthy eating among Kindergarten through 12th grade children and adolescents. The programming was led by teachers in school settings across 32 NFL franchise markets. A range of 50,000-100,000 students from 497 schools completed FitnessGram assessments annually starting in 2011 and continuing through 2015. The analysis was conducted in 2015. Adoption of NFL PLAY 60 programming was encouraged but not required and the program implementation was evaluated each year. The adoption was evaluated through self-reported annual survey. School assessments of aerobic capacity and BMI were evaluated using FitnessGram standards to calculate the percentage of students meeting the Healthy Fitness Zone for each test. Growth curve modeling was used to estimate the longitudinal trajectories. About 19% of schools were classified as programming schools. Annual improvements in aerobic capacity were significantly greater in schools that participated in the programs for both girls (3.0%, p<0.01) and boys (2.9%, p<0.01) compared with non-programming schools. The annual improvements in BMI Healthy Fitness Zone achievement were also higher in girls (1.3%, p<0.05) and in boys (1.2%, p<0.05) from schools that participated in the programs versus non-participating schools. Schools that implemented the programs for the entire 4-year period tended to have better improvements in aerobic capacity than schools enrolled for only 2 or 3 years (p<0.05). The results of these longitudinal analyses support the utility of the NFL PLAY 60 physical activity

  14. "Plyo Play": A Novel Program of Short Bouts of Moderate and High Intensity Exercise Improves Physical Fitness in Elementary School Children

    Science.gov (United States)

    Faigenbaum, Avery D.; Farrell, Anne C.; Radler, Tracy; Zbojovsky, Dan; Chu, Donald A.; Ratamess, Nicholas A.; Kang, Jie; Hoffman, Jay R.

    2009-01-01

    The purpose of this study was to examine the effects of a school-based plyometric training program (i.e., Plyo Play) on children's fitness performance. Forty children (8 to 11 yrs) participated in the program and 34 age-matched children served as controls. Performance of the long jump, sit and reach flexibility, abdominal curl, push-up, shuttle…

  15. Playing with Daddy: Social Toy Play, Early Head Start, and Developmental Outcomes

    OpenAIRE

    Roggman, Lori A.; Boyce, Lisa; Cook, G. A.; Christiansen, K.; Jones, D.

    2007-01-01

    Research on fathers in Early Head Start (EHS) has provided an opportunity to study fathers from low-income families. We examined father-toddler social toy play in relation to EHS enrollment, fathers' psychosocial well-being, and children's developmental outcomes in a sample of 74 father-toddler dyads. Overall, our results show that father-toddler social toy play was more complex among fathers in an EHS program than among those in a comparison group. Greater complexity in father-toddler social...

  16. Examination of Performance Levels of Wheelchair Basketball Players Playing in Different Leagues

    Directory of Open Access Journals (Sweden)

    Mehmet Fatih Yüksel

    2018-02-01

    Full Text Available This research was conducted to examine the anthropometric and biometric features of the elite wheelchair basketball players in different league levels, and to evaluate them with regards to field tests particular to wheelchair basketball. A sample of 21 male players volunteered to participate in the research with similar classification points, 12 of whom were from Turkey Wheelchair Basketball First League and 9 of whom were from the Second League. Anthropometric measurements, biometric features of the players and their skill test scores particular to wheelchair basketball were detected. The anthropometric measurements were taken over dominant extremity. SPSS 21.0 program was used in the analysis of the data, and minimum, maximum, arithmetic mean, and standard deviation values were determined. Intergroup differences were determined with Mann–Whitney U analysis. Significance level was admitted as p < 0.05. As a conclusion, it was determined that wheelchair basketball players had similar anthropometric features in the First and Second League levels, and that there was no difference based on the league level they were playing, and moreover, that bio-motor features and skills particular to wheelchair basketball were decisive on the levels of the leagues the players were taking part.

  17. The therapeutic power of play: examining the play of young children with leukaemia.

    Science.gov (United States)

    Gariépy, N; Howe, N

    2003-11-01

    The therapeutic function of play has been investigated in relation to recognized stressors such as hospitalization, illness and medical treatments for ill children. While medical treatments in the past 30 years have improved survival rates, children's psychological experiences and quality of life during and after their illness have received limited attention. The present study investigated the therapeutic effects of play on 3- to 5-year-old children with leukaemia compared with a control group of healthy children. The participants with leukaemia (n = 11) were from the external oncology clinic of an urban children's hospital; control children (n = 11) attended a day care centre. Measures included children's experience of stress, social and cognitive play behaviours, and daily mood. A series of manova revealed that the children with leukaemia, compared with the control children, engaged in (a) significantly fewer total play behaviours, and in particular less (b) parallel, (c) group and (d) dramatic play. Pearson correlations revealed significant relationships between reports of 'being happy' and play only for children with leukaemia. Quantitative and qualitative analyses revealed a pattern of repetitive play activities week after week for children with leukaemia, but not controls. Findings are discussed in light of the theoretical and practical implications for children undergoing treatment for leukaemia.

  18. Participatory arts programs in residential dementia care: Playing with language differences.

    Science.gov (United States)

    Swinnen, Aagje; de Medeiros, Kate

    2017-01-01

    This article examines connections between language, identity, and cultural difference in the context of participatory arts in residential dementia care. Specifically, it looks at how language differences become instruments for the language play that characterizes the participatory arts programs, TimeSlips and the Alzheimer's Poetry Project. These are two approaches that are predominantly spoken-word driven. Although people living with dementia experience cognitive decline that affects language, they are linguistic agents capable of participating in ongoing negotiation processes of connection, belonging, and in- and exclusion through language use. The analysis of two ethnographic vignettes, based on extensive fieldwork in the closed wards of two Dutch nursing homes, illustrates how TimeSlips and the Alzheimer's Poetry Project support them in this agency. The theoretical framework of the analysis consists of literature on the linguistic agency of people living with dementia, the notions of the homo ludens (or man the player) and ludic language, as well as linguistic strategies of belonging in relation to place.

  19. Understanding Computational Thinking before Programming: Developing Guidelines for the Design of Games to Learn Introductory Programming through Game-Play

    Science.gov (United States)

    Kazimoglu, Cagin; Kiernan, Mary; Bacon, Liz; MacKinnon, Lachlan

    2011-01-01

    This paper outlines an innovative game-based approach to learning introductory programming that is grounded in the development of computational thinking at an abstract conceptual level, but also provides a direct contextual relationship between game-play and learning traditional introductory programming. The paper proposes a possible model for,…

  20. An Examination of the Contributions of Interactive Peer Play to Salient Classroom Competencies for Urban Head Start Children

    Science.gov (United States)

    Fantuzzo, John; Sekino, Yumiko; Cohen, Heather L.

    2004-01-01

    Relations between children's peer play competence and other relevant competencies were investigated using two samples of urban Head Start children. Dimensions of peer play were examined concurrently with emotion regulation, autonomy, and language. Children exhibiting high levels of peer play interaction were found to demonstrate more competent…

  1. Relationship between internal medicine program board examination pass rates, accreditation standards, and program size.

    Science.gov (United States)

    Falcone, John L; Gonzalo, Jed D

    2014-01-19

    To determine Internal Medicine residency program compliance with the Accreditation Council for Graduate Medical Education 80% pass-rate standard and the correlation between residency program size and performance on the American Board of Internal Medicine Certifying Examination. Using a cross-sectional study design from 2010-2012 American Board of Internal Medicine Certifying Examination data of all Internal Medicine residency pro-grams, comparisons were made between program pass rates to the Accreditation Council for Graduate Medical Education pass-rate standard. To assess the correlation between program size and performance, a Spearman's rho was calculated. To evaluate program size and its relationship to the pass-rate standard, receiver operative characteristic curves were calculated. Of 372 Internal Medicine residency programs, 276 programs (74%) achieved a pass rate of =80%, surpassing the Accreditation Council for Graduate Medical Education minimum standard. A weak correlation was found between residency program size and pass rate for the three-year period (p=0.19, pInternal Medicine residency programs complied with Accreditation Council for Graduate Medical Education pass-rate standards, a quarter of the programs failed to meet this requirement. Program size is positively but weakly associated with American Board of Internal Medicine Certifying Examination performance, suggesting other unidentified variables significantly contribute to program performance.

  2. Examining Community-Engaged Scholarship in Public Administration Programs

    Science.gov (United States)

    Norvell, Katrina Herndon

    2010-01-01

    This study sought to broaden the understanding of the role that academic professions play in shaping the values and attitudes of faculty toward CES. This study explored faculty perceptions regarding the factors that encourage or dissuade them in the pursuit of CES within public administration programs. As a framework for research, a conceptual…

  3. Together and Equal: Fostering Cooperative Play and Promoting Gender Equity in Early Childhood Programs.

    Science.gov (United States)

    Schlank, Carol Hilgartner; Metzger, Barbara

    Noting the need to promote gender equity and foster cooperative play between boys and girls in early childhood programs, this guide presents ways that teachers and parents of young children can help all children realize their potential, regardless of gender, and help children learn to work and play together. Chapter 1, "Teaching for…

  4. Postirradiation examination of light water reactor fuel: a United States perspective

    International Nuclear Information System (INIS)

    Neimark, L.A.; Ocken, H.

    1980-01-01

    Poolside and hot-cell postirradiation examination (PIE) have played and will continue to play a significant role in the US LWR program. The principal uses of PIE are in fuel surveillance, fuel improvement, and failure analysis programs and in the postmortem analysis of safety-related tests. Institutional problems associated with fuel shipping, waste disposal, and fuel disposal can be expected to pose obstacles to hot-cell examinations and likely result in more sophisticated poolside examinations

  5. Lessons from "A Really Useful Engine"[TM]: Using Thomas the Tank Engine[TM] to Examine the Relationship between Play as a Leading Activity, Imagination and Reality in Children's Contemporary Play Worlds

    Science.gov (United States)

    Edwards, Susan

    2011-01-01

    This paper examines Vygotsky's conception of play as a leading activity in the contexts of children's contemporary play worlds. Commencing with an examination of the relationship between leading activities and the development of psychological functions, the paper moves into a consideration of the relationship between imagination and reality as a…

  6. 75 FR 34941 - Review of the Commission's Program Access Rules and Examination of Programming Tying Arrangements

    Science.gov (United States)

    2010-06-21

    ... Commission's Program Access Rules and Examination of Programming Tying Arrangements AGENCY: Federal... Program Access Rules and Examination of Programming Tying Arrangements, MB Docket No. 07-198, FCC 10-17... information collection is contained in Sections 4(i), 303(r), and 628 of the Communications Act of 1934, as...

  7. Re-Examining Gender Differences in Video Game Play: Time Spent and Feelings of Success

    Science.gov (United States)

    Hamlen, Karla R.

    2010-01-01

    Research has shown that, among children, boys tend to play video games more than girls do. There are several theories addressing this phenomenon, including that stereotypes and lack of opportunity leave girls feeling inadequate with certain types of technology. No research has yet examined the interactive relationships between time spent playing…

  8. A meta-study of qualitative research examining determinants of children's independent active free play.

    Science.gov (United States)

    Lee, Homan; Tamminen, Katherine A; Clark, Alexander M; Slater, Linda; Spence, John C; Holt, Nicholas L

    2015-01-24

    To produce a meta-study by completing a systematic review of qualitative research examining determinants of independent active free play in children. Following systematic electronic and manual searches and application of inclusion/exclusion criteria, 46 studies were retained and subjected to meta-method, meta-theory, and meta-data analyses, followed by a final meta-synthesis. Identified determinants of independent active free play were child characteristics (age, competence, and gender), parental restrictions (safety concerns and surveillance), neighborhood and physical environment (fewer children to play with, differences in preferences for play spaces between parents and children, accessibility and proximity, and maintenance), societal changes (reduced sense of community, good parenting ideal, changing roles of parents, privatization of playtime and play spaces), and policy issues (need to give children voice). An ecological model depicting these factors, and the relationships therein, was created. This comprehensive meta-study helps establish a knowledge base for children's independent active free play research by synthesizing a previously fragmented set of studies. Parents' perceived safety concerns are the primary barrier to children's active free play. These safety concerns are moderated by child-level factors (age, competence, gender) and broader social issues. Interventions should focus on community-level solutions that include children's perspectives. From a methods perspective, the reviewed studies used a range of data collection techniques, but methodological details were often inadequately reported. The theoretical sophistication of research in this area could be improved. To this end, the synthesis reported in this study provides a framework for guiding future research.

  9. Programming and Playing with RoboSapien on line

    Directory of Open Access Journals (Sweden)

    Vladimir M Cvjetkovic

    2011-07-01

    Full Text Available RoboSapien is famous human like robot toy intended for playing with, of interested in, of all ages, and learning through the game, of some basic characteristics of robots and robotic control. The programming of RoboSapien as described in user’s manual is limited with the internal memory, battery life, and not very convenient input of actions through the multipurpose buttons of the RoboSapien IR remote control device. In order to offer better conditions for experimenting and using of RoboSapien, the web user interface was developed, that provides interactive user control, programming of command sequences of arbitrary length, observing of RoboSapien actions using the web cam that shows the movements and actions on web page. Access and control of RoboSapien by remote user through the web page user interface, is controlled by access levels depending on whether the user is logged in or not. The whole system is implemented in C# as ASP.NET project with NI USB 6501 digital I/O driving the CMOS 4066 analog switches for controlling the RoboSapien IR remote control device.

  10. 46 CFR 176.630 - The Alternative Hull Examination (AHE) Program application.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 7 2010-10-01 2010-10-01 false The Alternative Hull Examination (AHE) Program... PASSENGER VESSELS (UNDER 100 GROSS TONS) INSPECTION AND CERTIFICATION Hull and Tailshaft Examinations § 176.630 The Alternative Hull Examination (AHE) Program application. If your vessel meets the eligibility...

  11. An Examination of a Gender-Separate Advisory Program

    Science.gov (United States)

    Weilbacher, Gary; Lanier, Jill

    2012-01-01

    In this qualitative study, the authors examine the advisory program of a Horizon Schools to Watch middle grades school. Horizon Schools to Watch is the Illinois affiliate of the National Forum to Accelerate Middle School Reform national Schools to Watch (STW) program, meaning schools with the STW designation have made significant inroads in…

  12. TMI-2 information and examination program 1981 annual report

    International Nuclear Information System (INIS)

    1982-04-01

    The Department of Energy's Technical Information and Examination Program at Three Mile Island Unit 2 continued the research and development work begun on the Island in 1979. The work concentrated in seven major areas: instrumentation and electrical components; radiation and environment; off-site core examination; radioactive waste technology development; configuration and document control; waste immobilization; and reactor evaluation. Research and development work associated with the program aims toward communicating applicable information to the nuclear community. The program seeks to assist in resolving specific problems at TMI-2 and to stimulate interest in specific work activities, thus ensuring that the entire nuclear industry avails itself of the maximum amount of information possible

  13. 41 CFR 102-194.30 - What role does my agency play in the Standard and Optional Forms Management Program?

    Science.gov (United States)

    2010-07-01

    ... What role does my agency play in the Standard and Optional Forms Management Program? Your agency head... 41 Public Contracts and Property Management 3 2010-07-01 2010-07-01 false What role does my agency play in the Standard and Optional Forms Management Program? 102-194.30 Section 102-194.30 Public...

  14. Mediatized play

    DEFF Research Database (Denmark)

    Johansen, Stine Liv

    Children’s play must nowadays be understood as a mediatized field in society and culture. Media – understood in a very broad sense - holds severe explanatory power in describing and understanding the practice of play, since play happens both with, through and inspired by media of different sorts........ In this presentation the case of ‘playing soccer’ will be outlined through its different mediated manifestations, including soccer games and programs on TV, computer games, magazines, books, YouTube videos and soccer trading cards....

  15. Systems theory as a framework for examining a college campus-based support program for the former foster youth.

    Science.gov (United States)

    Schelbe, Lisa; Randolph, Karen A; Yelick, Anna; Cheatham, Leah P; Groton, Danielle B

    2018-01-01

    Increased attention to former foster youth pursuing post-secondary education has resulted in the creation of college campus based support programs to address their need. However, limited empirical evidence and theoretical knowledge exist about these programs. This study seeks to describe the application of systems theory as a framework for examining a college campus based support program for former foster youth. In-depth semi-structured interviews were conducted with 32 program stakeholders including students, mentors, collaborative members, and independent living program staff. Using qualitative data analysis software, holistic coding techniques were employed to analyze interview transcripts. Then applying principles of extended case method using systems theory, data were analyzed. Findings suggest systems theory serves as a framework for understanding the functioning of a college campus based support program. The theory's concepts help delineate program components and roles of stakeholders; outline boundaries between and interactions among stakeholders; and identify program strengths and weakness. Systems theory plays an important role in identifying intervention components and providing a structure through which to identify and understand program elements as a part of the planning process. This study highlights the utility of systems theory as a framework for program planning and evaluation.

  16. Playing with Mathematics: Play in Early Childhood as a Context for Mathematical Learning

    Science.gov (United States)

    Mathematics Education Research Group of Australasia, 2010

    2010-01-01

    Play is an essential part of young children's lives. This symposium highlights the integral role of play in young children's mathematics learning and examines the teacher's role in facilitating and extending this. Papers examine key tenets of play, contributing to theoretical understandings and presenting data on teacher's perceptions of play and…

  17. The Challenges of Promoting Literacy Integration within a Play-Based Learning Kindergarten Program: Teacher Perspectives and Implementation

    Science.gov (United States)

    Pyle, Angela; Poliszczuk, Daniel; Danniels, Erica

    2018-01-01

    Kindergarten teachers face the challenge of balancing traditional developmental programming and contemporary academic standards. In classrooms following a play-based learning framework, academic content such as literacy is to be taught within children's play. However, educators have reported conceptual and practical challenges with integrating…

  18. Playable Stories: Making Programming and 3D Role-Playing Game Design Personally and Socially Relevant

    Science.gov (United States)

    Ingram-Goble, Adam

    2013-01-01

    This is an exploratory design study of a novel system for learning programming and 3D role-playing game design as tools for social change. This study was conducted at two sites. Participants in the study were ages 9-14 and worked for up to 15 hours with the platform to learn how to program and design video games with personally or socially…

  19. Playing by Programming: Making Gameplay a Programming Activity

    Science.gov (United States)

    Weintrop, David; Wilensky, Uri

    2016-01-01

    Video games are an oft-cited reason for young learners getting interested in programming and computer science. As such, many learning opportunities build on this interest by having kids program their own video games. This approach, while sometimes successful, has its drawbacks stemming from the fact that the challenge of programming and game…

  20. Group play

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects of the v......Role-playing games (RPGs) are a well-known game form, existing in a number of formats, including tabletop, live action, and various digital forms. Despite their popularity, empirical studies of these games are relatively rare. In particular there have been few examinations of the effects...... of the various formats used by RPGs on the gaming experience. This article presents the results of an empirical study, examining how multi-player tabletop RPGs are affected as they are ported to the digital medium. Issues examined include the use of disposition assessments to predict play experience, the effect...... of group dynamics, the influence of the fictional game characters and the comparative play experience between the two formats. The results indicate that group dynamics and the relationship between the players and their digital characters, are integral to the quality of the gaming experience in multiplayer...

  1. Examining Play Counts and Measurements of Injury Incidence in Youth Football.

    Science.gov (United States)

    Kerr, Zachary Y; Yeargin, Susan W; Djoko, Aristarque; Dalton, Sara L; Baker, Melissa M; Dompier, Thomas P

    2017-10-01

      Whereas researchers have provided estimates for the number of head impacts sustained within a youth football season, less is known about the number of plays across which such impact exposure occurs.   To estimate the number of plays in which youth football players participated during the 2013 season and to estimate injury incidence through play-based injury rates.   Descriptive epidemiology study.   Youth football.   Youth football players (N = 2098; age range, 5-15 years) from 105 teams in 12 recreational leagues across 6 states.   We calculated the average number of athlete-plays per season and per game using independent-samples t tests to compare age groups (5-10 years old versus 11-15 years old) and squad sizes (football players participated in 333.9 ± 178.5 plays per season and 43.9 ± 24.0 plays per game. Age groups (5- to 10-year-olds versus 11- to 15-year-olds) did not differ in the average number of plays per season (335.8 versus 332.3, respectively; t 2086.4 = 0.45, P = .65) or per game (44.1 versus 43.7, respectively; t 2092.3 = 0.38, P = .71). However, players from smaller teams participated in more plays per season (373.7 versus 308.0; t 1611.4 = 8.15, P football squad sizes may help reduce head-impact exposure for individual players. The AE-based injury rates yielded effect estimates similar to those of play-based injury rates.

  2. Examination of a Museum Program for Children with Autism

    Science.gov (United States)

    Mulligan, Shelley; Rais, Paula; Steele-Driscoll, Jacqueline; Townsend, Samantha

    2013-01-01

    This study examined the effectiveness of a children's museum program designed to support young children with autism spectrum disorders (ASD) and their families. The program offers specialized materials, financial incentives, an exclusive time, and trained volunteers to increase the comfort level, enjoyment, and learning opportunities of attendees.…

  3. AP: A Critical Examination of the Advanced Placement Program

    Science.gov (United States)

    Sadler, Philip M.; Sonnert, Gerhard; Tai, Robert; Klopfenstein, Kirstin

    2016-01-01

    The Advanced Placement (AP) program was created to enhance the experience of gifted students as they transition from high school to college. "AP: A Critical Examination of the Advanced Placement Program," edited by Philip M. Sadler, Gerhard Sonnert, Robert Tai, and Kirstin Klopfenstein (2010, Harvard Education Press), questions the…

  4. Examining the Role of Multicultural Competence in Leadership Program Design

    Science.gov (United States)

    Wilson, Amy B.

    2015-01-01

    Research examining the multicultural competence of leadership educators across a variety of institutions demonstrated variance based on leadership program structure, program elements, and the ways in which diversity was addressed in the program. The Multicultural Competence in Student Affairs-Preliminary 2 (MCSA-P2) scale was used to measure…

  5. Individual plant examination program aspirations and achievements

    International Nuclear Information System (INIS)

    Flack, J.H.

    1994-01-01

    An Individual Plant Examination (IPE) is a systematic examination of a nuclear power plant for vulnerabilities, or risk significant contributors. By mid 1994, all licensees of commercial nuclear power plants will have performed an IPE on their units. To date, the NRC staff has received sixty-three (80%) of the seventy-eight expected IPE submittals. Twelve IPE reviews are now complete, with twenty-two in various stages of review. This paper provides a preliminary overview and comparison of licensees IPEs to Commission objectives. Insights and findings stemming from the review program are also presented

  6. Imagination, Playfulness, and Creativity in Children's Play with Different Toys

    Science.gov (United States)

    Mo????ller, Signe?? Juhl?

    2015-01-01

    Based on a four-month experimental study of preschool children's play with creative-construction and social-fantasy toys, the author examines the in?uence of both types of toys on the play of preschool children. Her comparative analysis considers the impact of transformative play on the development of imagination during play activities and…

  7. Examining the Perceptions of Brand Images Regarding Competing MBA Programs

    Science.gov (United States)

    Hinds, Timothee; Falgoust, Dexter; Thomas, Kerry, Jr.; Budden, Michael C.

    2010-01-01

    In today's economic environment, it is crucial to create a strong, consistent brand image within a graduate business program. This study examines the perceptions that students at Southeastern Louisiana University hold about its MBA program and the MBA programs of its main competitors. A focus group was conducted to identify competitors and factors…

  8. TMI-2 Technical Information and Examination Program. 1982 annual report

    International Nuclear Information System (INIS)

    1983-04-01

    The Department of Energy's Technical Information and Examination Program at Three Mile Island Unit 2 continued the research and development work begun on the island in 1980. The work concentrated in seven major areas: instrumentation and electrical components, radiation and environment, core activities, information and industry coordination, configuration and document control, waste immobilization, and reactor evaluation. The program assists in resolving specific problems at TMI-2 while developing techniques and broadening understanding of accident consequences to improve the overall safety and reliability of nuclear power. The Technical Information and Examination Program aims to communicate applicable information to the nuclear power industry to ensure that the industry can avail itself of the maximum amount of information possible

  9. TMI-2 Technical Information and Examination Program 1983 annual report

    International Nuclear Information System (INIS)

    Scardena, D.E.

    1984-04-01

    The Department of Energy's Technical Information and Examination Program at Three Mile Island Unit 2 continued the research and development work begun on the Island in 1980. The work concentrated in six major areas: waste immobilization, reactor evaluation, data acquisition, information and industry coordination, core activities, and EPICOR II and waste research and disposition. The program assists in resolving specific problems at TMI-2 while developing techniques and broadening understanding of accident consequences to improve the overall safety and reliability of nuclear power. The Technical Information and Examination Program aims to communicate applicable information to the nuclear power industry to ensure that the industry can avail itself to the maximum amount of information possible

  10. United States Medical Licensing Examination and American Board of Pediatrics Certification Examination Results: Does the Residency Program Contribute to Trainee Achievement.

    Science.gov (United States)

    Welch, Thomas R; Olson, Brad G; Nelsen, Elizabeth; Beck Dallaghan, Gary L; Kennedy, Gloria A; Botash, Ann

    2017-09-01

    To determine whether training site or prior examinee performance on the US Medical Licensing Examination (USMLE) step 1 and step 2 might predict pass rates on the American Board of Pediatrics (ABP) certifying examination. Data from graduates of pediatric residency programs completing the ABP certifying examination between 2009 and 2013 were obtained. For each, results of the initial ABP certifying examination were obtained, as well as results on National Board of Medical Examiners (NBME) step 1 and step 2 examinations. Hierarchical linear modeling was used to nest first-time ABP results within training programs to isolate program contribution to ABP results while controlling for USMLE step 1 and step 2 scores. Stepwise linear regression was then used to determine which of these examinations was a better predictor of ABP results. A total of 1110 graduates of 15 programs had complete testing results and were subject to analysis. Mean ABP scores for these programs ranged from 186.13 to 214.32. The hierarchical linear model suggested that the interaction of step 1 and 2 scores predicted ABP performance (F[1,1007.70] = 6.44, P = .011). By conducting a multilevel model by training program, both USMLE step examinations predicted first-time ABP results (b = .002, t = 2.54, P = .011). Linear regression analyses indicated that step 2 results were a better predictor of ABP performance than step 1 or a combination of the two USMLE scores. Performance on the USMLE examinations, especially step 2, predicts performance on the ABP certifying examination. The contribution of training site to ABP performance was statistically significant, though contributed modestly to the effect compared with prior USMLE scores. Copyright © 2017 Elsevier Inc. All rights reserved.

  11. 75 FR 9691 - Review of the Commission's Program Access Rules and Examination of Programming Tying Arrangements

    Science.gov (United States)

    2010-03-03

    ... involving programming they own, that impede competition in the video distribution market. See H.R. Rep. No... availability of programming and charging discriminatory prices to non- cable technologies.'' H.R. Rep. No. 102... Access Rules and Examination of Programming Tying Arrangements; Final Rule #0;#0;Federal Register / Vol...

  12. Neurolinguistic Programming Examined: Imagery, Sensory Mode, and Communication.

    Science.gov (United States)

    Fromme, Donald K.; Daniell, Jennifer

    1984-01-01

    Tested Neurolinguistic Programming (NLP) assumptions by examining intercorrelations among response times of students (N=64) for extracting visual, auditory, and kinesthetic information from alphabetic images. Large positive intercorrelations were obtained, the only outcome not compatible with NLP. Good visualizers were significantly better in…

  13. Role-playing is an effective instructional strategy for genetic counseling training: an investigation and comparative study.

    Science.gov (United States)

    Xu, Xiao-Feng; Wang, Yan; Wang, Yan-Yan; Song, Ming; Xiao, Wen-Gang; Bai, Yun

    2016-09-02

    Genetic diseases represent a significant public health challenge in China that will need to be addressed by a correspondingly large number of professional genetic counselors. However, neither an official training program for genetic counseling, nor formal board certification, was available in China before 2015. In 2009, a genetic counseling training program based on role-playing was implemented as a pilot study at the Third Military Medical University to train third-year medical students. Questionnaires on participant attitudes to the program and role-playing were randomly administered to 324 students after they had finished their training. Pre- and post-training instructional tests, focusing on 42 key components of genetic counseling, were administered randomly to 200 participants to assess mastery of each component. Finally, scores in final examinations of 578 participants from 2009 to 2011 were compared to scores obtained by 614 non-participating students from 2006 to 2008 to further assess program efficacy. Both the training program and the instructional strategy of role-playing were accepted by most participants. Students believed that role-playing improved their practice of genetic counseling and medical genetics, enhanced their communication skills, and would likely contribute to future professional performance. The average understanding of 40 of the key points in genetic counseling was significantly improved, and most students approached excellent levels of mastery. Scores in final examinations and the percentages of students scoring above 90 were also significantly elevated. Role-playing is a feasible and effective instructional strategy for training genetic counselors in China as well as in other developing countries.

  14. 46 CFR 176.650 - Alternative Hull Examination Program options: Divers or underwater ROV.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 7 2010-10-01 2010-10-01 false Alternative Hull Examination Program options: Divers or...) SMALL PASSENGER VESSELS (UNDER 100 GROSS TONS) INSPECTION AND CERTIFICATION Hull and Tailshaft Examinations § 176.650 Alternative Hull Examination Program options: Divers or underwater ROV. To complete the...

  15. 46 CFR 71.50-19 - The Alternative Hull Examination (AHE) Program application.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 3 2010-10-01 2010-10-01 false The Alternative Hull Examination (AHE) Program...) PASSENGER VESSELS INSPECTION AND CERTIFICATION Drydocking § 71.50-19 The Alternative Hull Examination (AHE... apply to the AHE Program. You must submit an application at least 90 days before the requested hull...

  16. Return to Play

    Science.gov (United States)

    Mangan, Marianne

    2013-01-01

    Call it physical activity, call it games, or call it play. Whatever its name, it's a place we all need to return to. In the physical education, recreation, and dance professions, we need to redesign programs to address the need for and want of play that is inherent in all of us.

  17. Peers as clinicians: Examining the impact of Stay Play Talk on social communication in young preschoolers with autism.

    Science.gov (United States)

    Barber, Angela B; Saffo, Rachel W; Gilpin, Ansley T; Craft, Lydia D; Goldstein, Howard

    2016-01-01

    Peer Mediated Interventions (PMIs) can be incorporated into integrated early childhood and preschool settings to address socialization impairments observed in children with ASD (Katz & Girolametto, 2013). However, research examining specific PMI strategies with young preschoolers remains limited. The current study examines the efficacy of the Stay, Play, Talk PMI (English, Shafer, Goldstein, & Kaczmerek, 1997) on the social communication skills of young preschool children diagnosed with an Autism Spectrum Disorder (ASD). Each of 3 typically developing children (ages 3-5 years) was paired with a child with an ASD (ages 3-4 years). Typically developing peers were taught to Stay with their friend, Play with their friend, and Talk to their friend. The child dyads played together during two, 20-min weekly sessions for 6-8 weeks. A multiple baseline design across participants was implemented to measure the impact of the Stay Play Talk strategies on social initiations and responses characterized by non-coordinated gestures, gestures, and words. Simulation Modeling Analysis was also conducted to confirm visual analysis. All 3 typical peer buddies and all 3 target children with ASD demonstrated increases in the frequency of their responses, reaching levels that greatly exceeded baseline levels. Further, social reciprocations increased among each dyad above baseline. Social initiations remained variable across dyads. Gains were not maintained two months post intervention. Results of this study corroborated previous findings that support the usefulness of PMIs to improve social communication of young children with ASD (Chan et al., 2009) and suggest an economical, naturally occurring approach to improve social communication during early childhood. Readers will gain knowledge regarding the social communication profile of children with ASD and how this profile can negatively impact language development and peer relationships. In addition, readers will be able to identify the

  18. Virtual Playgrounds? Assessing the Playfulness of Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Graham, Kerrie Lewis

    2010-01-01

    Millions of children and adults devote much of their leisure time to playing massively multiplayer online role-playing games (MMORPGs). Most observers commonly categorize computer games as a play activity, but this article asks whether MMORPGs contain activities that might not be play. The author examines the phenomenon of online gaming and…

  19. S-14: Soccer Injury Prevention Program; How Parents Can Play a Role?

    Directory of Open Access Journals (Sweden)

    Reza Rahimi Moghaddam

    2017-03-01

    Full Text Available INTRODUCTION: Soccer is classified as a high to moderate-intensity contact sport. It is therefore of importance that the incidence of soccer injuries be reduced through preventive interventions. The purpose of this review is to conclude the importance of a prevention program and explore the role parents have towards minimizing soccer related injuries among children and adolescence football players.METHOD: 42 hand searches, 5 books, and 25 electronic articles were reviewed and relevant results were collected for the purpose of this paper. Selected studies were categorized as follows: soccer injury statistics, injury prevention program, and parents and prevention.RESULTS: 5-16 year of age is a critical age range for soccer related injuries. Some studies have confirmed soccer injuries can be reduced by preventive interventions, and mentioned the importance of prevention program and the role of parents in the program. A few studies reported the efficacy for a positive parent-child relationship and injury prevalence, while other reported the negative influence parental demand on injury rates among children. Moreover, suggestions were made of consideration to parents prior to allowing children to participate in soccer.CONCLUSIONS: Prevention of sports injuries is team work, and parent's role can be as vital as other members of the prevention team. In a successful preventive program, there are steps that parents can take to help kids stay safe on the soccer field or wherever they play or participate in sports activities. Educational materials should be provided to parents by soccer camp organizers before children involve in soccer programs.

  20. An Examination of Program Selection Criteria for Part-Time MBA Students

    Science.gov (United States)

    Colburn, Michael; Fox, Daniel E.; Westerfelt, Debra Kay

    2011-01-01

    Prospective graduate students select a graduate program as a result of a multifaceted decision-making process. This study examines the selection criteria that part-time MBA students used in selecting a program at a private university. Further, it analyzes the methods by which the students first learned of the MBA program. The authors posed the…

  1. The effect of a program to promote play to reduce children's post-surgical pain: with plush toys, it hurts less.

    Science.gov (United States)

    Ullán, Ana M; Belver, Manuel H; Fernández, Esperanza; Lorente, Felix; Badía, Marta; Fernández, Beatriz

    2014-03-01

    Various nonpharmacological strategies to relieve hospitalized children's pain propose play as a central element. Play is considered an essential resource to improve the negative psychosocial effects of the disease and the hospitalization itself. However, the empirical research of play in health settings has not received much attention. The goal of this study was to determine the effect of a program to promote play in the hospital on postsurgical pain in pediatric patients. The research hypothesis was that children will manifest less pain if they are distracted through play during the postsurgical period. We carried out a randomized parallel trial with two groups, an experimental group and a control group. The control group did not receive any specific treatment, only the standard attention contemplated in the hospital. The parents of the children from the experimental group received instructions to play with their children in the postsurgical period and specific play material with which to play. The results obtained support the research hypothesis. On average, the children from the experimental group scored lower on a pain scale than the children from the control group. This occurred in the three postsurgical measurements of pain. It is concluded that the program to promote play can decrease children's perception of pain. Copyright © 2014 American Society for Pain Management Nursing. Published by Elsevier Inc. All rights reserved.

  2. Cross-sectional study examining four types of male penile and urethral "play".

    Science.gov (United States)

    Rinard, Katherine; Nelius, Thomas; Hogan, LaMicha; Young, Cathy; Roberts, Alden E; Armstrong, Myrna L

    2010-12-01

    To provide further quantitative and qualitative evidence about men who insert foreign liquids and objects into their penis and/or urethra. As part of a larger, cross-sectional study examining men (n = 445) with genital piercings (GP), 2 questions inquired whether the respondents had penile tattoos and/or inserted other materials, such as fluids and foreign objects, into their penis and urethra. Four different practices have been described in the literature: embedding (a) foreign objects and/or (b) liquids subcutaneously into penile tissue, as well as inserting (c) liquids and/or (d) foreign objects into the urethra. In our study, 354 (78%) men with GP responded to the 2 questions; 85 (24%) replied affirmatively and 68 (80%) provided comments. Respondents coined their practices penile and/or urethral "play." Two respondents embedded metal balls into their penis, 1 at age 13 injected water for penis enlargement; 11 inserted liquids into the urethra, and 63 reported insertion of 32 different objects, frequently urethral sounds or "sounding" (n = 33/52%) were mentioned. Major motivation themes focused on sexual stimulation and experimentation. Penile tattoos (n = 14) were also reported, mainly for esthetics. Few complications or STDs were reported. Basic demographic assumptions of those who participate in these actions were challenged, and this study provides evidence of a wider distribution of men using penile or urethral play, and "sounding." Clinician awareness of these practices are important to obtain accurate health histories, manage genitourinary tract complications, as well as provide applicable patient education. Copyright © 2010 Elsevier Inc. All rights reserved.

  3. 46 CFR 115.630 - The Alternative Hull Examination (AHE) Program application.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 4 2010-10-01 2010-10-01 false The Alternative Hull Examination (AHE) Program... PASSENGERS INSPECTION AND CERTIFICATION Hull and Tailshaft Examinations § 115.630 The Alternative Hull... hull examination date to the Officer in Charge, Marine Inspection (OCMI) who will oversee the survey...

  4. In Defense of Play: Beginning the Dialog about the Power of Play

    Science.gov (United States)

    Myck-Wayne, Janice

    2010-01-01

    This article provides early childhood practitioners a way to develop a common understanding of the importance of play in the early learning experience of young children. Meaningful discussion among teachers, parents, administrators, and teacher candidates regarding play in early childhood education programs is critical to ensure the growth and…

  5. Post-irradiation examination and R and D programs using irradiated fuels at KAERI

    International Nuclear Information System (INIS)

    Chun, Yong Bum; Min, Duck Kee; Kim, Eun Ka and others

    2000-12-01

    This report describes the Post-Irradiation Examination(PIE) and R and D programs using irradiated fuels at KAERI. The objectives of post-irradiation examination (PIE) for the PWR irradiated fuels, CANDU fuels, HANARO fuels and test fuel materials are to verify the irradiation performance and their integrity as well as to construct a fuel performance data base. The comprehensive utilization program of the KAERI's post-irradiation examination related nuclear facilities such as Post-Irradiation Examination Facility (PIEF), Irradiated Materials Examination Facility (IMEF) and HANARO is described

  6. Post-irradiation examination and R and D programs using irradiated fuels at KAERI

    International Nuclear Information System (INIS)

    Chun, Yong Bum; So, Dong Sup; Lee, Byung Doo; Lee, Song Ho; Min, Duck Kee

    2001-09-01

    This report describes the Post-Irradiation Examination(PIE) and R and D programs using irradiated fuels at KAERI. The objectives of post-irradiation examination (PIE) for the PWR irradiated fuels, CANDU fuels, HANARO fuels and test fuel materials are to verify the irradiation performance and their integrity as well as to construct a fuel performance data base. The comprehensive utilization program of the KAERI's post-irradiation examination related nuclear facilities such as Post-Irradiation Examination Facility (PIEF), Irradiated Materials Examination Facility (IMEF) and HANARO is described

  7. TMI-2 accident evaluation program sample acquisition and examination plan. Executive summary

    International Nuclear Information System (INIS)

    Russell, M.L.; McCardell, R.K.; Broughton, J.M.

    1985-12-01

    The purpose of the TMI-2 Accident Evaluation Program Sample Acquisition and Examination (TMI-2 AEP SA and E) program is to develop and implement a test and inspection plan that completes the current-condition characterization of (a) the TMI-2 equipment that may have been damaged by the core damage events and (b) the TMI-2 core fission product inventory. The characterization program includes both sample acquisitions and examinations and in-situ measurements. Fission product characterization involves locating the fission products as well as determining their chemical form and determining material association

  8. 46 CFR 115.650 - Alternative Hull Examination (AHE) Program options: Divers or underwater ROV.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 4 2010-10-01 2010-10-01 false Alternative Hull Examination (AHE) Program options... MORE THAN 49 PASSENGERS INSPECTION AND CERTIFICATION Hull and Tailshaft Examinations § 115.650 Alternative Hull Examination (AHE) Program options: Divers or underwater ROV. To complete your underwater...

  9. Sexual Priming, Gender Stereotyping, and Likelihood to Sexually Harass: Examining the Cognitive Effects of Playing a Sexually-Explicit Video Game

    OpenAIRE

    Yao, Mike Z.; Mahood, Chad; Linz, Daniel

    2009-01-01

    The present study examines the short-term cognitive effects of playing a sexually explicit video game with female “objectification” content on male players. Seventy-four male students from a university in California, U.S. participated in a laboratory experiment. They were randomly assigned to play either a sexually-explicit game or one of two control games. Participants’ cognitive accessibility to sexual and sexually objectifying thoughts was measured in a lexical decision task. A likelihood-...

  10. Effect of Play Therapy Applications on Shyness Behaviors of Pre-school Children

    Directory of Open Access Journals (Sweden)

    Selda Kockaya

    2017-03-01

    Full Text Available The purpose of this research is to examine the impact of play therapy on a child who have shyness behavior through parent and teacher evaluations in preschool. The research was carried out with the participation of one shy student from six age groups who has been registered at 2014-2015 academic year in Saraykoy Central Mukerrem Tokat Kindergarten in Saraykoy, Denizli. AB experimental design was used from single subject design in the study. When results of the research examined, according to child's mother and teacher, play therapy intervention reduced emotional problems and peer relation problems and caused increase in prosocial behaviors. It could be said that play therapy program might have effective and significant impact on preschool children who have shyness behavior. [Psikiyatride Guncel Yaklasimlar - Current Approaches in Psychiatry 2017; 9(1.000: 31-44

  11. Role Playing for Improving Women’s Knowledge of Breast Cancer Screening and Performance of Breast Self-Examination

    Science.gov (United States)

    Savabi-Esfahani, Mitra; Taleghani, Fariba; Noroozi, Mahnaz; Tabatabaeian, Maryam

    2017-09-27

    Background: To enhance knowledge and performance of screening as a strategy to control breast cancer, use of effective teaching methods is necessary. The objective of this study was to determine the effect of role-playing on knowledge of breast cancer screening and performance of breast self-examination (BSE). Methods: A quasi experimental design was used. Women enrolled in community cultural centers (n=314) were randomly divided into two educational groups: role playing (intervention) and lecture (control). Data were collected using a structured questionnaire before and after intervention. Reliability of the questionnaire was determined as 0.80 by Cronbach’s alpha. The women were followed up regarding performance of BSE one month later. Results: Of the 314 women, 113 (36%) and 132 (42%) had low and medium levels of knowledge, respectively. More than a third (38.2%) reported that TV and radio were the most important information sources for breast cancer and screening. There were significant differences between mean scores of knowledge before and after the intervention in both groups, but change was greater with role playing (31.3±1.9 as compared to 23.5±1.3) (P=0.001). After a month of educational intervention, 75.7% and 69.8% of those in role playing and control groups had undergone BSE. Conclusion: It appears that application of a role playing method by providers improves women’s knowledge and behavior with respect to breast cancer screening. Creative Commons Attribution License

  12. Playable stories: Making programming and 3D role-playing game design personally and socially relevant

    Science.gov (United States)

    Ingram-Goble, Adam

    This is an exploratory design study of a novel system for learning programming and 3D role-playing game design as tools for social change. This study was conducted at two sites. Participants in the study were ages 9-14 and worked for up to 15 hours with the platform to learn how to program and design video games with personally or socially relevant narratives. This first study was successful in that students learned to program a narrative game, and they viewed the social problem framing for the practices as an interesting aspect of the experience. The second study provided illustrative examples of how providing less general structure up-front, afforded players the opportunity to produce the necessary structures as needed for their particular design, and therefore had a richer understanding of what those structures represented. This study demonstrates that not only were participants able to use computational thinking skills such as Boolean and conditional logic, planning, modeling, abstraction, and encapsulation, they were able to bridge these skills to social domains they cared about. In particular, participants created stories about socially relevant topics without to explicit pushes by the instructors. The findings also suggest that the rapid uptake, and successful creation of personally and socially relevant narratives may have been facilitated by close alignment between the conceptual tools represented in the platform, and the domain of 3D role-playing games.

  13. Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity.

    Science.gov (United States)

    Marquet, Oriol; Alberico, Claudia; Adlakha, Deepti; Hipp, J Aaron

    2017-10-24

    Pokémon GO is the most played augmented reality game in history. With more than 44 million players at the peak of its popularity, the game has sparked interest on its effects on the young population's health. This pilot study examined motivations to start playing Pokémon GO among a sample of US college students, and how motivations were associated with perceived outcomes of the playing experience and physical activity derived while playing. In November 2016, we asked a sample of 47 US college students (all Pokémon GO players) to complete online surveys and install an ecological momentary assessment (EMA) tool and step counter on their smartphones. The EMA tool prompted a set of questions on playing behavior and physical activity, 3 times per day (12:00 PM, 7:00 PM, and 10:00 PM), for 7 days. We used a factorial analysis to identify 3 distinctive groups of players based on their motivations to start playing Pokémon GO. We tested differences across motivation groups related to 5 unique outcomes using 1-way analysis of variance. We extracted 3 interpretable factors from the clustering of motivations to start playing Pokémon GO: Pokémon and video game fans (n=26, 55% of the sample), physical activity seekers (n=8, 17%), and curious & social (n=13, 28%). The clusters differed significantly on the enjoyment of different aspects of the game, particularly battling, discovering new places, and meeting new people, as well as differences in agreement that playing improved mood and made them more social. Days when playing Pokémon GO were associated with higher number of steps reported at the end of the day, especially among physical activity seekers, but also for Pokémon and video game fans. All groups perceived traffic as a major threat to playing. Days during which Pokémon GO was played were positively associated with a set of beneficial health behaviors, including higher physical activity levels, more socialization, and better mood. Results, however, depended on

  14. CHIT: a cost accounting program for postirradiation examinations of fast breeder reactor materials

    International Nuclear Information System (INIS)

    Phillips, J.R.; Dowler, K.E.

    1975-09-01

    CHIT is the Los Alamos Scientific Laboratory's cost accounting computer program for nondestructive and destructive examinations of irradiated fuel pins. The program allows immediate retrieval of fuel pin examination information and provides itemized listings for completed and projected fuel pin examinations, detailed cost accounting summaries for each investigator, fuel pin examinations during a specified time interval, and various subsets of the information. CHIT has been in successful operation for the past two years, providing precise information on cost accounting more efficiently than possible with a manual technique

  15. Relationship Between Physician Assistant Program Length and Physician Assistant National Certifying Examination Pass Rates.

    Science.gov (United States)

    Colletti, Thomas P; Salisbury, Helen; Hertelendy, Attila J; Tseng, Tina

    2016-03-01

    This study was conducted to examine the relationship between physician assistant (PA) educational program length and PA programs' 5-year average Physician Assistant National Certifying Examination (PANCE) first-time pass rates. This was a retrospective correlational study that analyzed previously collected data from a nonprobability purposive sample of accredited PA program Web sites. Master's level PA programs (n = 108) in the United States with published average PANCE scores for 5 consecutive classes were included. Provisional and probationary programs were excluded (n = 4). Study data were not normally distributed per the Kolmogorov-Smirnov test, P = .00. There was no relationship between program length and PANCE pass rates, ρ (108) = -0.04, P = .68. Further analyses examining a possible relationship between program phase length (didactic and clinical) and PANCE pass rates also demonstrated no differences (ρ [107] = -0.05, P = .60 and ρ [107] = 0.02, P = .80, respectively). The results of this study suggest that shorter length PA programs perform similarly to longer programs in preparing students to pass the PANCE. In light of rapid expansion of PA educational programs, educators may want to consider these findings when planning the length of study for new and established programs.

  16. Re-Examining Teacher Translanguaging: An Ecological Perspective

    Science.gov (United States)

    Allard, Elaine C.

    2017-01-01

    A growing body of recent scholarship has demonstrated that translanguaging is a natural and characteristic practice of bilinguals that also has great promise as a pedagogical tool. This ethnographic study examines the use of translanguaging by two teachers in a suburban high school ESL program. There, teacher translanguaging played an important…

  17. Cycling on Abandoned Second World War Airfields and Jugando a Las Escondidas en El Parque: Examining Play Memories from Adults Growing up around the World

    Science.gov (United States)

    Nicholson, Julie; Shimpi, Priya Mariana; Jevgjovikj, Maja; Kurnik, Jean; Ufoegbune, Veronica

    2016-01-01

    This study examined play memories from adults who grew up in a wide range of international contexts. Surveys and semi-structured interviews asking adults to recollect play memories were completed with 135 adults (100 Females, 35 Males) who grew up in 21 countries. Play memories were analysed to identify adults' favourite types of childhood play,…

  18. Teachers and Parents Play to Learn: Play-Based Instruction in Computer Technology

    Science.gov (United States)

    Parker, Denise

    2010-01-01

    Play is so important that it is declared as one of the human rights by the United Nations. Although it is focused on children, play does "not" stop there. In the 1990s the author designed and facilitated a blended curriculum for a Head Start Program. The instructional goal was to introduce and get the children to effectively and…

  19. Playfulness, Imagination, and Creativity in Play with Toys: A Cultural-Historical Approach

    Science.gov (United States)

    Møller, Signe Juhl

    2016-01-01

    The aim of this article is to present a wholeness perspective on the relation between creative imagination and children's activity when playing with toys. This is explored through a case retrieved from a 4-month experimental research project, specifically from a social fantasy play session. In order to analyse and examine children's play, the…

  20. An augmented audit program for assuring radiation safety during radiographic examination operations

    International Nuclear Information System (INIS)

    Jervey, R.A. Jr.; Papin, P.J.

    1993-01-01

    Auditing a gamma radiography program is required as part of the authorizing license. Checklists and cursory reviews are the typical approach to addressing program requirements. A more proactive approach is recommended. The audit program described was prepared for a specific set of operating conditions but can be applied to any given program. Improvements in the effectiveness of the radiography safety program can be made with additional examination and emphasis on direct observation of licensed activities

  1. Leading from the Centre: A Comprehensive Examination of the Relationship between Central Playing Positions and Leadership in Sport

    Science.gov (United States)

    Haslam, S. Alexander; Mallett, Cliff J.; Steffens, Niklas K.; Peters, Kim; Boen, Filip

    2016-01-01

    Research aims The present article provides a comprehensive examination of the relationship between playing position and leadership in sport. More particularly, it explores links between leadership and a player’s interactional centrality—defined as the degree to which their playing position provides opportunities for interaction with other team members. This article examines this relationship across different leadership roles, team sex, and performance levels. Results Study 1 (N = 4443) shows that athlete leaders (and the task and motivational leader in particular) are more likely than other team members to occupy interactionally central positions in a team. Players with high interactional centrality were also perceived to be better leaders than those with low interactional centrality. Study 2 (N = 308) established this link for leadership in general, while Study 3 (N = 267) and Study 4 (N = 776) revealed that the same was true for task, motivational, and external leadership. This relationship is attenuated in sports where an interactionally central position confers limited interactional advantages. In other words, the observed patterns were strongest in sports that are played on a large field with relatively fixed positions (e.g., soccer), while being weaker in sports that are played on a smaller field where players switch positions dynamically (e.g., basketball, ice hockey). Beyond this, the pattern is broadly consistent across different sports, different sexes, and different levels of skill. Conclusions The observed patterns are consistent with the idea that positions that are interactionally central afford players greater opportunities to do leadership—either through communication or through action. Significantly too, they also provide a basis for them to be seen to do leadership by others on their team. Thus while it is often stated that “leadership is an action, not a position,” it is nevertheless the case that, when it comes to performing that

  2. A critique and empirical assessment of Alexandra Horowitz and Julie Hecht's "Examining dog-human play: the characteristics, affect, and vocalizations of a unique interspecific interaction".

    Science.gov (United States)

    Mitchell, Robert W

    2017-05-01

    Horowitz and Hecht (Anim Cog 19:779-788, 2016) presented data about activities and vocalizations during brief videotaped dog-owner play provided by owners, examined these in relation to human affect during play, and made comparisons from their results to other research on activities and vocalizations during dog-human play. In this critique, I describe problems with Horowitz and Hecht's methodology, analyses, and evidence; in their interpretations of the data, evidence, and categorizations provided in other research, particularly my own studies of dog-human play; and in their claims of novelty for their findings. I argue that, to support their ideas about vocalizations and play types during dog-human play and their comparisons to other studies, their study requires fuller descriptions and reliability for their coding of vocalizations and play types, appropriate statistical analyses, and accurate descriptions of prior research. I also argue that their methodology provides results strikingly similar in many aspects to those of other researchers studying dog-human play, contrary to their claims of novel findings. Finally, I examine their suggestions about relationships between human affect and types of play activities and vocalizations using the videos of dog-human play I discussed in earlier publications, discovering minimal, if any, relationship.

  3. Children's perspective on the effectiveness of the Playing for Life philosophy in an after-school sport program

    OpenAIRE

    Ling, Fiona C.M.; Farrow, A.; Farrow, D.; Berry, J.; Polman, Remco C.J.

    2016-01-01

    The Playing for Life (P4L) philosophy was developed based on the concept of game play. It emphasizes learning through games within the sporting context to promote sports participation. The main aim of the study was to qualitatively evaluate the effectiveness of the P4L philosophy in contributing to enjoyment and in encouraging continued participation in sports. A total of 97 children (aged 5–12 years), who participated in the Active After-school Communities program that adopted the P4L philos...

  4. Examining the Influence of Campus Leadership Programs at a Catholic University

    Science.gov (United States)

    Whitney, Rich; Meents-DeCaigny, Ellen

    2014-01-01

    This study uses the socially responsible leadership and leadership efficacy scales in the Multi-Institutional Study of Leadership (MSL) to examine leadership programs at one Catholic campus, and their influence on socially responsible leadership and leadership efficacy. Examining students that identified as involved in 14 campus leadership…

  5. Skill-Based and Planned Active Play Versus Free-Play Effects on Fundamental Movement Skills in Preschoolers.

    Science.gov (United States)

    Roach, Lindsay; Keats, Melanie

    2018-01-01

    Fundamental movement skill interventions are important for promoting physical activity, but the optimal intervention model for preschool children remains unclear. We compared two 8-week interventions, a structured skill-station and a planned active play approach, to a free-play control condition on pre- and postintervention fundamental movement skills. We also collected data regarding program attendance and perceived enjoyment. We found a significant interaction effect between intervention type and time. A Tukey honest significant difference analysis supported a positive intervention effect showing a significant difference between both interventions and the free-play control condition. There was a significant between-group difference in group attendance such that mean attendance was higher for both the free-play and planned active play groups relative to the structured skill-based approach. There were no differences in attendance between free-play and planned active play groups, and there were no differences in enjoyment ratings between the two intervention groups. In sum, while both interventions led to improved fundamental movement skills, the active play approach offered several logistical advantages. Although these findings should be replicated, they can guide feasible and sustainable fundamental movement skill programs within day care settings.

  6. Examination of the program to avoid round-off error

    International Nuclear Information System (INIS)

    Shiota, Y.; Kusunoki, T.; Tabushi, K.; Shimomura, K.; Kitou, S.

    2005-01-01

    The MACRO programs which express a simple shape such as PLANE, SPHERE, CYLINDER and CONE, are used to the formation of the geometry in EGS4. Each MACRO calculates the important value for the main code to recognize the configured geometry. This calculation process may generate the calculation error due to the effect of a round-off error. SPHERE, CYLINDER and CONE MACRO include the function to avoid the effect, but PLANE MACRO dose not include. The effect of the round-off error is small usually in case of PLANE MACRO, however a slant plane may cause the expansion of the effect. Therefore, we have configured the DELPLANE program with the function to avoid the effect of the round-off error. In this study, we examine the DELPLANE program using the simply geometry with slant plane. As a result, the normal PLANE MACRO generates the round-off error, however DELPLANE program dose not generates one. (author)

  7. Background Television and Infants' Allocation of Their Attention during Toy Play

    Science.gov (United States)

    Setliff, Alissa E.; Courage, Mary L.

    2011-01-01

    The effect of background television on 6- and 12-month-olds' attention during 20 min of toy play was examined. During the first or second half of the session, a clip from a variety of commonly available television programs was presented. The duration and frequency of infants' looks to the toys and to the television indicated that regardless of age…

  8. Sexual Priming, Gender Stereotyping, and Likelihood to Sexually Harass: Examining the Cognitive Effects of Playing a Sexually-Explicit Video Game.

    Science.gov (United States)

    Yao, Mike Z; Mahood, Chad; Linz, Daniel

    2010-01-01

    The present study examines the short-term cognitive effects of playing a sexually explicit video game with female "objectification" content on male players. Seventy-four male students from a university in California, U.S. participated in a laboratory experiment. They were randomly assigned to play either a sexually-explicit game or one of two control games. Participants' cognitive accessibility to sexual and sexually objectifying thoughts was measured in a lexical decision task. A likelihood-to-sexually-harass scale was also administered. Results show that playing a video game with the theme of female "objectification" may prime thoughts related to sex, encourage men to view women as sex objects, and lead to self-reported tendencies to behave inappropriately towards women in social situations.

  9. Learning to blast a way into crime, or just good clean fun? Examining aggressive play with toy weapons and its relation with crime.

    Science.gov (United States)

    Smith, Sven; Ferguson, Christopher J; Beaver, Kevin M

    2018-01-16

    Researchers, such as Bandura, have proposed that children's mere exposure to the use of play weapons encourages deviant displays of aggression, but there is very little research to support this hypothesis of 20 years. To examine the relationship between amount of weapon play and concurrent aggression as well as later violent juvenile crime, while controlling for other variables possibly influencing criminal pathways. Using longitudinal survey data collected from mothers and children (n = 2019) from age 5, with follow-up at age 15, correlations between children's play with toy weapons and juvenile criminality were examined. Multivariate regression analyses were employed to determine to what extent early childhood aggression, symptoms of attention deficit hyperactivity disorder, and symptoms of depression were antecedents of juvenile crime. For bivariate analysis between toy weapon play and juvenile criminality, the effect size was small and not significant. The relationship remained not significant once control variables were introduced into the model. The act of pretending to be aggressive in childhood thus plays little role in predicting later criminality after other factors, such as gender, attention deficit hyperactivity disorder or depression, have been taken into account. Involvement in imaginative play with toy gun use in early childhood is unlikely to be useful as a risk marker for later criminal behaviour. Play fighting and war toy games may even be considered necessary components within the frame of normal development. Copyright © 2018 John Wiley & Sons, Ltd. Copyright © 2018 John Wiley & Sons, Ltd.

  10. The Relationship Between Video Game Play and the Acquired Capability for Suicide: An Examination of Differences by Category of Video Game and Gender.

    Science.gov (United States)

    Mitchell, Sean M; Jahn, Danielle R; Guidry, Evan T; Cukrowicz, Kelly C

    2015-12-01

    This study examined the relationship between video game (VG) play and the acquired capability for suicide (ACS), as well as the moderating effects of VG category and gender on this relationship. Participants were 228 college students who played VGs on a weekly basis and who completed self-report assessments of VG play, painful and provocative events, and the ACS. Results indicated that there was a significant positive association between hours of VG play and the ACS. The action category of VGs was a significant moderator of the relationship between hours of VG play and the ACS after adjusting for previous painful and provocative events. Gender did not significantly moderate the relationship between hours of VG play and the ACS, and there was no significant three-way interaction between hours of VG play, playing action category VGs, and gender. This suggests that individuals who play many hours of action VGs may be more capable of lethal self-harm if they experience suicide ideation, although this association does not exist for individuals who play other categories of VGs.

  11. "Prey Play": Learning about Predators and Prey through an Interactive, Role-Play Game

    Science.gov (United States)

    Deaton, Cynthia C. M.; Dodd, Kristen; Drennon, Katherine; Nagle, Jack

    2012-01-01

    "Prey Play" is an interactive role-play activity that provides fifth-grade students with opportunities to examine predator-prey interactions. This four-part, role-play activity allows students to take on the role of a predator and prey as they reflect on the behaviors animals exhibit as they collect food and interact with one another, as well as…

  12. 46 CFR 176.620 - Description of the Alternative Hull Examination (AHE) Program for certain passenger vessels.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 7 2010-10-01 2010-10-01 false Description of the Alternative Hull Examination (AHE... Hull and Tailshaft Examinations § 176.620 Description of the Alternative Hull Examination (AHE) Program for certain passenger vessels. The Alternative Hull Examination (AHE) Program provides you with an...

  13. A Qualitative Approach to Examining Knowledge Sharing in Iran Tax Administration Reform Program

    Directory of Open Access Journals (Sweden)

    Mehdi Shami Zanjanie

    2012-02-01

    Full Text Available The paper aims to examine knowledge sharing infrastructure of "Iran Tax Administration Reform Program". The qualitative approach by using case study method was applied in this research. In order to meet the research goal, four infrastructural dimensions of knowledge sharing were studied: leadership & strategy, culture, structure, and information technology. To the authors’ knowledge, this was maybe the first paper which examined knowledge sharing infrastructure in programs environment

  14. Playful Collaboration (Or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel; Sproedt, Henrik

    2012-01-01

    This article explores how playing games can be used to teach intangible social interaction across boundaries, in particular within open collaborative innovation. We present an exploratory case study of how students learned from playing a board game in a graduate course of the international...... and interdisciplinary Innovation and Business master's program in Denmark. We identify several important themes related to the process of learning through playing and the social dynamics of open collaborative innovation, while we also highlight possible caveats of “playing” and practicing open innovation. Our findings...

  15. What Play Therapists Do within the Therapeutic Relationship of Humanistic/Non-Directive Play Therapy

    Science.gov (United States)

    Robinson, Sally

    2011-01-01

    Play therapists are increasingly being employed in schools, yet there is confusion among many health, education and social care practitioners about the role of play therapists. This paper explains how play therapists position themselves and what they do through an examination of the therapeutic relationship between the therapist and child. It…

  16. Solitary Active Videogame Play Improves Executive Functioning More Than Collaborative Play for Children with Special Needs.

    Science.gov (United States)

    Flynn, Rachel M; Colon, Nirmaliz

    2016-12-01

    This pilot study examined the impact of playing an active videogame on executive functioning (EF) skills for children with special needs, who typically have lower EF skills. Acute EF change was measured in 36 children with a range of special needs, including mental health disorders and developmental disabilities. Participants were assigned to one of two active videogame conditions: playing alone and playing with a peer. Two different EF tasks were conducted pre- and postplay. Children who played alone increased their accuracy performance more than children in the paired-play condition on two measures of EF. The study explored potential covariates of prior videogame experience, age, and enjoyment, but none of these variables related to EF change. This study's findings support active videogame play as an activity that can boost EF skills for children with special needs when they play alone. Future research should continue to examine the relationships between EF and active videogame play with a peer to elucidate the contributions of social interactions.

  17. Mechanism of Developmental Change in the PLAY Project Home Consultation Program: Evidence from a Randomized Control Trial

    Science.gov (United States)

    Mahoney, Gerald; Solomon, Richard

    2016-01-01

    This investigation is a secondary analysis of data from a randomized control trial of the PLAY Home Consultation Intervention Program which was conducted with 112 preschool children with Autism Spectrum Disorders and their parents (Solomon et al. in "J Dev Behav Pediatr" 35:475-485, 2014). Subjects were randomly assigned to either a…

  18. Research and examinations at the Tono Mines. Fiscal year's programs (Heisei 12 fiscal year). Technical report

    International Nuclear Information System (INIS)

    2000-04-01

    This program showed details on the research and examination program of the Japan Nuclear Cycle Development Institute to be carried out at the Tono Mines in the Heisei 12 fiscal year, according to the 'Fundamental program on research and examinations at the Tono Mines' established on October, 1998. And, this program is carried out under an aim at understanding of transfer and delay performance of materials in deposit rocks with uranium and geological features such as fault, and at development of technology and apparatus for general investigation and evaluation of geological environment, as a stratum science research. Here were described on research and examination of mechanical stability on the rock board, research and examination of geological environment around a tunnel, research and examination of material transfer in the rock board, and research and examination of the Tsukiyoshi stratum abstractly before 1999 and in details at 2000 fiscal years. (G.K.)

  19. [Development of clinical trial education program for pharmaceutical science students through small group discussion and role-playing using protocol].

    Science.gov (United States)

    Imakyure, Osamu; Shuto, Hideki; Nishikawa, Fumi; Hagiwara, Yoshifuka; Inoue, Sachiko; Koyanagi, Taeko; Hirakawa, Masaaki; Kataoka, Yasufumi

    2010-08-01

    The acquirement of basic knowledge of clinical trials and professional attitude in their practices is a general instructional objective in the Model Core Curriculum for Pharmaceutical Education. Unfortunately, the previous program of clinical trial education was not effective in the acquirement of a professional attitude in their practices. Then, we developed the new clinical trial education program using protocol through small group discussion (SGD) and roll-playing. Our program consists of 7 steps of practical training. In step 1, the students find some problems after presentation of the protocol including case and prescription. In step 2, they analyse the extracted problems and share the information obtained in SGD. In steps 3 and 5, five clinical case scenarios are presented to the students and they discuss which case is suitable for entry to the clinical trial or which case corresponds to the discontinuance criteria in the present designed protocol. In steps 4 and 6, the roll-playing is performed by teachers and students as doctors and clinical research coordinators (CRC) respectively. Further, we conducted a trial practice based on this program for the students. In the student's self-evaluation into five grades, the average score of the skill acquisition level in each step was 3.8-4.7 grade. Our clinical trial education program could be effective in educating the candidates for CRC or clinical pharmacists.

  20. Fair Play: A Study of Scientific Workforce Trainers’ Experience Playing an Educational Video Game about Racial Bias

    Science.gov (United States)

    Kaatz, Anna; Carnes, Molly; Gutierrez, Belinda; Savoy, Julia; Samuel, Clem; Filut, Amarette; Pribbenow, Christine Maidl

    2017-01-01

    Explicit racial bias has decreased in the United States, but racial stereotypes still exist and conspire in multiple ways to perpetuate the underparticipation of Blacks in science careers. Capitalizing on the potential effectiveness of role-playing video games to promote the type of active learning required to increase awareness of and reduce subtle racial bias, we developed the video game Fair Play, in which players take on the role of Jamal, a Black male graduate student in science, who experiences discrimination in his PhD program. We describe a mixed-methods evaluation of the experience of scientific workforce trainers who played Fair Play at the National Institutes of Health Division of Training Workforce Development and Diversity program directors’ meeting in 2013 (n = 47; 76% female, n = 34; 53% nonwhite, n = 26). The evaluation findings suggest that Fair Play can promote perspective taking and increase bias literacy, which are steps toward reducing racial bias and affording Blacks equal opportunities to excel in science. PMID:28450447

  1. Young Children and War Play.

    Science.gov (United States)

    Carlsson-Paige, Nancy; Levin, Diane E.

    1988-01-01

    In a recent survey of parents and early childhood professionals the prevalence of war play among children and an increase in the amount of violence in children's play was noted. Outlines how the deregulation of children's television during the Reagan administration has affected children's exposure to violence in children's television programming.…

  2. Guided play and free play in an enriched environment: Impact on motor development

    Directory of Open Access Journals (Sweden)

    Míriam Stock Palma

    2014-06-01

    Full Text Available The purpose of this study was to investigate the effects of guided play and free play in an enriched environmentintervention programs using motor skill development in kindergarten children. Seventy-one children attending kindergarten classes were assigned to two experimental groups and one control group. Participants performed the Test of Gross Motor Development-2 before and after the intervention period. Results revealed that both boys and girls in the guided play group showed motor skill improvement, whereas no changes were observed in motor development in the boys and girls assigned to the free play in enriched environment group, nor in those in the control group. These findings indicate that the teacher's role in the guided play intervention was crucial to help preschool children to improve their performance.

  3. Self-Play and Using an Expert to Learn to Play Backgammon with Temporal Difference Learning

    NARCIS (Netherlands)

    Wiering, Marco A.

    2010-01-01

    A promising approach to learn to play board games is to use reinforcement learning algorithms that can learn a game position evaluation function. In this paper we examine and compare three different methods for generating training games: 1) Learning by self-play, 2) Learning by playing against an

  4. Play Memories and Place Identity.

    Science.gov (United States)

    Sandberg, Anette

    2003-01-01

    This retrospective study examined play memories from childhood to adulthood of 478 university students between ages 20 and 62 as exhibited in drawings of play memories and questionnaire responses. The study focused on the role of the physical environment and place identity in play memories and individual identity development. Findings showed that…

  5. The development of early sociodramatic play

    NARCIS (Netherlands)

    Deunk, M.I.; Berenst, J.; de Glopper, C.M.

    2008-01-01

    In this article we study the beginnings of sociodramatic play. We examine the pretend play interactions of a Dutch girl, Peggy, and focus on her transition into sociodramatic play. Initially, Peggy interprets only some elements of her play interactions at the pretend level. At age 2;9, Peggy shows

  6. Young Children's Development of Scientific Knowledge Through the Combination of Teacher-Guided Play and Child-Guided Play

    Science.gov (United States)

    Sliogeris, Marija; Almeida, Sylvia Christine

    2017-09-01

    Play-based approaches to science learning allow children to meaningfully draw on their everyday experiences and activities as they explore science concepts in context. Acknowledging the crucial role of the teacher in facilitating science learning through play, the purpose of this qualitative study was to examine how teacher-guided play, in conjunction with child-guided play, supports children's development of science concepts. While previous research on play-based science learning has mainly focused on preschool settings, this study explores the possibilities of play-based approaches to science in primary school contexts. Using a qualitative methodology grounded in the cultural-historical theoretical perspective, children's learning was examined during a science learning sequence that combined teacher-guided and child-guided play. This study revealed that the teacher-guided play explicitly introduced science concepts which children then used and explored in subsequent child-guided play. However, intentional teaching during the child-guided play continued to be important. Play-based approaches to science allowed children to make sense of the science concepts using familiar, everyday knowledge and activities. It became evident that the expectations and values communicated through classroom practices influenced children's learning through play.

  7. 46 CFR 71.50-15 - Description of the Alternative Hull Examination (AHE) Program for certain passenger vessels.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 3 2010-10-01 2010-10-01 false Description of the Alternative Hull Examination (AHE... Description of the Alternative Hull Examination (AHE) Program for certain passenger vessels. The Alternative Hull Examination (AHE) Program provides you with an alternative to a drydock examination by allowing...

  8. Active Gaming: The Future of Play?

    Science.gov (United States)

    Witherspoon, Lisa; Manning, John P.

    2012-01-01

    The authors examine technology-driven games--especially active gaming--as an evolving form of children's play. They offer an overview of play and its developmental benefits, describe the literature on the emergence of technology-driven play, and reflect on the diminishment of physical play in contemporary culture. They suggest that active gaming,…

  9. Teaming up for Literacy: Examining Participants' Contributions to a Collaborative Family-Based Program

    Science.gov (United States)

    Kumar, Tracey

    2016-01-01

    This study of participants' contributions to a university-based family literacy program was informed by both "funds of knowledge" (Moll, 1992) and "multiple literacies" (Auerbach, 1995). The study examined participants' contributions to the design, implementation, and evaluation of a university-based family literacy program. In…

  10. Concussion Symptoms and Return to Play Time in Youth, High School, and College American Football Athletes.

    Science.gov (United States)

    Kerr, Zachary Y; Zuckerman, Scott L; Wasserman, Erin B; Covassin, Tracey; Djoko, Aristarque; Dompier, Thomas P

    2016-07-01

    To our knowledge, little research has examined concussion across the youth/adolescent spectrum and even less has examined concussion-related outcomes (ie, symptoms and return to play). To examine and compare sport-related concussion outcomes (symptoms and return to play) in youth, high school, and collegiate football athletes. Athletic trainers attended each practice and game during the 2012 to 2014 seasons and reported injuries. For this descriptive, epidemiological study, data were collected from youth, high school, and collegiate football teams, and the analysis of the data was conducted between July 2015 and September 2015. The Youth Football Surveillance System included more than 3000 youth football athletes aged 5 to 14 years from 118 teams, providing 310 team seasons (ie, 1 team providing 1 season of data). The National Athletic Treatment, Injury, and Outcomes Network Program included 96 secondary school football programs, providing 184 team seasons. The National Collegiate Athletic Association Injury Surveillance Program included 34 college football programs, providing 71 team seasons. We calculated the mean number of symptoms, prevalence of each symptom, and the proportion of patients with concussions that had long return-to-play time (ie, required participation restriction of at least 30 days). Generalized linear models were used to assess differences among competition levels in the mean number of reported symptoms. Logistic regression models estimated the odds of return to play at less than 24 hours and at least 30 days. Overall, 1429 sports-related concussions were reported among youth, high school, and college-level football athletes with a mean (SD) of 5.48 (3.06) symptoms. Across all levels, 15.3% resulted return to play at least 30 days after the concussion and 3.1% resulted in return to play less than 24 hours after the concussion. Compared with youth, a higher number of concussion symptoms were reported in high school athletes (β = 1.39; 95

  11. Longer you play, the more hostile you feel: examination of first person shooter video games and aggression during video game play.

    Science.gov (United States)

    Barlett, Christopher P; Harris, Richard J; Baldassaro, Ross

    2007-01-01

    This study investigated the effects of video game play on aggression. Using the General Aggression Model, as applied to video games by Anderson and Bushman, [2002] this study measured physiological arousal, state hostility, and how aggressively participants would respond to three hypothetical scenarios. In addition, this study measured each of these variables multiple times to gauge how aggression would change with increased video game play. Results showed a significant increase from baseline in hostility and aggression (based on two of the three story stems), which is consistent with the General Aggression Model. This study adds to the existing literature on video games and aggression by showing that increased play of a violent first person shooter video game can significantly increase aggression from baseline. 2007 Wiley-Liss, Inc.

  12. Leisure Today--the Many Faces of Play.

    Science.gov (United States)

    Hudson, Susan D.; And Others

    1995-01-01

    This series of papers examines the role of play from various angles, discussing play as an essential human function and universal experience, the role of play in developing cultural values and awareness, a symbolic interactionist view of play, early therapeutic recreation specialists, and the direction of commercialized play. (SM)

  13. Intervention program in college instrumental musicians, with kinematics analysis of cello and flute playing: a combined program of yogic breathing and muscle strengthening-flexibility exercises.

    Science.gov (United States)

    Lee, Sang-Hie; Carey, Stephanie; Dubey, Rajiv; Matz, Rachel

    2012-06-01

    College musicians encounter health risks not dissimilar to those of professional musicians. Fifteen collegiate instrumental musicians participated in the intervention program of yogic-breathing and muscle-strengthening and flexibility exercises for 8 weeks. Pre- and post-intervention data from the Health-Pain-Injury Inventory (HPI) and the Physical & Musical-Performance Efficacy Assessment Survey (PME) were analyzed for the effects of the program on the musicians' physical and musical-performance efficacy. HPI results showed that the majority of our sample had healthy lifestyles and minimal pain and injuries but irregular eating and exercise habits. The pre-intervention PME data showed a high level of musical efficacy (i.e., awareness of music technique, tone, and flow) but a low-level of physical efficacy (i.e., awareness of posture, tension, and movement flexibility). Post-intervention data showed that the program improved physical efficacy by increased awareness of posture and tension. In 2 volunteer musicians, kinematics motion analysis was conducted for exploratory purposes. Our cellist played the scale using a larger range of motion (ROM) in right shoulder flexion and abduction and slightly increased rotation while keeping decreased right elbow ROM after the intervention program. The flutist shifted the body weight from one foot to the other more in the second playing post-intervention. These changes can be attributed to the increased physical efficacy that allowed freedom to express musicality. Findings from these case scenarios provide empirically based hypotheses for further study. We share our experience so that others may use our model and instruments to develop studies with larger samples.

  14. Third Year Medical School Students' Experiences of Revealing Patients' Stories through Role Playing.

    Science.gov (United States)

    Cansever, Zeliha; Avsar, Zeynep; Tastan, Kenan

    2015-02-01

    Studying medicine is hard and it takes longer time compared to other majors. In addition, medical students find medical education boring. It is now necessary to turn medical education into an enjoyable and interesting way. The aim of this study is to evaluate the impact of an educational program related to how to learn taking medical history and how an effective patient-doctor interview should be. The program is structured in various scenarios, on the students learning skills, by the "role playing" method. A scenario prepared by the lecturer was employed in this study. While one of the students acted in a doctor role, the other one played in the role of patient's relative. The lecturer always played in the role of patient. After performing the role playing, students' written and oral feedbacks were gathered. Data were analysed by using SPSS 20.0 program. A total of 470 feedbacks (51.3% were given by the female students) were taken from the students. Thirty-three volunteer students, nineteen of them were male, took part in the role playing. In the patient-doctor interview, the field that students were best were greeting the patients and dealing only with patients during the examination. The mean scores were 3.81±0.95 and 3.79±0.94 respectively. The ability to "summarize" and to "address the patient with his/her name" had the lowest scores; the mean scores of the students in these areas were 2.94±1.11 and 2.70±1.31, respectively. Medical education is a long and tough process. Therefore, it should be interesting, attention getting and cheerful. Role playing can be effective in meeting that need.

  15. Designing for Immediate Play

    DEFF Research Database (Denmark)

    Pichlmair, Martin; Mech, Lena; Sicart, Miguel Angel

    2017-01-01

    This paper is concerned with designing for immediate play, the experience that a player has when joining a game designed for being played without particular preparation. Museum games, urban games, casual sports, and ad-hoc multiplayer video games are kinds of games that facilitate immediate play...... offer using examples and expert opinions. While most practices and game examples mentioned in this paper are from non-digital games, a special focus is put on the role of technology in immediately playable experiences. Still, the examined design dimensions are independent of the technological foundation...... of the game. This paper provides a starting point for designing better immediate play situations....

  16. 46 CFR 115.660 - Continued participation in the Alternative Hull Examination (AHE) Program.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 4 2010-10-01 2010-10-01 false Continued participation in the Alternative Hull... MORE THAN 49 PASSENGERS INSPECTION AND CERTIFICATION Hull and Tailshaft Examinations § 115.660 Continued participation in the Alternative Hull Examination (AHE) Program. (a) To continue to participate in...

  17. 46 CFR 176.660 - Continued participation in the Alternative Hull Examination (AHE) Program.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 7 2010-10-01 2010-10-01 false Continued participation in the Alternative Hull... (CONTINUED) SMALL PASSENGER VESSELS (UNDER 100 GROSS TONS) INSPECTION AND CERTIFICATION Hull and Tailshaft Examinations § 176.660 Continued participation in the Alternative Hull Examination (AHE) Program. (a) To...

  18. Playing at School: An Inquiry Approach to Using an Experiential Play Lab in an Early Childhood Teacher Education Course

    Science.gov (United States)

    Kemple, Kristen M.; Oh, Ji Hyun; Porter, Daniella

    2015-01-01

    Play is considered an important activity of the early childhood years. Research supports the contribution of play to children's development, learning, and well-being. In spite of this, time for play is being pushed out in many early childhood programs by greater time allotted to formal instruction in narrow academic skills to be tested eventually…

  19. At What Cost? Examining the Cost Effectiveness of a Universal Social-Emotional Learning Program

    Science.gov (United States)

    Hunter, Leah J.; DiPerna, James C.; Hart, Susan Crandall; Crowley, Max

    2018-01-01

    Although implementation of universal social-emotional learning programs is becoming more common in schools, few studies have examined the cost-effectiveness of such programs. As such, the purpose of this article is two fold. First, we provide an overview of cost-effectiveness methods for school-based programs, and second, we share results of a…

  20. Introduction to an open source internet-based testing program for medical student examinations.

    Science.gov (United States)

    Lee, Yoon-Hwan

    2009-12-20

    The author developed a freely available open source internet-based testing program for medical examination. PHP and Java script were used as the programming language and postgreSQL as the database management system on an Apache web server and Linux operating system. The system approach was that a super user inputs the items, each school administrator inputs the examinees' information, and examinees access the system. The examinee's score is displayed immediately after examination with item analysis. The set-up of the system beginning with installation is described. This may help medical professors to easily adopt an internet-based testing system for medical education.

  1. 46 CFR 71.50-27 - Alternative Hull Examination (AHE) program options: Divers or underwater remotely operated...

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 3 2010-10-01 2010-10-01 false Alternative Hull Examination (AHE) program options...-27 Alternative Hull Examination (AHE) program options: Divers or underwater remotely operated vehicle... operations; (2) Provide permanent hull markings, a temporary grid system of wires or cables spaced not more...

  2. UNDERSTANDING THE RELATIONSHIPS OF PROGRAM SATISFACTION, PROGRAM LOYALTY AND STORE LOYALTY AMONG CARDHOLDERS OF LOYALTY PROGRAMS

    Directory of Open Access Journals (Sweden)

    Nor Asiah Omar

    2011-01-01

    Full Text Available Loyalty programs have increasingly attracted interest in both academic marketing research and practice. One major factor that has been increasingly discussed is loyalty. In this study we examine the influence of cardholders' satisfaction on loyalty (program loyalty and store loyalty in a retail context, namely, in department stores and superstores. Data were collected from 400 cardholders of a retail loyalty program in Klang Valley, Malaysia via the drop-off-and-collect technique. Structural modelling techniques were applied to analyze the data. The results indicated that program satisfaction is not related to store loyalty (share-of-wallet, share-of-visit and store preference. However, loyalty to the program (program loyalty plays a crucial intervening role in the relationship between program satisfaction and store loyalty. The study underscores the principal importance of program loyalty in the retail loyalty program.

  3. Refusal Skill Ability: An Examination of Adolescent Perceptions of Effectiveness

    Science.gov (United States)

    Nichols, Tracy R.; Birnel, Sara; Graber, Julia A.; Brooks-Gunn, Jeanne; Botvin, Gilbert J.

    2010-01-01

    This pilot study examined whether refusal assertion as defined by a proven drug prevention program was associated with adolescent perceptions of effectiveness by comparing two sets of coded responses to adolescent videotaped refusal role-plays (N = 63). The original set of codes was defined by programmatic standards of refusal assertion and the…

  4. Importance of clinical examination in diagnostics of Osgood-Schlatter Disease in boys playing soccer or basketball

    Directory of Open Access Journals (Sweden)

    Amela Halilbasic

    2012-04-01

    Full Text Available Introduction: Osgood–Schlatter disease is an irritation of the patellar tendon at the tibial tubercle. Sports with jumps, running, and repeated contractions of knee extension apparatus are considered to be importantexternal risk-factors which could cause Osgood–Schlatter disease.Objectives of the study are to draw attention to the importance of clinical examination in diagnostics of Osgood–Schlatter disease in boys playing soccer or basketball.Methods: The research included data obtained from 120 boys, average age of 14 years. Examinees were split into two groups, one with young athletes which regularly have soccer or basketball trainings and thesecond one with boys who do not participating in sports. We performed anthropological measurements and clinical examinations of both knees and hips for both groups. For the statistical analysis we used pointbiserialcorrelation coefficient.Results: Based on clinical examination, Osgood–Schlatter disease was diagnosed in 51 examinees (42.5%. In “athletic group” Osgood–Schlatter disease had 31 boys or 52%, comparing with “non-athletic group” wherewe found 20 adolescents with disease (33%. Number of boys with Osgood–Schlatter disease was higher for 19% in “athletic group” comparing with “non-athletic group”. Comparing incidence rate for boys in both groups with diagnosed II and III level of Osgood–Schlatter disease we found that rate is higher in “athletic group” 2.25 times comparing with “non-athletic group”.Conclusions: Clinical examination is critical method in the process of diagnosing Osgood–Schlatter disease especially for identifying II and III level of this disease.

  5. Physical Activity Play and Preschool Children's Peer Acceptance: Distinctions between Rough-and-Tumble and Exercise Play

    Science.gov (United States)

    Lindsey, Eric W.

    2014-01-01

    Research Findings: Two forms of exercise play (toy mediated and non-mediated) and 2 forms of rough-and-tumble (R&T) play (chase and fighting) were examined in relation to preschoolers' peer competence. A total of 148 preschoolers (78 boys, 89 Euro-Americans) were observed during free play at their university-sponsored child care center. The…

  6. [Comparative analysis of the efficacy of a playful-narrative program to teach mathematics at pre-school level].

    Science.gov (United States)

    Gil Llario, M D; Vicent Catalá, Consuelo

    2009-02-01

    Comparative analysis of the efficacy of a playful-narrative program to teach mathematics at pre-school level. In this paper, the effectiveness of a programme comprising several components that are meant to consolidate mathematical concepts and abilities at the pre-school level is analyzed. The instructional methodology of this programme is compared to other methodologies. One-hundred 5-6 year-old children made up the sample that was distributed in the following conditions: (1) traditional methodology; (2) methodology with perceptual and manipulative components, and (3) methodology with language and playful components. Mathematical competence was assessed with the Mathematical Criterial Pre-school Test and the subtest of quantitative-numeric concepts of BADyG. Participants were evaluated before and after the academic course during which they followed one of these methodologies. The results show that the programme with language and playful components is more effective than the traditional methodology (p<.000) and also more effective than the perceptual and manipulative methodology (p<.000). Implications of the results for instructional practices are analyzed.

  7. Introduction to an Open Source Internet-Based Testing Program for Medical Student Examinations

    Directory of Open Access Journals (Sweden)

    Yoon-Hwan Lee

    2009-12-01

    Full Text Available The author developed a freely available open source internet-based testing program for medical examination. PHP and Java script were used as the programming language and postgreSQL as the database management system on an Apache web server and Linux operating system. The system approach was that a super user inputs the items, each school administrator inputs the examinees’ information, and examinees access the system. The examinee’s score is displayed immediately after examination with item analysis. The set-up of the system beginning with installation is described. This may help medical professors to easily adopt an internet-based testing system for medical education.

  8. TMI-2 Technical Information and Examination Program. 1984 annual report

    International Nuclear Information System (INIS)

    Hess, C.J.

    1985-04-01

    In 1984, the US Department of Energy's Technical Information and Examination Program entered its fifth year of research and development work at Three Mile Island Unit 2 (TMI-2) and at the Idaho National Engineering Laboratory and other supporting laboratories. The work concentrated on six major areas: waste immobilization, reactor evaluation, data acquisition, information and industry coordination, core activities, and EPICOR II and waste research and disposition

  9. Playing at Violence: Lock-down Drills, "Bad Guys" and the Construction of "Acceptable" Play in Early Childhood

    Science.gov (United States)

    Delaney, Katherine K.

    2017-01-01

    This study examines how acceptable play was framed for a class of pre-Kindergarten children by their teacher and classroom aide. Using comic subjectivity theory [Zupancic, A. (2008). "The odd one in: On comedy." Cambridge: MIT Press], the author explores how children's playing at pretend violence (bad guy and pretend gun play) is…

  10. Play and optimal welfare: Does play indicate the presence of positive affective states?

    Science.gov (United States)

    Ahloy-Dallaire, Jamie; Espinosa, Julia; Mason, Georgia

    2017-11-16

    Play is commonly used to assess affective states in both humans and non-human animals. Play appears to be most common when animals are well-fed and not under any direct threats to fitness. Could play and playfulness therefore indicate pre-existing positive emotions, and thence optimal animal welfare? We examine this question by surveying the internal and external conditions that promote or suppress play in a variety of species, starting with humans. We find that negative affective states and poor welfare usually do suppress play (although there are notable exceptions where the opposite occurs). Furthermore, research in children suggests that beyond the frequency or total duration of play, poor welfare may additionally be reflected in qualitative aspects of this heterogeneous behaviour (e.g. display of solitary over social play; and the 'fragmentation' of play bouts) that are often overlooked in animals. There are surprisingly few studies of play in subjects with pre-existing optimal welfare or in unambiguously highly positive affective states, making it currently impossible to determine whether play can distinguish optimal or good welfare from merely neutral welfare. This therefore represents an important and exciting area for future research. Copyright © 2017 Elsevier B.V. All rights reserved.

  11. The adoption and effectiveness of loyalty programs in retailing

    NARCIS (Netherlands)

    Leenheer, J.

    2004-01-01

    Loyalty programs have widely appeared in several sectors, with the aim of enhancing customer loyalty and profitability. This dissertation examines which role loyalty programs can play in the company's marketing-mix, with a special focus on retailing. The dissertation consists of three independent

  12. 46 CFR 71.50-31 - Continued participation in the Alternative Hull Examination (AHE) program.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 3 2010-10-01 2010-10-01 false Continued participation in the Alternative Hull... the Alternative Hull Examination (AHE) program. (a) To continue to participate in the AHE Program, vessel operators must conduct an annual hull condition assessment. At a minimum, vessel operators must...

  13. Why just exercise if you can play? Interest in a modified sports program to enhance physical activity among primary care patients

    Directory of Open Access Journals (Sweden)

    Christopher N. Sciamanna

    2017-12-01

    Full Text Available Fewer adults meet guidelines for aerobic physical activity, and many report a lack of enjoyment as a barrier. This survey was designed to determine the interest of primary care patients in participating in program designed to maximize enjoyment. Primary care patients (n=540 in Central Pennsylvania reported their interest in participating in a “a regular fitness program where people your own age played games, such as softball, floor hockey and soccer, that were made to be easier to play and less competitive.” Mean age was 58.4years (SD=16.5, range=18–98. More than one-third (37.0%, including 59.6% of those under age 50, were interested in the modified sports fitness program. After adjusting for confounders, patients under age 40 were 5.9 (95% CI: 2.6–13.9 times as interested (v. age>70 and non-white patients were 3.4 (95% CI: 1.3–8.5 times interested. Female patients and those with hypertension, high cholesterol or obesity were equally interested. A fitness program that consists of modified sports may be of interest to most primary care patients under age 50. Patients' initial interest appears high enough to warrant further development and testing. Keywords: Physical activity, Exercise, Primary care

  14. On play and playing.

    Science.gov (United States)

    Rudan, Dusko

    2013-12-01

    The paper offers a review of the development of the concept of play and playing. The true beginnings of the development of the theories of play are set as late as in the 19th century. It is difficult to define play as such; it may much more easily be defined through its antipode--work. In the beginning, play used to be connected with education; it was not before Freud's theory of psychoanalysis and Piaget's developmental psychology that the importance of play in a child's development began to be explained in more detail. The paper further tackles the role of play in the adult age. Detailed attention is paid to psychodynamic and psychoanalytic authors, in particular D. W. Winnicott and his understanding of playing in the intermediary (transitional) empirical or experiential space. In other words, playing occupies a space and time of its own. The neuroscientific concept of playing is also tackled, in the connection with development as well.

  15. Examining the Factors of Licensure Examination for Teachers Performance for Program Strategy Enhancement

    Directory of Open Access Journals (Sweden)

    Januard D. Dagdag

    2017-11-01

    Full Text Available Passing the Licensure Examination for Teachers (LET has been the ultimate focus of tertiary education institutions in the Philippines to meet the present demand of local and global parties and communities. Hence, various strategies are conducted to increase the likelihood that the prospect will happen. With this, the current study determines the predictors of LET performance of the 146 Bachelor of Secondary Education graduates that could serve as basis for enhancing program strategies for a better LET rating. A descriptive correlational method through the analysis of registration data on LET, grade weighted average, college admission test (CAT scores, and course audit scores was conducted. Descriptive statistics and correlational tests were employed in the analysis of these data. Results showed that low LET performance is influenced by low performances in academics and admission test, and limited course audit units taken. Admission test performance, however, does not predict LET performance in Major. On the other hand, course audit performance can only forecast licensure exam scores in Major. Hence, to increase LET performance, the program should consider benchmarking from LET performing institutions, choose the right faculty to teach a course, secure the validity and/or reliability of instructional materials and assessment tools with LET competencies, strictly implement the admission and retention policy, and assess regularly the efficacy of the course audit in all areas

  16. Learning through Play: Portraits, Photoshop, and Visual Literacy Practices

    Science.gov (United States)

    Honeyford, Michelle A.; Boyd, Karen

    2015-01-01

    Play has a significant role in language and literacy learning. However, even when valued in schools, opportunities for play are limited beyond early childhood education. This study of an after-school program for adolescents looks closely at several forms of play that students engaged in to produce self-portraits. The study suggests that play and…

  17. Qualitative Evaluation of a Role Play Bullying Simulation.

    Science.gov (United States)

    Gillespie, Gordon L; Brown, Kathryn; Grubb, Paula; Shay, Amy; Montoya, Karen

    Bullying against nurses is becoming a pervasive problem. In this article, a role play simulation designed for undergraduate nursing students is described. In addition, the evaluation findings from a subsample of students who participated in a role play simulation addressing bullying behaviors are reported. Focus group sessions were completed with a subset of eight students who participated in the intervention. Sessions were audiorecorded, transcribed verbatim, and analyzed using Colaizzi's procedural steps for qualitative analysis. Themes derived from the data were "The Experience of Being Bullied", "Implementation of the Program", "Desired Outcome of the Program", and "Context of Bullying in the Nursing Profession". Role play simulation was an effective and active learning strategy to diffuse education on bullying in nursing practice. Bullying in nursing was identified as a problem worthy of incorporation into the undergraduate nursing curriculum. To further enhance the learning experience with role play simulation, adequate briefing instructions, opportunity to opt out of the role play, and comprehensive debriefing are essential.

  18. Free Play in Early Childhood Education: A Phenomenological Study

    Science.gov (United States)

    Aras, Selda

    2016-01-01

    It is aimed to investigate perceptions and implementations of early childhood teachers on free play and their involvement in children's free play. Recent studies focused on that, although there is an increase in the amount of teacher involvement, the quality of this involvement should be clearly examined. Lev Vygotsky examined play as an…

  19. Playful Postmodernism: Building with Diversity in the Postmodern Classroom

    Science.gov (United States)

    Feldman, Nancy; Barron, Mary; Holliman, Diane Carol; Karliner, Shelley; Walker, Uta M.

    2009-01-01

    The critical examination of language and the deconstruction of truth claims play an important role in how we build with diversity in our classrooms. We, as social work educators involved with playful postmodernism, recognize the significance of improvisation and playfulness in engaging the question: how is this examination and deconstruction done?…

  20. Play Therapy in Political Theory: Machiavelli's Mandragola.

    Science.gov (United States)

    Lukes, Timothy J.

    1981-01-01

    Suggests that having political science college students perform in class Machiavelli's play "Mandragola" is an excellent way to expand student's appreciation of Machiavelli. Article provides a synopsis of the play, discusses Machiavelli's intent, examines the meaning of the play, and presents classroom logistics. (RM)

  1. The playful and reflective game designer

    DEFF Research Database (Denmark)

    Majgaard, Gunver

    2014-01-01

    Abstract: A group of first-semester engineering students participated in a game design course. The aim of the course was to learn how to design computer games and programming skills by creating their own games, thereby applying their game-playing experiences to gain knowledge about game design....... The aim was for students to develop a more critically reflective perspective on video games and game design. In applying their game experiences, they developed their own digital prototypes and participated in reflective discussions on the concept of games: what makes them interesting and how...... they are constructed. The students used the GameMaker programming tool, which can be used without any prior programming knowledge. The tool allows for the easy development of 2D game prototypes.The didactic approach was based on play as a lever for the design process, and on constructionistic and reflective learning...

  2. An Examination of New Counselor Mentor Programs

    Science.gov (United States)

    Bass, Erin; Gardner, Lauren; Onwukaeme, Chika; Revere, Dawn; Shepherd, Denise; Parrish, Mark S.

    2013-01-01

    An analysis of current new counselor mentor programs reveals the need for such programs, but information regarding established programs is limited. A review of the literature addresses program characteristics and data obtained from existing mentor program participants. An overview of four programs explaining the framework outlined for mentoring…

  3. Game Design and Homemade PowerPoint Games: An Examination of the Justifications and a Review of the Research

    Science.gov (United States)

    Siko, Jason; Barbour, Michael

    2013-01-01

    Research on educational games often focuses on the benefits that playing games has on student achievement. However, there is a growing body of research examining the benefits of having students design games rather than play them. Problems with game design as an instructional tool include the additional instruction on the programming language…

  4. Summer Treatment Program for Preschoolers with Externalizing Behavior Problems: a Preliminary Examination of Parenting Outcomes.

    Science.gov (United States)

    Graziano, Paulo A; Ros, Rosmary; Hart, Katie C; Slavec, Janine

    2017-11-07

    Within an at-risk sample of preschoolers with externalizing behavior problems (EBP), the current study examined the initial promise of a multimodal intervention, the Summer Treatment Program for Pre-Kindergarteners (STP-PreK), in improving parenting outcomes. Using an open trial design, 154 parents and their preschool children (73% male; M age  = 5.06 years; 82% Hispanic/Latino background) with at-risk or clinically elevated levels of EBP (57% of which were referred by schools or mental health/medical professionals) completed a baseline and post-treatment assessment. A subsample of 90 families completed a follow-up assessment approximately 6 to 9 months after treatment completion. Parental measures of parenting stress and discipline strategies were collected across all three assessments. Observational data were also collected across all assessments during a 5-min standardized child-led play situation and a 5-min parent-led clean up task. The parenting component of the STP-PreK included a School Readiness Parenting Program (SRPP) of which the behavioral management component was implemented via a Parent-Child Interaction Therapy (PCIT) adaptation (8 weekly group sessions with 15-20 parents in each group, lack of requirement of "mastery" criteria). All parenting outcomes (both ratings and observed) significantly improved after the intervention (Cohen's d mean effect size across measures 0.89) with all effects being maintained at the 6-9 month follow-up. These findings highlight the initial promise of our SRPP's PCIT adaptation in targeting multiple aspects of parenting while yielding comparable parenting skills acquisition compared to traditional individual PCIT.

  5. External tank program productivity and quality enhancements - A case study

    Science.gov (United States)

    Locke, S. R.

    1988-01-01

    The optimization of the Manned Space Systems productivity and quality enhancement program is described. The guidelines and standards of the program and the roles played in it by various employee groups are addressed. Aspects of the program involving job/organization redefinition, production and planning in automation, and artificial intelligence and robotics are examined.

  6. Examining Sense of Community among Medical Professionals in an Online Graduate Program

    Directory of Open Access Journals (Sweden)

    Kadriye O. Lewis

    2015-01-01

    Full Text Available As the number of online degree programs continues to grow, one of the greatest challenges is developing a sense of community among learners who do not convene at the same time and place. This study examined the sense of community among medical professionals in an online graduate program for healthcare professionals. We took the sample from a fully online program delivered jointly by a state university and a local children's hospital in the Midwest. We administered Rovai's Classroom Community Survey with 11 additional demographic questions. We also utilized online interviews to further explore students’ understanding of sense of community. A bi-factor model was fitted to the online sense of community survey data. Using multivariate analysis of variance (MANOVA and univariate analysis of variance (ANOVA we identified potential group differences. The qualitative data were analyzed thematically in a recursive and iterative process. Study results suggested that a dominant factor existed: sense of community with two sub-domain factors including sense of learning and sense of connectedness. No significant differences in sense of community with regard to gender, native language, or area of medical practice were detected. However, results showed a difference in sense of community between the three courses examined. This study is the first to examine the sense of community among online medical professionals. Since our findings are in contrast to those of previous studies, this opens the door to additional studies around the possible differences between the community characteristics and needs of medical professionals as online students.

  7. Return to play in elite rugby union: application of global positioning system technology in return-to-running programs.

    Science.gov (United States)

    Reid, Laura C; Cowman, Jason R; Green, Brian S; Coughlan, Garrett F

    2013-05-01

    Global positioning systems (GPS) are widely used in sport settings to evaluate the physical demands on players in training and competition. The use of these systems in the design and implementation of rehabilitation and return-to-running programs has not yet been elucidated. To demonstrate the application of GPS technology in the management of return to play in elite-club Rugby Union. Case series. Professional Rugby Union club team. 8 elite Rugby Union players (age 27.86 ± 4.78 y, height 1.85 ± 0.08 m, weight 99.14 ± 9.96 kg). Players wore GPS devices for the entire duration of a club game. Variables of locomotion speed and distance were measured. Differences in physical demands between playing positions were observed for all variables. An analysis of the position-specific physical demands measured by GPS provides key information regarding the level and volume of loads sustained by a player in a game environment. Using this information, sports-medicine practitioners can develop rehabilitation and return-to-running protocols specific to the player position to optimize safe return to play.

  8. Computer analysis and comparison of chess players' game-playing styles

    OpenAIRE

    Krevs, Urša

    2015-01-01

    Today's computer chess programs are very good at evaluating chess positions. Research has shown that we can rank chess players by the quality of their game play, using a computer chess program. In the master's thesis Computer analysis and comparison of chess players' game-playing styles, we focus on the content analysis of chess games using a computer chess program's evaluation and attributes we determined for each individual position. We defined meaningful attributes that can be used for com...

  9. Playing Moderately Hard to Get

    Directory of Open Access Journals (Sweden)

    Stephen Reysen

    2013-12-01

    Full Text Available In two studies, we examined the effect of different degrees of attraction reciprocation on ratings of attraction toward a potential romantic partner. Undergraduate college student participants imagined a potential romantic partner who reciprocated a low (reciprocating attraction one day a week, moderate (reciprocating attraction three days a week, high (reciprocating attraction five days a week, or unspecified degree of attraction (no mention of reciprocation. Participants then rated their degree of attraction toward the potential partner. The results of Study 1 provided only partial support for Brehm’s emotion intensity theory. However, after revising the high reciprocation condition vignette in Study 2, supporting Brehm’s emotion intensity theory, results show that a potential partners’ display of reciprocation of attraction acted as a deterrent to participants’ intensity of experienced attraction to the potential partner. The results support the notion that playing moderately hard to get elicits more intense feelings of attraction from potential suitors than playing too easy or too hard to get. Discussion of previous research examining playing hard to get is also re-examined through an emotion intensity theory theoretical lens.

  10. Children's Engagement in Play at Home: A Parent's Role in Supporting Play Opportunities during Early Childhood

    Science.gov (United States)

    LaForett, Doré R.; Mendez, Julia L.

    2017-01-01

    This study examined parents' developmentally appropriate beliefs about young children's play and parents' views on their child's play skills. This exploratory secondary data analysis was drawn from data on low-income African-American and Latino parents and their children (n = 109) participating in Head Start programmes in the USA. Compared with…

  11. Psychiatrists' Perceptions of Role-Playing Games.

    Science.gov (United States)

    Lis, Eric; Chiniara, Carl; Biskin, Robert; Montoro, Richard

    2015-09-01

    The literature has seen a surge in research on the mental health impacts of technologies such as Facebook, video games, and massively-multiplayer online role-playing games such as World of Warcraft, but little is known regarding the mental health impact of non-video role-playing games, such as Dungeons & Dragons. The present study examines how psychiatrists' perceive role-playing games and whether they play them. Psychiatrists at a tertiary care centre in Canada completed a questionnaire assessing history of playing role-playing games and whether they associate them with psychopathology. Forty-eight psychiatrists responded. Twenty-three percent have played a role-playing game over their lifetimes. Twenty-two percent believed there was an association between psychopathology and role-playing games. A majority of psychiatrists who responded do not associate role-playing games with psychopathology. Implications for clinical practice and future research are discussed.

  12. Examining Variations in Fourth-Grade Children's Participation in School Breakfast and Lunch Programs by Student and Program Demographics

    Science.gov (United States)

    Guinn, Caroline H.; Baxter, Suzanne Domel; Finney, Christopher J.; Hitchcock, David B.

    2013-01-01

    Purpose/Objectives: Analyses were conducted to examine variations in fourth-grade children's participation in school-breakfast and school-lunch programs by weekday, month, socioeconomic status, absenteeism, gender, and school-breakfast location. Methods: Fourth-grade children were participants in a dietary-reporting validation study during either…

  13. Guiding Future Early Childhood Educators to Reclaim Their Own Play as a Foundation for Becoming Effective Advocates for Children's Play

    Science.gov (United States)

    Nicholson, Julie; Shimpi, Priya Mariana

    2015-01-01

    Two case studies describe how two women, enrolled in an undergraduate course on play, were guided to examine play across their lifespan, critique the barriers that led to a decline in their play from childhood to young adulthood, and engage in cycles of documentation, dialogue, and analysis of their adult play experiences in order to discover…

  14. An Examination of Peer-Delivered Parenting Skills Programs Across New York State.

    Science.gov (United States)

    Acri, Mary C; Craig, Nancy; Adler, Josh

    2018-03-24

    Peers are an important adjunct to the public mental health service system, and are being increasingly utilized across the country as a cost-effective solution to workforce shortages. Despite the tremendous growth of peer-delivered support over the past two decades, it has only been within the past few years that peer programs have been the subject of empirical inquiry. The purpose of this study was to examine the prevalence and characteristics of peer-delivered parenting programs across the New York State public mental health service system. We surveyed 46 family peer organizations across New York State regarding their delivery of structured peer-delivered parenting programs. Thirty-four (76%) completed the questionnaire, and of them, 18 (53%) delivered a parenting program. Subsequent interviews with seven of the 18 organizations revealed peer organizations had been delivering eight unique parenting programs for upwards of two decades. Additionally, organizations offered multiple supports to families to participate. Training, supervision, and issues around fidelity are discussed, as well as the implications of this study for states utilizing a peer workforce.

  15. FATHER PLAY: IS IT SPECIAL?

    Science.gov (United States)

    Cabrera, Natasha J; Roggman, Lori

    2017-11-01

    Both mothers and fathers play with their children, but research on parent-child play interactions is conducted with mothers three times more often than it is with fathers. The articles in this special issue address this gap by focusing on the nature and quality of father-child play, across cultural contexts, and considering whether father play offers something unique and special for early human development, in infancy or early childhood. The studies show that fathers can be just as developmentally supportive as are mothers in terms of being playful and engaged with their children in ways that are related to greater child socioemotional competence, emotion regulation, and vocabulary, and to less aggression, anxiety, and negativity. We encourage future research to examine the cultural influences, family system dynamics, and specificity of timing and types of father-child play in relation to children's developmental competence. © 2017 Michigan Association for Infant Mental Health.

  16. "Everything's Upside Down. We'll Call It Upside Down Valley!": Siblings' Creative Play Themes, Object Use, and Language during Pretend Play

    Science.gov (United States)

    Howe, Nina; Abuhatoum, Shireen; Chang-Kredl, Sandra

    2014-01-01

    Research Findings: Pretend play is an important context that supports young children's developing social-cognitive and creative abilities. The play behaviors of 70 sibling dyads in early and middle childhood were examined for the following indices of creativity in play: (a) play themes (set-up/organization, expected, creative), (b) object use…

  17. Examining the Feasibility and Effectiveness of a Community-Based Obesity Prevention Program

    Science.gov (United States)

    Cotter, Elizabeth W.; Bera, Victoria; Elsemore, Johanna; Snelling, Anastasia

    2018-01-01

    Background: Latinos in the United States are at heightened risk for obesity and health disparities, yet community-based interventions to promote health are limited. Purpose: This research examined the feasibility and efficacy of a culturally relevant obesity prevention program (Vivir Sano), which included stress reduction and behavioral lifestyle…

  18. Assessment of Primary Representational Systems with Neurolinguistic Programming: Examination of Preliminary Literature.

    Science.gov (United States)

    Dorn, Fred J.; And Others

    1983-01-01

    Reviews the inconsistent findings of studies on neurolinguistic programing and recommends some areas that should be examined to verify various claims. Discusses methods of assessing client's primary representational systems, including predicate usage and eye movements, and suggests that more reliable methods of assessing PRS must be found. (JAC)

  19. Play, Playfulness, Creativity and Innovation

    Directory of Open Access Journals (Sweden)

    Patrick Bateson

    2014-05-01

    Full Text Available Play, as defined by biologists and psychologists, is probably heterogeneous. On the other hand, playfulness may be a unitary motivational state. Playful play as opposed to activities that merge into aggression is characterized by positive mood, intrinsic motivation, occurring in a protected context and easily disrupted by stress. Playful play is a good measure of positive welfare. It can occupy a substantial part of the waking-life of a young mammal or bird. Numerous functions for play have been proposed and they are by no means mutually exclusive, but some evidence indicates that those individual animals that play most are most likely to survive and reproduce. The link of playful play to creativity and hence to innovation in humans is strong. Considerable evidence suggests that coming up with new ideas requires a different mindset from usefully implementing a new idea.

  20. Attributes of Candidates Passing the ABS Certifying Examination on the First Attempt-Program Directors׳ Perspective.

    Science.gov (United States)

    Sheikh, Mohd Raashid; Hulme, Michael

    2016-01-01

    The American Board of Surgery Certifying Examination (CE) is a pivotal event in a surgeon's career development, as it is the last challenge before achieving Board certification. First-time pass rate on the CE is one of the key metrics of surgery residency programs. The overall pass rate on the CE has declined significantly in recent years. The goal of this study was the identification of attributes of general surgery residents that are associated with passing the CE at the first attempt. The modified Delphi process was used to survey general surgery program directors. The study was conducted in 2 rounds in the interest of time available for surgical education research fellowship project. All 259 program directors were contacted in each round of surveys. In all, 49 (19%) responded to the first round and 54 (21%) responded to the second round of survey. The characteristics of a successful resident on CE include confidence, self-motivation, sound knowledge base, strong performance on the Board's training examination (American Board of Surgery In-Training Examination), and mock orals, and good communication skills. Postgraduate years 4 and 5 are the most likely resident levels at which failure could be predicted. Copyright © 2015 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  1. The Stored Waste Examination Pilot Plant program at the INEL

    International Nuclear Information System (INIS)

    McKinley, K.B.; Anderson, B.C.; Clements, T.L.; Hinckley, J.P.; Mayberry, J.L.; Smith, T.H.

    1983-01-01

    Since 1970, defense transuranic waste has been placed into 20-year retrievable storage at the Radioactive Waste Management Complex at the Idaho National Engineering Laboratory (INEL). A major objective of the U.S. Department of Energy (DOE) Nuclear Waste Management Program is to remove all retrievably stored transuranic waste from the INEL. The January 1981 DOE Record of Decision on the Waste Isolation Pilot Plant (WIPP) stated, ''The WIPP facility will dispose of defense transuranic waste stored retrievably at the Idaho National Engineering Laboratory.'' After retrieval and before shipment, processing may be necessary to prepare the waste for acceptance, handling, and enhanced long-term isolation in the WIPP. However, some of the waste is certifiable to the WIPP waste acceptance criteria without container opening or waste processing. To minimize costs, the Stored Waste Examination Pilot Plant (SWEPP) is being developed to certify INEL stored transuranic waste without container opening or waste processing. The SWEPP certification concept is based on records assessment, nondestructive examination techniques, assay techniques, health physics examinations, and limited opening of containers at another facility for quality control

  2. Use of language in symbolic play of toddlers

    OpenAIRE

    Knap, Petra

    2015-01-01

    The purpose of the thesis is to determine which materials encourage language development during symbolic play, how often do children in the first age group engage in symbolic play, and how can the teacher influence speech development during this activity. The theoretical part defines play, focusing on symbolic play. It also describes the role of the preschool teacher during play and explores the speech of younger children during symbolic play. The empirical part of the thesis examines whic...

  3. 46 CFR 115.620 - Description of the Alternative Hull Examination (AHE) Program for certain passenger vessels.

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 4 2010-10-01 2010-10-01 false Description of the Alternative Hull Examination (AHE... ACCOMMODATIONS FOR MORE THAN 49 PASSENGERS INSPECTION AND CERTIFICATION Hull and Tailshaft Examinations § 115.620 Description of the Alternative Hull Examination (AHE) Program for certain passenger vessels. The Alternative...

  4. Nonsocial Play in Preschoolers: Necessarily Evil?

    Science.gov (United States)

    Rubin, Kenneth H.

    1982-01-01

    Examines the social, cognitive, and social-cognitive correlates of nonsocial play in 122 four-year-olds observed for 20 minutes during free play. Subjects were given a role-taking test and tests of social and impersonal problem-solving skills. Sociometric popularity and social competence, as rated by teachers, were also assessed. (Author/RH)

  5. Play Initiating Behaviors and Responses in Red Colobus Monkeys

    Science.gov (United States)

    Worch, Eric A.

    2012-01-01

    Red colobus monkeys are playful primates, making them an important species in which to study animal play. The author examines play behaviors and responses in the species for its play initiation events, age differences in initiating frequency and initiating behavior, and the types of social play that result from specific initiating behaviors. Out…

  6. Development of various reaction abilities and their relationships with favorite play activities in preschool children.

    Science.gov (United States)

    Miyaguchi, Kazuyoshi; Demura, Shinich; Sugiura, Hiroki; Uchiyama, Masanobu; Noda, Masahiro

    2013-10-01

    This study examines the development of various reaction movements in preschool children and the relationship between reaction times and favorite play activities. The subjects were 167 healthy preschool children aged 4-6 (96 boys and 71 girls). This study focused on the reaction times of the upper limbs (reaction 1: release; reaction 2: press) and the whole body (reaction 3: forward jump). The activities frequently played in preschools are largely divided into dynamic play activities (tag, soccer, gymnastics set, dodge ball, and jump rope) and static play activities (drawing, playing house, reading, playing with sand, and building blocks). The subjects chose 3 of 10 cards picturing their favorite play activities, depicting 10 different activities. All intraclass correlation coefficients of measured reaction times were high (0.73-0.79). In addition, each reaction time shortened with age. Reaction 1 showed a significant and low correlation with reaction 3 (r = 0.37). The effect size of the whole body reaction time was the largest. Whole body reaction movement, which is largely affected by the exercise output function, develops remarkably in childhood. Children who liked "tag" were faster in all reaction times. The children who chose "soccer" were faster in reactions 2 and 3. In contrast, children who liked "playing house" tended to have slower reaction times. Dynamic activities, such as tag and soccer, promote development of reaction speed and agility in movements involving the whole body. Preschool teachers and physical educators should re-examine the effect of tag and use it periodically as one of the exercise programs to avoid unexpected falls and injuries in everyday life.

  7. The adoption and effectiveness of loyalty programs in retailing

    OpenAIRE

    Leenheer, J.

    2004-01-01

    Loyalty programs have widely appeared in several sectors, with the aim of enhancing customer loyalty and profitability. This dissertation examines which role loyalty programs can play in the company's marketing-mix, with a special focus on retailing. The dissertation consists of three independent projects. The first project studies the determinants of retailers' decision to adopt loyalty programs and the effectiveness of loyalty programs by means of a retailer survey. The second project studi...

  8. How passion and impulsivity influence a player's choice of videogame, intensity of playing and time spent playing

    OpenAIRE

    Puerta-Cortés, Diana Ximena; Panova, Tayana; Carbonell, Xavier; Chamarro, Andrés

    2016-01-01

    Videogames have received much attention in addiction research due to their popularity and frequent use. However, few studies have addressed the effect of passion and impulsivity in gamers. Therefore, the aim of the current study was to examine the influence of passion and impulsivity on the intensity of play, playing time, and choice of Massive Multiplayer Online Role Play Game (MMORPG) vs. non-MMORPG. A sample of 630 university students (40.7% Colombian, 59.3% Spanish) responded ...

  9. A new mother-child play activity program to decrease parenting stress and improve child cognitive abilities: a cluster randomized controlled trial.

    Science.gov (United States)

    Tachibana, Yoshiyuki; Fukushima, Ai; Saito, Hitomi; Yoneyama, Satoshi; Ushida, Kazuo; Yoneyama, Susumu; Kawashima, Ryuta

    2012-01-01

    We propose a new play activity intervention program for mothers and children. Our interdisciplinary program integrates four fields of child-related sciences: neuroscience, preschool pedagogy, developmental psychology, and child and maternal psychiatry. To determine the effect of this intervention on child and mother psychosocial problems related to parenting stress and on the children's cognitive abilities, we performed a cluster randomized controlled trial. Participants were 238 pairs of mothers and typically developing preschool children (ages 4-6 years old) from Wakakusa kindergarten in Japan. The pairs were asked to play at home for about 10 min a day, 5 days a week for 3 months. Participants were randomly assigned to the intervention or control group by class unit. The Parenting Stress Index (PSI) (for mothers), the Goodenough Draw-a-Man intelligence test (DAM), and the new S-S intelligence test (NS-SIT) (for children) were administered prior to and 3 months after the intervention period. Pre-post changes in test scores were compared between the groups using a linear mixed-effects model analysis. The primary outcomes were the Total score on the child domain of the PSI (for child psychosocial problems related to parenting stress), Total score on the parent domain of the PSI (for maternal psychosocial problems related to parenting stress), and the score on the DAM (for child cognitive abilities). The results of the PSI suggested that the program may reduce parenting stress. The results of the cognitive tests suggested that the program may improve the children's fluid intelligence, working memory, and processing speed. Our intervention program may ameliorate the children's psychosocial problems related to parenting stress and increase their cognitive abilities. UMIN Clinical Trials Registry UMIN000002265.

  10. An exploratory examination of the predictors of success for a science education program enhanced by communication technologies: Contributions from qualitative and quantitative methods

    Science.gov (United States)

    Love, Curtis Clinton

    New hybrid educational programs are evolving to challenge traditional definitions of distance education. One such program is the Integrated Science (IS) program of The University of Alabama's Center for Communication and Educational Technology (CCET), which was developed to address concerns about scientific illiteracy in middle school education. IS relies on a multilayered use of communication technologies (primarily videotape and e-mail) for delivery of student instruction, as a delivery vehicle for curriculum materials, and as a feedback mechanism. The IS program serves to enhance classroom science instruction by providing professionally developed videotaped educational lectures and curriculum materials used by classroom science teachers. To date, such hybrid forms of distance education have seldom been examined. Using both qualitative and quantitative methodologies, this study examines 64 IS classrooms visited from October 1992 to April 1995 by researchers at the Institute for Communication Research at The University of Alabama. Detailed qualitative information was gathered from each classroom by student, teacher, and administrator interviews; focus groups; questionnaires; and recording observations of classroom activity. From the reports of the site visits, key components of the IS classroom experience thought to be predictors of the success of the program for individual classrooms are identified. Exemplars of both positive and negative components are provided in narrative form. A model is posited to describe the potential relationships between the various components and their impact on the overall success of the IS program in an individual classroom. Quantitative assessments were made of the 21 key variables identified in the qualitative data that appeared to enhance the likelihood of success for the IS program in an individual classroom. Accounting for 90% of the variance in the regression model, the factor with the greatest predictive potential for success

  11. Building Resilience After School for Early Adolescents in Urban Poverty: Open Trial of Leaders @ Play.

    Science.gov (United States)

    Frazier, Stacy L; Dinizulu, Sonya Mathies; Rusch, Dana; Boustani, Maya M; Mehta, Tara G; Reitz, Kristin

    2015-11-01

    Leaders @ Play is a park after-school program for urban middle school youth designed to leverage recreational activities for social emotional learning. Mental health and park staff co-facilitated sports and games to teach and practice problem solving, emotion regulation, and effective communication. Additional practice occurred during multi-family groups and summer internships as junior camp counselors. We examined feasibility and promise via an open trial (n = 3 parks, 46 youth, 100 % African American, 100 % low-income, 59 % female, M = 13.09 years old). Improvements in social skills and reductions in problem behaviors lend support to after school programs as a space for mental health promotion.

  12. The Devil Is in the Details: Examining the Evidence for "Proven" School-Based Drug Abuse Prevention Programs

    Science.gov (United States)

    Gandhi, Allison Gruner; Murphy-Graham, Erin; Petrosino, Anthony; Chrismer, Sara Schwartz; Weiss, Carol H.

    2007-01-01

    In an effort to promote evidence-based practice, government officials, researchers, and program developers have developed lists of model programs in the prevention field. This article reviews the evidence used by seven best-practice lists to select five model prevention programs. The authors' examination of this research raises questions about the…

  13. Do aggressive people play violent computer games in a more aggressive way? Individual difference and idiosyncratic game-playing experience.

    Science.gov (United States)

    Peng, Wei; Liu, Ming; Mou, Yi

    2008-04-01

    ABSTRACT This study investigates whether individual difference influences idiosyncratic experience of game playing. In particular, we examine the relationship between the game player's physical-aggressive personality and the aggressiveness of the player's game playing in violence-oriented video games. Screen video stream of 40 individual participants' game playing was captured and content analyzed. Participants' physical aggression was measured before the game play. The results suggest that people with more physical-aggressive personality engage in a more aggressive style of playing, after controlling the differences of gender and previous gaming experience. Implications of these findings and direction for future studies are discussed.

  14. Children and adolescent physical activity participation and enjoyment during active play.

    Science.gov (United States)

    Moghaddaszadeh, Asal; Ahmadi, Yasamin; Belcastro, Angelo N

    2017-10-01

    Girls' (9-19 years) participation in physical activity (PA) is known to decrease at a faster rate than boys. A reduction in PA attractiveness (enjoyment) and lower psychosocial profile of girls approaching biological maturity may underlie the decreasing rate of PA participation. Since engaging children in active play programs improves health related quality of life indictors and enjoyment levels; the purposes of this study were to: 1) assess psychosocial status and PA attractiveness/enjoyment of boys and girls to an eight-week active play program; and 2) investigate the relationships among PA participation, psychosocial status and PA attractiveness with both age and maturity status for boys and girls following an active play PA program. Thirty-three children (age 9.8±1.3 years; weight 43.1±13.4 kg; BMI 20.8±3.2 kg/m2) were recruited to participate in an active play program for 8 weeks (4x/week; 1hr/d). M-S estimates ranged from -6.7 to -2.5 years away from biological maturity Daily program PA was assessed and compared to pre-post measures of psychosocial functioning and PA attractiveness. Statistical procedures were performed using ANOVA and/or Pearson's correlation r (SPSS v. 22.0) with P=0.05. PA participation in the active play program showed a group average of 39±11% time spent in moderate-vigorous PA (%MVPA) with boys averaging 45% MVPA and girls averaging 30% MVPA (Pattractiveness scores for boys did not change following the program; whereas girls improved from 67±13% to 76±9% (Pattractiveness to %MVPA, 80% of girls reporting positive changes or no change; in contrast 56% of boys responded with negative/less PA attractiveness. PA attractiveness for all children was negatively associated with age (r=-0.19) and/or M-S (r=-0.29). The relationships, however, were gender specific with boys exhibiting a coefficient of -0.28 (age) and -0.61 (M-S) (Pattractiveness promoted less decline in %MVPA for M-S (r=0.18) compared to age (r=-0.17). For girls, approaching

  15. Development and validation of the attitudes toward outdoor play scales for children.

    Science.gov (United States)

    Beyer, Kirsten; Bizub, Jessica; Szabo, Aniko; Heller, Beth; Kistner, Amy; Shawgo, Erin; Zetts, Corey

    2015-05-01

    The natural world has long been associated with health and described as a therapeutic landscape, and a growing body of research demonstrates the benefits of interacting with nature for mental and physical health. However, concern is growing that children have lost connection to the natural world and spend less time outdoors, despite the known health benefits of doing so. It is likely that healthy behaviors related to engagement with nature are mediated by beliefs about the value and safety of play in nature. While the literature abounds with qualitative examinations of children's attitudes toward outdoor play, there exist few instruments to quantitatively measure these attitudes. Informed by health behavior change theories, we describe the development and validation of the Attitudes toward Outdoor Play (ATOP) scales. As part of a community-academic partnership project called More Than a Pretty Place, the development of the ATOP scales unfolded in stages: (1) item generation based on a comprehensive literature review and consensus among the project team, (2) interviews with environmental educators, (3) initial pilot testing, (4) scale refinement, (5) administration during 2012 and 2013 to a sample of school children ages 9-13 (n = 362) in Milwaukee, WI, USA, and (6) quantitative psychometric evaluation. Two distinct scales emerged: ATOP-benefits (alpha = 0.79) and ATOP-fears (alpha = 0.79). Validity analyses found that both scales correlated as expected with measures of engagement in outdoor play, parental support for outdoor play, and sedentary behaviors. The ATOP scales are reliable and valid instruments for measuring attitudes toward outdoor play that may mediate children's outdoor activity in natural settings. The ATOP scales could be useful for evaluating the effects of programming, such as environmental education programming, on improving children's attitudes toward the benefits of nature and reducing their fears, and may predict more distal outcomes

  16. Examining the effectiveness of a restorative justice program for various types of juvenile offenders.

    Science.gov (United States)

    Bergseth, Kathleen J; Bouffard, Jeffrey A

    2013-09-01

    Restorative justice (RJ) programs have become widespread in the United States and in other countries. These programs are often seen as a viable alternative to traditional retributive processing, especially for minor, and sometimes more serious, forms of delinquency and adult criminality. The programs hold promise for achieving several goals, including increased community and victim involvement, greater satisfaction with the case outcomes, improved offender compliance, increased perceptions of fairness, and even recidivism reduction. Meta-analyses have demonstrated varying degrees of program success in recidivism reduction, which may in part reflect differential effectiveness of the RJ approach for various kinds of offenders. This study examined whether an RJ program for juvenile offenders had differential impacts on recidivism across various offender characteristics (including age, gender, racial group, offending history, and current offense). Results generally support the effectiveness of the program for many types of offenders. Implications for future research and potential improvements to the RJ model are discussed.

  17. Examination of program exposure across intervention delivery modes: face-to-face versus internet

    Directory of Open Access Journals (Sweden)

    Mummery W Kerry

    2007-03-01

    Full Text Available Abstract Background There has been increasing interest in the ability of the internet to produce behaviour change. The focus of this study was to describe program exposure across three intervention groups from a randomised trial (RT comparing traditional face-to-face, internet-mediated (combined internet plus face-to-face, and internet-only program delivery. Methods Baseline and immediately post-intervention survey data, and exposure rates from participants that commenced the RT were included (n = 192. Exposure was defined as either face-to-face attendance, website usage, or a combination of both for the internet-mediated group. Characteristics of participants who were exposed to at least 75% of the program material were explored. Descriptive analysis and logistical regression were used to examine differences between groups for program exposure. Results All groups showed decrease in program exposure over time. Differences were also observed (χ2 = 10.37, p Conclusion These results suggest that the internet groups were as effective as the face-to-face delivery mode in engaging participants in the program material. However, different delivery methods may be more useful to different sub-populations. It is important to explore which target groups that internet-based programs are best suited, in order to increase their impact.

  18. Recent Advances in General Game Playing

    OpenAIRE

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable...

  19. The refinement of a cultural standardized patient examination for a general surgery residency program.

    Science.gov (United States)

    Chun, Maria B J; Deptula, Peter; Morihara, Sarah; Jackson, David S

    2014-01-01

    Recent articles have documented the importance of cultural competency in surgery. Surgical residency programs have used the Objective Structured Clinical Examinations or cultural standardized patient examinations as a training tool. Past studies evaluating cultural competency have noted the importance of including an observational (control) arm, which would allow for a more objective assessment of a resident's competency in this area. The purpose of our article is to present the results of a follow-up study to a pilot cultural standardized patient examination for surgery residents. All first-year surgery residents were required to participate in the videotaped cultural SP examination as part of the general surgery residency curriculum. Two measures were used to assess resident performance. On the day of the examination, the Cross-Cultural Care Survey was administered. The examination was assessed by the residents themselves, faculty observers, and standardized patients, using a written checklist that was developed to evaluate residents on all 6 Accreditation Council for Graduate Medical Education competencies. The current study includes 20 first-year surgery residents from academic years 2011 to 2012 and 2012 to 2013. The examination of pretest differences in groups found that students born outside of the United States had significantly higher scores on attitude (t = -2.68, df = 18, p = 0.02), but no statistically significant differences were found in skillfulness or knowledge or in the overall rating scale. For the overall rating scale, change from pretest to posttest was statistically significant (t = -2.25, df = 18, p = 0.04). Further analysis revealed that students who were born in the United States demonstrated a significant increase in ratings (t = -3.08, df = 10, p = 0.01) whereas students who were not born in the United States showed little change (t = -0.35, df = 7, p = 0.74). These results show that the means in attitude scales changed little for all

  20. Using video modeling for generalizing toy play in children with autism.

    Science.gov (United States)

    Paterson, Claire R; Arco, Lucius

    2007-09-01

    The present study examined effects of video modeling on generalized independent toy play of two boys with autism. Appropriate and repetitive verbal and motor play were measured, and intermeasure relationships were examined. Two single-participant experiments with multiple baselines and withdrawals across toy play were used. One boy was presented with three physically unrelated toys, whereas the other was presented with three related toys. Video modeling produced increases in appropriate play and decreases in repetitive play, but generalized play was observed only with the related toys. Generalization may have resulted from variables including the toys' common physical characteristics and natural reinforcing properties and the increased correspondence between verbal and motor play.

  1. A new mother-child play activity program to decrease parenting stress and improve child cognitive abilities: a cluster randomized controlled trial.

    Directory of Open Access Journals (Sweden)

    Yoshiyuki Tachibana

    Full Text Available BACKGROUND: We propose a new play activity intervention program for mothers and children. Our interdisciplinary program integrates four fields of child-related sciences: neuroscience, preschool pedagogy, developmental psychology, and child and maternal psychiatry. To determine the effect of this intervention on child and mother psychosocial problems related to parenting stress and on the children's cognitive abilities, we performed a cluster randomized controlled trial. METHODOLOGY/PRINCIPAL FINDINGS: Participants were 238 pairs of mothers and typically developing preschool children (ages 4-6 years old from Wakakusa kindergarten in Japan. The pairs were asked to play at home for about 10 min a day, 5 days a week for 3 months. Participants were randomly assigned to the intervention or control group by class unit. The Parenting Stress Index (PSI (for mothers, the Goodenough Draw-a-Man intelligence test (DAM, and the new S-S intelligence test (NS-SIT (for children were administered prior to and 3 months after the intervention period. Pre-post changes in test scores were compared between the groups using a linear mixed-effects model analysis. The primary outcomes were the Total score on the child domain of the PSI (for child psychosocial problems related to parenting stress, Total score on the parent domain of the PSI (for maternal psychosocial problems related to parenting stress, and the score on the DAM (for child cognitive abilities. The results of the PSI suggested that the program may reduce parenting stress. The results of the cognitive tests suggested that the program may improve the children's fluid intelligence, working memory, and processing speed. CONCLUSIONS/SIGNIFICANCE: Our intervention program may ameliorate the children's psychosocial problems related to parenting stress and increase their cognitive abilities. TRIAL REGISTRATION: UMIN Clinical Trials Registry UMIN000002265.

  2. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played

    OpenAIRE

    Kim, Jun Won; Han, Doug Hyun; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-01-01

    Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), an...

  3. Play Practices and Play Moods

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg

    2013-01-01

    The aim of this article is to develop a view of play as a relation between play practices and play moods based on an empirical study of children's everyday life and by using Bateson's term of ‘framing’ [(1955/2001). In Steps to an ecology of mind (pp. 75–80). Chicago: University of Chicago Press......], Schmidt's notion of ‘commonness’ [(2005). Om respekten. København: Danmarks Pædagogiske Universitets Forlag; (2011). On respect. Copenhagen: Danish School of Education University Press] and Heidegger's term ‘mood’ [(1938/1996). Time and being. Cornwall: Wiley-Blackwell.]. Play mood is a state of being...... in which we are open and ready, both to others and their production of meaning and to new opportunities for producing meaning. This play mood is created when we engage with the world during play practices. The article points out four types of play moods – devotion, intensity, tension and euphorica – which...

  4. Designing Out the Play: Accessibility and Playfulness in Inclusive Play.

    Science.gov (United States)

    Holt, Raymond; Beckett, Angharad

    2017-01-01

    Play is an important part of child development, yet disabled children are often excluded from the opportunity to play, either due to lack of accessible toys and games, or social pressures. This paper presents a case study reflecting on the development of Button Bash: a switch accessible game intended to encourage inclusive play between disabled and non-disabled children. In particular, the paper focuses on how changes intended to make the game more accessible tended to make it less playful, and reflects on the relationship between playfulness and accessibility.

  5. Preschoolers' Free Play--Connections with Emotional and Social Functioning

    Science.gov (United States)

    Veiga, Guida; Neto, Carlos; Rieffe, Carolien

    2016-01-01

    Play has an important role in various aspects of children's development. However, time for free play has declined substantially over the last decades. To date, few studies have focused on the relationship between opportunities for free play and children's social functioning. The aims of this study are to examine whether children´s free play is…

  6. Examining the effectiveness of micro-enterprise development programs in Malaysia

    Directory of Open Access Journals (Sweden)

    Noor Raihani Zainol

    2017-06-01

    Full Text Available Previous studies on socioeconomic development have examined the effect of development initiatives (i.e., access to finance and training on several socioeconomic indicators (i.e., income, empowerment, asset, quality of life, employment. These studies have focused mostly on the outcomes of specific types of programs offered by specific development organizations. This study however focuses on informal women micro-entrepreneurs’ participation in various development programs available to them and their influence on entrepreneurial competencies, human capital development, competitive advantages, economic vulnerability, supportive environment, and performance of micro-enterprises. This cross-sectional study adopted the purposive random sampling method and collected data from 384 informal women entrepreneurs from the local markets in different districts of Kelantan, Malaysia. The findings show that the development program participants have relatively higher levels of entrepreneurial competencies, human capital development, and higher levels of enterprise performance compared to non-participants. It is also noted that the level of economic vulnerability is relatively low among participants compared to non-participants. However, these findings contradict most of the earlier studies that show a significant positive impact of micro-credit on socio-economic wellbeing, as the difference in entrepreneurial competencies, human capital development, economic vulnerability, and performance of micro-enterprises among participants and non-participants in this study is not statistically significant. However, findings reported significantly higher levels of competitive advantages, and better supportive environment among the participants compared to the non-participants. Development organizations should therefore focus on expanding their outreach to spread the positive effects of their development programs towards uplifting the economic condition of low and middle

  7. Implementing the objective structured clinical examination in a geriatrics fellowship program-a 3-year experience.

    Science.gov (United States)

    Avelino-Silva, Thiago J; Gil, Luiz A; Suemoto, Claudia K; Kikuchi, Elina L; Lin, Sumika M; Farias, Luciana L; Jacob-Filho, Wilson

    2012-07-01

    The Objective Structured Clinical Examination (OSCE) appears to be an effective alternative for assessing not only medical knowledge, but also clinical skills, including effective communication and physical examination skills. The purpose of the current study was to implement an OSCE model in a geriatrics fellowship program and to compare the instrument with traditional essay examination. Seventy first- and second-year geriatric fellows were initially submitted to a traditional essay examination and scored from 0 to 10 by a faculty member. The same fellows subsequently underwent an OSCE with eight 10-minute stations covering a wide range of essential aspects of geriatric knowledge. Each OSCE station had an examiner responsible for its evaluation according to a predefined checklist. Checklist items were classified for analysis purposes as clinical knowledge items (CKI) and communication skills items (CSI); fellow responses were scored from 0 to 10.Although essay examinations took from 30 to 45 minutes to complete, 180-200 minutes were required to evaluate fellows using the proposed OSCE method. Fellows scored an average of 6.2 ± 1.2 on the traditional essay examination and 6.6 ± 1.0 on the OSCE (P examination was similar to their performance on CKI (P = .13). Second-year fellows performed better than first-year fellows on the essay examination (P geriatrics fellowship program. Combining different testing modalities may provide the best assessment of competence for various domains of knowledge, skills, and behavior. © 2012, Copyright the Authors Journal compilation © 2012, The American Geriatrics Society.

  8. 46 CFR 115.625 - Eligibility requirements for the Alternative Hull Examination (AHE) Program for certain passenger...

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 4 2010-10-01 2010-10-01 false Eligibility requirements for the Alternative Hull... OVERNIGHT ACCOMMODATIONS FOR MORE THAN 49 PASSENGERS INSPECTION AND CERTIFICATION Hull and Tailshaft Examinations § 115.625 Eligibility requirements for the Alternative Hull Examination (AHE) Program for certain...

  9. Symbolic Play in the Treatment of Autism in Children.

    Science.gov (United States)

    Voyat, Gilbert

    1982-01-01

    Explores the role of symbolic play in the cognitive and psychic development of the normal child and describes the autistic child. Reviews a model treatment program for autism developed at the City College of New York, discussing the therapeutic role of symbolic play in that model. (Author/MJL)

  10. Work for Play: Careers in Video Game Development

    Science.gov (United States)

    Liming, Drew; Vilorio, Dennis

    2011-01-01

    Video games are not only for play; they also provide work. Making video games is a serious--and big--business. Creating these games is complex and requires the collaboration of many developers, who perform a variety of tasks, from production to programming. They work for both small and large game studios to create games that can be played on many…

  11. An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games

    OpenAIRE

    Hussain, Z; Williams, GA; Griffiths, MD

    2015-01-01

    Massively multiplayer online role-playing games (MMORPGs) are a popular form of entertainment used by millions of gamers worldwide. Potential problems relating to MMORPG play have emerged, particularly in relation to being addicted to playing in such virtual environments. In the present study, factors relating to online gaming addiction and motivations for playing in MMORPGs were examined to establish whether they were associated with addiction. A sample comprised 1,167 gamers who were survey...

  12. Engineering Play: Exploring Associations with Executive Function, Mathematical Ability, and Spatial Ability in Preschool

    Science.gov (United States)

    Gold, Zachary Samuel

    associations between engineering play and planning, executive function, and geometry for only a subgroup of children (n = 27) who had individualized education program (IEP) status. This was the first of a series of studies planned to evaluate the potential of the engineering play perspective as a tool for understanding young children's development and learning across multiple developmental domains. Although most hypotheses regarding engineering play and cognitive skills were not supported, the study provided partial evidence for the reliability and validity of the engineering play observation measure. Future research should include larger sample sizes with more statistical power, continued refinement of the engineering play observation measure, examination of potential associations with specific early learning domains, including spatial ability and language, and more comparisons of engineering play between typically developing children and children with disabilities.

  13. The effects of gender, motor skills and play area on the free play activities of 8-11 year old school children.

    Science.gov (United States)

    Harten, Nathan; Olds, Tim; Dollman, Jim

    2008-09-01

    Two studies were conducted to examine the interactions between gender, play area, motor skills and free play activity in 8-11 year old school children. In both studies, boys were more active than girls. In boys, but not in girls, energy expenditure was greater for high-skill than for low-skill children (p = 0.0002), and increased as play area increased (p = 0.01). These results suggest that motor skills and play space are important variables in determining the free play activity of boys, but not of girls. This may be related to widely different play styles among boys and girls.

  14. Preschoolers’ free play - connections with emotional and social functioning

    Directory of Open Access Journals (Sweden)

    Guida Veiga

    2016-04-01

    Full Text Available Play has an important role in various aspects of children’s development. However, time for free play has declined substantially over the last decades. To date, few studies have focused on the relationship between opportunities for free play and children’s social functioning. The aims of this study are to examine whether children´s free play is related to their social functioning and whether this relationship is mediated by children´s emotional functioning. Seventy-eight children (age, 55- 77 months were tested on their theory of mind and emotion understanding. Parents reported on their children’s time for free play, empathic abilities, social competence and externalizing behaviors. The main findings showed that free play and children’s theory of mind are negatively related to externalizing behaviors. Empathy was strongly related to children’s social competence, but free play and social competence were not associated. Less time for free play is related to more disruptive behaviors in preschool children, however certain emotional functioning skills influence these behaviors independently of the time children have for free play. These outcomes suggest that free play might help to prevent the development of disruptive behaviors, but future studies should further examine the causality of this relationship.

  15. Play Therapy: Basics and Beyond. Second Edition

    Science.gov (United States)

    Kottman, Terry

    2011-01-01

    Written for use in play therapy and child counseling courses, this extraordinarily practical text provides a detailed examination of basic and advanced play therapy concepts and skills and guidance on when and how to use them. Kottman's multitheoretical approach and wealth of explicit techniques are also helpful for clinicians who want to gain…

  16. Kinect Technology Game Play to Mimic Quake Catcher Network (QCN) Sensor Deployment During a Rapid Aftershock Mobilization Program (RAMP)

    Science.gov (United States)

    Kilb, D. L.; Yang, A.; Rohrlick, D.; Cochran, E. S.; Lawrence, J.; Chung, A. I.; Neighbors, C.; Choo, Y.

    2011-12-01

    The Kinect technology allows for hands-free game play, greatly increasing the accessibility of gaming for those uncomfortable using controllers. How it works is the Kinect camera transmits invisible near-infrared light and measures its "time of flight" to reflect off an object, allowing it to distinguish objects within 1 centimeter in depth and 3 mm in height and width. The middleware can also respond to body gestures and voice commands. Here, we use the Kinect Windows SDK software to create a game that mimics how scientists deploy seismic instruments following a large earthquake. The educational goal of the game is to allow the players to explore 3D space as they learn about the Quake Catcher Network's (QCN) Rapid Aftershock Mobilization Program (RAMP). Many of the scenarios within the game are taken from factual RAMP experiences. To date, only the PC platform (or a Mac running PC emulator software) is available for use, but we hope to move to other platforms (e.g., Xbox 360, iPad, iPhone) as they become available. The game is written in programming language C# using Microsoft XNA and Visual Studio 2010, graphic shading is added using High Level Shader Language (HLSL), and rendering is produced using XNA's graphics libraries. Key elements of the game include selecting sensor locations, adequately installing the sensor, and monitoring the incoming data. During game play aftershocks can occur unexpectedly, as can other problems that require attention (e.g., power outages, equipment failure, and theft). The player accrues points for quickly deploying the first sensor (recording as many initial aftershocks as possible), correctly installing the sensors (orientation with respect to north, properly securing, and testing), distributing the sensors adequately in the region, and troubleshooting problems. One can also net points for efficient use of game play time. Setting up for game play in your local environment requires: (1) the Kinect hardware ( $145); (2) a computer

  17. Searching for Affective and Cognitive Restoration: Examining the Restorative Effects of Casual Video Game Play.

    Science.gov (United States)

    Rupp, Michael A; Sweetman, Richard; Sosa, Alejandra E; Smither, Janan A; McConnell, Daniel S

    2017-11-01

    We investigated the effects of a passive break, relaxation activity, and casual video game on affect, stress, engagement, and cognitive performance. Reducing stress and improving cognitive performance is critical across many domains. Previous studies investigated taking a break, relaxation techniques, or playing a game; however, these methods have not been compared within a single experiment. Participants completed a baseline affective and cognitive assessment (ACA), which included the Positive and Negative Affect Schedule, shortened version of the Dundee Stress State Questionnaire, and backward digit-span. Next, participants completed a vigilance task, followed by another ACA. Participants were then assigned at random to complete a break or relaxation activity or play a casual video game, followed by a final ACA. Participants who played the casual video game exhibited greater engagement and affective restoration than the relaxation condition. The break condition slightly decreased affect and prevented cognitive restoration. Playing a casual video game even briefly can restore individuals' affective abilities, making it a suitable activity to restore mood in response to stress. However, future research is needed to find activities capable of cognitive restoration. Many activities in life require sustained cognitive demand, which are stressful and decrease performance, especially for workers in performance-critical domains. Our research suggests some leisure activities are better than others for restoring fatigued affective processes.

  18. The value of play for conflict management: a case study | Snodgrass ...

    African Journals Online (AJOL)

    The value of play for conflict management: a case study. ... The feature of the intervention that we examine is the use of play as an educational strategy. ... training; games; multicultural; play; problem-solving; role play; secondary schools

  19. Program for photon shielding calculations. Examination of approximations on irradiation geometries

    International Nuclear Information System (INIS)

    Isozumi, Yasuhito; Ishizuka, Fumihiko; Miyatake, Hideo; Kato, Takahisa; Tosaki, Mitsuo

    2004-01-01

    Penetration factors and related numerical data in 'Manual of Practical Shield Calculation of Radiation Facilities (2000)', which correspond to the irradiation geometries of point isotropic source in infinite thick material (PI), point isotropic source in finite thick material (PF) and vertical incident to finite thick material (VF), have been carefully examined. The shield calculation based on the PI geometry is usually performed with effective dose penetration factors of radioisotopes given in the 'manual'. The present work cleary shows that such a calculation may lead to an overestimate more than twice larger, especially for thick shield of concrete and water. Employing the numerical data in the 'manual', we have fabricated a simple computer program for the estimation of penetration factors and effective doses of radioisotopes in the different irradiation geometries, i.e., PI, PF and VF. The program is also available to calculate the effective dose from a set of radioisotopes in the different positions, which is necessary for the γ-ray shielding of radioisotope facilities. (author)

  20. Play or science?

    DEFF Research Database (Denmark)

    Lieberoth, Andreas; Pedersen, Mads Kock; Sherson, Jacob

    2015-01-01

    Crowdscience games may hold unique potentials as learning opportunities compared to games made for fun or education. They are part of an actual science problem solving process: By playing, players help scientists, and thereby interact with real continuous research processes. This mixes the two...... worlds of play and science in new ways. During usability testing we discovered that users of the crowdscience game Quantum Dreams tended to answer questions in game terms, even when directed explicitly to give science explanations. We then examined these competing frames of understanding though a mixed...... correlational and grounded theory analysis. This essay presents the core ideas of crowdscience games as learning opportunities, and reports how a group of players used “game”, “science” and “conceptual” frames to interpret their experience. Our results suggest that oscillating between the frames instead...

  1. Prevention is Better than Cure: A Hands-On, Play-Based, Innovative, Health and Well-Being Program in Remote Australia

    Directory of Open Access Journals (Sweden)

    Lis Mathiasen

    2014-10-01

    Full Text Available A key to improving the quality of life in remote communities is the empowerment of children who are at health and educational risk. Between 2002 and 2009, at a remote Aboriginal school, students and community members participated in an innovative, play-based health and well-being program aimed at helping children to become self-determining and responsible for their own health and well-being. Holistic in its approach, and broad in its scope, the multi-faceted program encompassed the fundamentals of personal hygiene; understanding of body systems; the importance of nutrition, hydration, sleep and exercise; brain care; the biology of emotions, with particular emphasis on anger management and the critical interplay between emotions and behavior; the impact of substances of abuse on the brain; as well as the Hospital Familiarization Program (HFP which prepares children for planned and unplanned hospitalization. Program outcomes included improved school attendance and student engagement; increased community awareness of the importance of a healthy lifestyle; improved self-concept, self-esteem and self-confidence; as well as increased respect and caring for self and others. A reduction in children’s fear and anxiety when facing hospitalization and visits to the doctor was also evident. Each year, 12,500 children throughout Western Australia enjoy the benefits of the HFP.

  2. Prevention is Better than Cure: A Hands-On, Play-Based, Innovative, Health and Well-Being Program in Remote Australia.

    Science.gov (United States)

    Mathiasen, Lis

    2014-10-16

    A key to improving the quality of life in remote communities is the empowerment of children who are at health and educational risk. Between 2002 and 2009, at a remote Aboriginal school, students and community members participated in an innovative, play-based health and well-being program aimed at helping children to become self-determining and responsible for their own health and well-being. Holistic in its approach, and broad in its scope, the multi-faceted program encompassed the fundamentals of personal hygiene; understanding of body systems; the importance of nutrition, hydration, sleep and exercise; brain care; the biology of emotions, with particular emphasis on anger management and the critical interplay between emotions and behavior; the impact of substances of abuse on the brain; as well as the Hospital Familiarization Program (HFP) which prepares children for planned and unplanned hospitalization. Program outcomes included improved school attendance and student engagement; increased community awareness of the importance of a healthy lifestyle; improved self-concept, self-esteem and self-confidence; as well as increased respect and caring for self and others. A reduction in children's fear and anxiety when facing hospitalization and visits to the doctor was also evident. Each year, 12,500 children throughout Western Australia enjoy the benefits of the HFP.

  3. Supervisor's role in training programs as a manager of learning program

    Directory of Open Access Journals (Sweden)

    2011-06-01

    Full Text Available According to the training literature, a supervisor's role in training programs has two major elements: supervisor support and supervisor communication. The ability of supervisors to play effective roles in training programs may increase employees' motivation to learn. The nature of this relationship is interesting, but the role of supervisor's role as a predicting variable is less emphasized in a training program models. Therefore, this study was conducted to examine the effect of supervisor's role in training programs on motivation to learn using 152 usable questionnaires gathered from non-academic employees who have worked in a technological based public university, Malaysia. The outcomes of stepwise regression analysis showed that the supervisor support and supervisor communication significantly associated with motivation to learn. Statistically, this result demonstrates that supervisor's role in training programs does act as an important predictor of motivation to learn in the organizational sample. In addition, discussion, implication and conclusion are elaborated.

  4. Examining the Effect of Social Values Education Program Being Applied to Nursery School Students upon Acquiring Social Skills

    Science.gov (United States)

    Sapsaglam, Özkan; Ömeroglu, Esra

    2016-01-01

    This study was conducted in an attempt to develop Social Values Education Program aimed at nursery school students and examine the effect of Social Values Education Program upon the social skill acquisition of nursery school students. The effect of the education program that was developed within the scope of the study upon the social skill…

  5. Character selecting advisor for a role-playing game

    Science.gov (United States)

    Redfield, Carol L.; Berlanga, Felicia

    1994-01-01

    Role-playing games have been a source of much pleasure and merriment for people of all ages. The process of developing a character for a role-playing game is usually very, very time consuming, delaying what many players consider the most entertaining part of the game. An expert system has been written to assist a player in creating a character by guiding the player through a series of questions. This paper discusses the selection of this topic, the knowledge engineering, the software development, and the resulting program that cuts the time of character development from about 4 hours to 30 minutes. The program was written on a PC and an Apollo in CLIPS 4.3 and currently runs on the Apollo.

  6. A Comparative Cross-Cultural Examination of Community Art Education Programs in South Korea and the United States

    Science.gov (United States)

    Shin, Ryan; Kim, Junghee

    2014-01-01

    The authors conducted comparative cross-cultural research to examine a select group of the available and more noteworthy art education organizations and their programs after observing significant differences in the community art education programs offered in Tucson, Arizona, and Anyang, South Korea. The study reports several major differences…

  7. Cost-Effectiveness of Elderly Health Examination Program: The Example of Hypertension Screening

    Directory of Open Access Journals (Sweden)

    Bing-Hwa Deng

    2007-01-01

    Full Text Available The National Health Insurance (NHI and social welfare agencies have implemented the Elderly Health Examination Program (EHEP for years. No study has ever attempted to evaluate whether this program is cost-effective. The purposes of this study were, firstly, to understand the prevalence and incidence rates of hypertension and, secondly, to estimate the cost and effectiveness of the EHEP, focusing on hypertension screening. The data sources were: (1 hypertension and clinical information derived from the 1996 and 1997 EHEP, which was used to generate prevalence and incidence rates of hypertension; and (2 claim data of the NHI that included treatment costs of stroke patients (in-and outpatients. Hypothetical models were used to evaluate the cost-effectiveness of the hypertension screening program in various conditions. Sensitivity analysis was also employed to evaluate the effect of each estimation indicator on the cost and effectiveness of the hypertension screening program. A total of 28.3% of the elderly population in Kaohsiung (25,174 of 88,812 participated in the 1996 EHEP; 14,915 of them participated in the following 1997 EHEP, with a retention rate of 59.3%. Criteria from the Sixth Report of the Joint National Committee on Detection, Evaluation, and Treatment of High Blood Pressure (JNC VI (systolic blood pressure/diastolic blood pressure ≥ 160/95mmHg or taking antihypertensive drugs were used; we found that prevalence and incidence rates of hypertension were 24.6% and 6.6%, respectively. Hypertension rates are increasing in the aging process as shown in both prevalence and incidence models. In comparison with non-participants, the prevalence model indicates that each hypertension patient who had attended the EHEP not only saved NT$34,570–34,890 in medical and associated costs, but also increased their lifespan by 128 days. The present findings suggest that the EHEP is a cost-effective program with health and social welfare policy

  8. MOTHER-CHILD AND FATHER-CHILD PLAY INTERACTION: THE IMPORTANCE OF PARENTAL PLAYFULNESS AS A MODERATOR OF THE LINKS BETWEEN PARENTAL BEHAVIOR AND CHILD NEGATIVITY.

    Science.gov (United States)

    Menashe-Grinberg, Atara; Atzaba-Poria, Naama

    2017-11-01

    Based on the premise that father-child play is an important context for children's development and that fathers "specialize" in play, similarities and differences in the role of playfulness in the father-child and mother-child relationship were examined. Participants in this study included 111 families (children's age: 1-3 years). Father-child and mother-child play interactions were videotaped and coded for parental playfulness, sensitivity, structuring, and nonintrusiveness as well as child negativity. Results indicated that mothers and fathers did not differ in playfulness and that mothers and fathers who were higher in playfulness had children with lower levels of negativity. However, playfulness differently moderated the links between parents' and children's behaviors for mothers and fathers. A double-risk pattern was found for mothers, such that the links between child negativity and maternal sensitivity, structuring, and nonintrusiveness were significant only for the subgroup of mothers with low levels of playfulness. When mothers had high levels of playfulness, these effects were negligible. For fathers, a double-buffer pattern was revealed, indicating that the links between child negativity and paternal sensitivity and structuring were significant only for fathers with high levels of playfulness. When fathers had low levels of playfulness, these effects were negligible. These findings demonstrate the important role that parental playfulness has on parent-child interaction as well as the need to examine moderation patterns separately for fathers and mothers. © 2017 Michigan Association for Infant Mental Health.

  9. Examining Burma's Development: A Research Fellowship Program ...

    International Development Research Centre (IDRC) Digital Library (Canada)

    The Regional Center for Social Science and Sustainable Development (RCSD) at Thailand's Chiang Mai University will manage the four-year program, which targets junior and mid-level academic and non-academic Burmese scholars. The program will ... LVIF announces five more funded projects. Eleven world-class ...

  10. Playing With Conflict: Teaching Conflict Resolution through Simulations and Games

    Science.gov (United States)

    Powers, Richard B.; Kirkpatrick, Kat

    2013-01-01

    Playing With Conflict is a weekend course for graduate students in Portland State University's Conflict Resolution program and undergraduates in all majors. Students participate in simulations, games, and experiential exercises to learn and practice conflict resolution skills. Graduate students create a guided role-play of a conflict. In addition…

  11. Leisure, Recreation, and Play from a Developmental Context

    Science.gov (United States)

    Caldwell, Linda L.; Witt, Peter A.

    2011-01-01

    The terms "play, recreation, and leisure" can evoke thoughts of frivolity, fun, sociability, competition, slothfulness, or idleness. However, there is substantial evidence that what people do in their discretionary or free time has important developmental and health implications. In this article, the authors examine how play, recreation, and…

  12. "If I Am Not Doing My Own Playing Then I Am Not Able to Truly Share the Gift of Play with Children": Using Poststructuralism and Care Ethics to Examine Future Early Childhood Educators' Relationships with Play in Adulthood

    Science.gov (United States)

    Nicholson, Julie; Shimpi, Priya Mariana; Rabin, Colette

    2014-01-01

    The current sociopolitical context of schooling is positioning play as incongruous with children's academic learning. As a result, teacher educators must increasingly guide future early childhood professionals to develop the skills and knowledge necessary to become effective play advocates. This includes articulating the value of play across the…

  13. Usefulness of the DETECT program for assessing the internal structure of dimensionality in simulated data and results of the Korean nursing licensing examination

    Directory of Open Access Journals (Sweden)

    Dong Gi Seo

    2017-12-01

    Full Text Available Purpose The dimensionality of examinations provides empirical evidence of the internal test structure underlying the responses to a set of items. In turn, the internal structure is an important piece of evidence of the validity of an examination. Thus, the aim of this study was to investigate the performance of the DETECT program and to use it to examine the internal structure of the Korean nursing licensing examination. Methods Non-parametric methods of dimensional testing, such as the DETECT program, have been proposed as ways of overcoming the limitations of traditional parametric methods. A non-parametric method (the DETECT program was investigated using simulation data under several conditions and applied to the Korean nursing licensing examination. Results The DETECT program performed well in terms of determining the number of underlying dimensions under several different conditions in the simulated data. Further, the DETECT program correctly revealed the internal structure of the Korean nursing licensing examination, meaning that it detected the proper number of dimensions and appropriately clustered the items within each dimension. Conclusion The DETECT program performed well in detecting the number of dimensions and in assigning items for each dimension. This result implies that the DETECT method can be useful for examining the internal structure of assessments, such as licensing examinations, that possess relatively many domains and content areas.

  14. Teaching psychosomatic medicine using problem-based learning and role-playing.

    Science.gov (United States)

    Heru, Alison M

    2011-01-01

    Problem-based learning (PBL) has been implemented in medical education world-wide. Despite its popularity, it has not been generally considered useful for residency programs. The author presents a model for the implementation of PBL in residency programs. The author presents a description of a PBL curriculum for teaching psychosomatic medicine to PGY 2 members in a psychiatry training program. The goals of PBL are to encourage self-directed learning; enhance curiosity, using case-based, contextualized learning; promote collaborative practice; and support patient-centered care. The addition of role-playing exercises helps PGY 2 residents to develop their skills from simply developing a differential diagnosis to being able to construct biopsychosocial formulations, and it provides these residents an opportunity to practice presenting case formulations to the patient and family. Residents and faculty enjoyed the PBL role-playing sessions. Residents wanted the learning objectives given to them rather than generating their own learning objectives, to move through the cases faster, and to receive more information and more cases. Teaching psychosomatic medicine, using PBL and role-playing, allows many of the proposed Academy of Psychosomatic Medicine residency core competencies to be met. However, further refinement of the PBL method needs to take place in order to adapt its use to residency programs.

  15. A simple program to reduce the stress associated with NRC nuclear operator examinations

    International Nuclear Information System (INIS)

    Sajwau, T.; Chardos, S.

    1988-01-01

    The NRC license for nuclear reactor operators requires periodic written examinations to demonstrate ongoing technical competency. Poor performance raises a competency question and can affect the individuals' careers. Accordingly, the exams can be highly stressful events. Stress has been demonstrated to affect memory, perception, other cognitive attitudes, and test performance. The phenomenon of test anxiety is well known. Instead of a generic, broadly focused stress management approach, a sharply focused, two-part program was developed for TVA operators scheduled to take the NRC examination. The first part was presented early in preparatory training, and the second part was given just prior to the examination. The first part consisted of a simple model of stress found in exams, early warning signs of test stress, and tactics of stress management that were practical to use during the NRC exam itself

  16. CHILDREN'S MOVEMENT SKILLS WHEN PLAYING ACTIVE VIDEO GAMES.

    Science.gov (United States)

    Hulteen, Ryan M; Johnson, Tara M; Ridgers, Nicola D; Mellecker, Robin R; Barnett, Lisa M

    2015-12-01

    Active video games (AVGs) may be useful for movement skill practice. This study examined children's skill execution while playing Xbox Kinect™ and during movement skill assessment. Nineteen children (10 boys, 9 girls; M age=7.9 yr., SD=1.4) had their skills assessed before AVG play and then were observed once a week for 6 wk. while playing AVGs for 50 min. While AVG play showed evidence of correct skill performance (at least 30-50% of the time when playing table tennis, tennis, and baseball), nearly all skills were more correctly performed during skill assessment (generally more than 50% of the time). This study may help researchers to better understand the role AVGs could play in enhancing real life movement skills.

  17. Play Matters

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    ? In Play Matters, Miguel Sicart argues that to play is to be in the world; playing is a form of understanding what surrounds us and a way of engaging with others. Play goes beyond games; it is a mode of being human. We play games, but we also play with toys, on playgrounds, with technologies and design......, but not necessarily fun. Play can be dangerous, addictive, and destructive. Along the way, Sicart considers playfulness, the capacity to use play outside the context of play; toys, the materialization of play--instruments but also play pals; playgrounds, play spaces that enable all kinds of play; beauty...

  18. Play Golf with the CERN Golf Club

    CERN Multimedia

    Golf Club

    2014-01-01

    The snow has gone, the grass is getting greener and the golf courses open up to hibernating golfers; The CERN golf club committee has been busy organising the program for the coming golf season, with many attractive outings to nearby courses. Are you new to CERN? And you play golf? or would like to learn ? then join us, playing golf and having fun. You can find all you need to know on our web-page; don’t hesitate to contact any of the committee members who will answer your questions.  Take a look at the provisional schedule below, sign-up and take part!  Besides these regular outings, as a CERN Golf Club member, you have also the opportunity to play in our “Corpo” team, in the competitions organised by the Golf Entreprise Rhone-Alpes. You can also play in our match play-tournament, and for new to the game, we organise some group–lessons with a local Pro. See:  http://club-golf.web.cern.ch/club-golf/index.php

  19. Adult Playfulness, Humor Styles, and Subjective Happiness.

    Science.gov (United States)

    Yue, Xiao D; Leung, Chun-Lok; Hiranandani, Neelam A

    2016-12-01

    Playfulness has been referred to as a disposition that involves reframing a situation to amuse others and to make the situation more stimulating and enjoyable. It may serve to shift one's perspective when dealing with environmental threats. Despite all the benefits of playfulness towards psychological well-being, it remains a largely understudied subject in psychology, particularly in Chinese societies. Hence, this study examined the association between adult playfulness, humor styles, and subjective happiness among a sample of 166 university students in Hong Kong and 159 students in Guangzhou, who completed a self-administered questionnaire, including the Short Measure for Adult Playfulness, the Chinese Humor Styles Questionnaire, and the Subjective Happiness Scale. Results showed that adult playfulness was positively correlated with affiliative humor, self-enhancing humor, and subjective happiness in both Hong Kong and Guangzhou samples. By its implication, highly playful Chinese students preferred using affiliative and self-enhancing humor to amuse themselves and others. © The Author(s) 2016.

  20. PlayIt: Game Based Learning Approach for Teaching Programming Concepts

    Science.gov (United States)

    Mathrani, Anuradha; Christian, Shelly; Ponder-Sutton, Agate

    2016-01-01

    This study demonstrates a game-based learning (GBL) approach to engage students in learning and enhance their programming skills. The paper gives a detailed narrative of how an educational game was mapped with the curriculum of a prescribed programming course in a computing diploma study programme. Two separate student cohorts were invited to…

  1. Active play opportunities at child care.

    Science.gov (United States)

    Tandon, Pooja S; Saelens, Brian E; Christakis, Dimitri A

    2015-06-01

    Physical activity (PA) is important for children's health and development, yet preschoolers are not meeting PA recommendations. The objective of this study was to examine different PA opportunities at child care and how variation in indoor versus outdoor and free versus teacher-led opportunities relate to children's PA. An observational study of 98 children (mean age 4.5 years, 49% girls) from 10 child care centers. Classrooms were observed for at least 4 full days per center (total 50 days) to categorize time into (1) not an active play opportunity (APO); (2) naptime; (3) APO, outdoor free play; (4) APO, outdoor teacher-led; (5) APO, indoor free play; and (6) APO, indoor teacher-led. Children wore accelerometers during observations. Linear regression models examined the influence of APO categories on moderate-vigorous physical activity (MVPA) and sedentary time. Children's activity was 73% sedentary, 13% light, and 14% MVPA. For 88% of time children did not have APOs, including 26% time as naptime. On average, 48 minutes per day were APOs (41% sedentary, 18% light, and 41% MVPA), 33 minutes per day were outdoors. The most frequent APO was outdoor free play (8% of time); outdoor teacher-led time was Children were more active and less sedentary outdoors versus indoors and during the child-initiated APOs (indoors and outdoors) versus teacher-led APOs. Preschoolers were presented with significantly fewer than recommended opportunities for PA at child care. More APOs are needed for children to meet recommendations, particularly those that encourage more outdoor time, more teacher-led and child-initiated active play, and flexibility in naptime for preschoolers. Copyright © 2015 by the American Academy of Pediatrics.

  2. Measuring Responsible Gambling amongst Players: Development of the Positive Play Scale.

    Science.gov (United States)

    Wood, Richard T A; Wohl, Michael J A; Tabri, Nassim; Philander, Kahlil

    2017-01-01

    The modern gambling industry has, by-in-large, assumed a duty of care to minimize the risks associated with gambling, which has manifested in responsible gambling (RG) programming (e.g., educating players about the odds of success). The current study fills a void in gambling operators, regulators, and researchers ability to measure RG beliefs and behavior in their player-base, with the development and validation of the Positive Play Scale (PPS). In Study 1, we reviewed the literature and consulted 30 players as well as 10 RG experts to help generate a definition of RG beliefs and behavior that helped guide item generation. In Study 2, regular players ( N = 1,551) of a Canadian provincial gambling operator completed a positive play survey. Four components from a principal components analysis (PCA) were extracted: Honesty and Control, Pre-commitment, Personal Responsibility, and Gambling Literacy. The PPS subscales were either not associated with gambling frequency or had small-to-moderate negative relationships with frequency of play for games most often associated with disordered gambling (e.g., electronic games). In Study 3 ( N = 413), the factor structure of the PPS was confirmed and refined in a new sample of players. Moreover, a 1-month follow-up session demonstrated that the PPS has high test-retest reliability. The PPS is the first validated scale that reliably assesses the extent to which a consumer base has positive beliefs about gambling and gambles in a positive manner. The PPS can be used by the gambling industry to objectively assess the efficacy of their RG strategy, pinpoint specific areas for future focus, as well as examine the utility of new RG initiatives that aim to promote healthy patterns of gambling consumption. Furthermore, by examining the PPS scores for different player segments (e.g., sex, age, games played) it becomes possible to tailor RG strategy to the needs of specific players. In this way, RG strategy can be optimized by focusing

  3. Human event observations in the individual plant examinations

    International Nuclear Information System (INIS)

    Lois, E.; Forester, J.

    1994-01-01

    A main objective of the Nuclear Regulatory Commission's (NRC) Individual Plant Examination (IPE) Insights Program is to document significant safety insights relative to core damage frequency (CDF) for the different reactor and containment types and plant designs as indicated in the IPEs. The Human Reliability Analysis (HRA) is a critical component of the Probabilistic Risk Assessments (PRAs) which were done for the IPEs. The determination and selection of human actions for incorporation into the event and fault tree models and the quantification of their failure probabilities can have an important impact on the resulting estimates of CDF and risk. Therefore, two important goals of the NRCs IPE Insights Program are (1) to determine the extent to which human actions and their corresponding failure probabilities influenced the results of the IPEs and (2) to identify which factors played significant roles in determining the differences and similarities in the results of the HRA analyses across the different plants. To obtain the relevant information, the NRCs IPE database, which contains information on plant design, CDF, and containment performance obtained from the IPEs, was used in conjunction with a systematic examination of the HRA results from the IPEs

  4. Toward a Neuroscientific Understanding of Play: A Dimensional Coding Framework for Analyzing Infant–Adult Play Patterns

    Directory of Open Access Journals (Sweden)

    Dave Neale

    2018-03-01

    Full Text Available Play during early life is a ubiquitous activity, and an individual’s propensity for play is positively related to cognitive development and emotional well-being. Play behavior (which may be solitary or shared with a social partner is diverse and multi-faceted. A challenge for current research is to converge on a common definition and measurement system for play – whether examined at a behavioral, cognitive or neurological level. Combining these different approaches in a multimodal analysis could yield significant advances in understanding the neurocognitive mechanisms of play, and provide the basis for developing biologically grounded play models. However, there is currently no integrated framework for conducting a multimodal analysis of play that spans brain, cognition and behavior. The proposed coding framework uses grounded and observable behaviors along three dimensions (sensorimotor, cognitive and socio-emotional, to compute inferences about playful behavior in a social context, and related social interactional states. Here, we illustrate the sensitivity and utility of the proposed coding framework using two contrasting dyadic corpora (N = 5 of mother-infant object-oriented interactions during experimental conditions that were either non-conducive (Condition 1 or conducive (Condition 2 to the emergence of playful behavior. We find that the framework accurately identifies the modal form of social interaction as being either non-playful (Condition 1 or playful (Condition 2, and further provides useful insights about differences in the quality of social interaction and temporal synchronicity within the dyad. It is intended that this fine-grained coding of play behavior will be easily assimilated with, and inform, future analysis of neural data that is also collected during adult–infant play. In conclusion, here, we present a novel framework for analyzing the continuous time-evolution of adult–infant play patterns, underpinned by

  5. Toward a Neuroscientific Understanding of Play: A Dimensional Coding Framework for Analyzing Infant-Adult Play Patterns.

    Science.gov (United States)

    Neale, Dave; Clackson, Kaili; Georgieva, Stanimira; Dedetas, Hatice; Scarpate, Melissa; Wass, Sam; Leong, Victoria

    2018-01-01

    Play during early life is a ubiquitous activity, and an individual's propensity for play is positively related to cognitive development and emotional well-being. Play behavior (which may be solitary or shared with a social partner) is diverse and multi-faceted. A challenge for current research is to converge on a common definition and measurement system for play - whether examined at a behavioral, cognitive or neurological level. Combining these different approaches in a multimodal analysis could yield significant advances in understanding the neurocognitive mechanisms of play, and provide the basis for developing biologically grounded play models. However, there is currently no integrated framework for conducting a multimodal analysis of play that spans brain, cognition and behavior. The proposed coding framework uses grounded and observable behaviors along three dimensions (sensorimotor, cognitive and socio-emotional), to compute inferences about playful behavior in a social context, and related social interactional states. Here, we illustrate the sensitivity and utility of the proposed coding framework using two contrasting dyadic corpora ( N = 5) of mother-infant object-oriented interactions during experimental conditions that were either non-conducive (Condition 1) or conducive (Condition 2) to the emergence of playful behavior. We find that the framework accurately identifies the modal form of social interaction as being either non-playful (Condition 1) or playful (Condition 2), and further provides useful insights about differences in the quality of social interaction and temporal synchronicity within the dyad. It is intended that this fine-grained coding of play behavior will be easily assimilated with, and inform, future analysis of neural data that is also collected during adult-infant play. In conclusion, here, we present a novel framework for analyzing the continuous time-evolution of adult-infant play patterns, underpinned by biologically informed

  6. Sibling Group Play Therapy: An Effective Alternative with an Elective Mute Child.

    Science.gov (United States)

    Barlow, Karen; And Others

    1986-01-01

    Presents the case study of an elective mute child. Describes the effects of sibling play therapy and lists implications for school counselors who might use group or sibling play therapy in their developmental guidance programs. (ABB)

  7. Guidelines for social support to child play

    Directory of Open Access Journals (Sweden)

    Mitranić Nevena N.

    2016-01-01

    Full Text Available Play is a precious aspect of living and irreplaceable importance for not only child well-being and development but for adults and communities, too. Complex current living conditions often minimize the importance of child play and it becomes even more necessary that educational policies support it. The subject of the research is based on the role child play has in educational policy and the aim is formulation of measures and actions which can support child play in educational policy. We examined measures and actions of official educational policies and non government organizations of the United Kingdom of England and Northern Ireland, the Republic of Ireland and Republic of Serbia. The results show that the problem is deeper than current nonexistence of systemic support to play in Serbia and open the question on which paradigm official educational policy in Serbia approaches to education, and the question of how to bring to awareness the importance of play in order to support it. Relaying on the frameworks of play support policy in the United Kingdom and Republic of Ireland we suggest some guidelines for social support of child play which might prove sensible and feasible in Serbia.

  8. Exploring play therapy in pediatric oncology: a preliminary endeavour.

    Science.gov (United States)

    Chari, Uttara; Hirisave, Uma; Appaji, L

    2013-04-01

    To discuss the benefits and feasibility of play therapy in pediatric oncology. This is highlighted through the use of a case report of non-directive play therapy with a 4 y- old girl, diagnosed with Acute Lymphoblastic Leukemia. The outcome of play therapy was examined using a combination of qualitative and quantitative assessments. The benefits of play therapy with this child were manifested in better illness adjustment and general mental well-being, enhanced coping, and normalization. Having illustrated benefits of play therapy in pediatric oncology, this paper discusses its feasibility and proposes avenues for clinical practice and research endeavours.

  9. A Comprehensive Examination of the Influence of State Tobacco Control Programs and Policies on Youth Smoking

    Science.gov (United States)

    Loomis, Brett R.; Han, Beth; Gfroerer, Joe; Kuiper, Nicole; Couzens, G. Lance; Dube, Shanta; Caraballo, Ralph S.

    2013-01-01

    Objectives. We examined the influence of tobacco control policies (tobacco control program expenditures, smoke-free air laws, youth access law compliance, and cigarette prices) on youth smoking outcomes (smoking susceptibility, past-year initiation, current smoking, and established smoking). Methods. We combined data from the 2002 to 2008 National Surveys on Drug Use and Health with state and municipality population data from the US Census Bureau to assess the associations between state tobacco control policy variables and youth smoking outcomes, focusing on youths aged 12 to 17 years. We also examined the influence of policy variables on youth access when these variables were held at 2002 levels. Results. Per capita funding for state tobacco control programs was negatively associated with all 4 smoking outcomes. Smoke-free air laws were negatively associated with all outcomes except past-year initiation, and cigarette prices were associated only with current smoking. We found no association between these outcomes and retailer compliance with youth access laws. Conclusions. Smoke-free air laws and state tobacco control programs are effective strategies for curbing youth smoking. PMID:23327252

  10. Her Own Boss: Gender and the Pursuit of Incompetent Play

    OpenAIRE

    Jenson, Jennifer

    2005-01-01

    This paper examines gender and computer game playing, in particular questions of identity, access and playful engagement with these technologies. Because computer-based media are not only central tools for learning and work, and because games are increasingly being recruited as educational and instructional genres, it is likewise exceedingly important, from an educational equity standpoint to examine the ways in which rapidly evolving computer game-based learning initiatives threaten to compo...

  11. Theory of Mind and Social Interest in Zero-Acquaintance Play Situations

    Science.gov (United States)

    Moore, Chris; Bosacki, Sandra Leanne; Macgillivray, Shannon

    2011-01-01

    Many studies have examined associations between children's theory of mind and social behavior with familiar peers, but to date none have examined how theory of mind might relate to behavior toward unfamiliar peers in a play setting. Forty-four 4-year-olds (21 girls, 23 boys) participated in standard theory-of-mind tasks and in a play session with…

  12. Undergraduate grade point average and graduate record examination scores: the experience of one graduate nursing program.

    Science.gov (United States)

    Newton, Sarah E; Moore, Gary

    2007-01-01

    Graduate nursing programs frequently use undergraduate grade point average (UGPA) and Graduate Record Examination (GRE) scores for admission decisions. The literature indicates that both UGPA and GRE scores are predictive of graduate school success, but that UGPA may be the better predictor. If that is so, one must ask if both are necessary for graduate nursing admission decisions. This article presents research on one graduate nursing program's experience with UGPA and GRE scores and offers a perspective regarding their continued usefulness for graduate admission decisions. Data from 120 graduate students were examined, and regression analysis indicated that UGPA significantly predicted GRE verbal and quantitative scores (p < .05). Regression analysis also determined a UGPA score above which the GRE provided little additional useful data for graduate nursing admission decisions.

  13. Problematic Game Play: The Diagnostic Value of Playing Motives, Passion, and Playing Time in Men

    Directory of Open Access Journals (Sweden)

    Julia Kneer

    2015-04-01

    Full Text Available Internet gaming disorder is currently listed in the DSM—not in order to diagnose such a disorder but to encourage research to investigate this phenomenon. Even whether it is still questionable if Internet Gaming Disorder exists and can be judged as a form of addiction, problematic game play is already very well researched to cause problems in daily life. Approaches trying to predict problematic tendencies in digital game play have mainly focused on playing time as a diagnostic criterion. However, motives to engage in digital game play and obsessive passion for game play have also been found to predict problematic game play but have not yet been investigated together. The present study aims at (1 analyzing if obsessive passion can be distinguished from problematic game play as separate concepts, and (2 testing motives of game play, passion, and playing time for their predictive values for problematic tendencies. We found (N = 99 males, Age: M = 22.80, SD = 3.81 that obsessive passion can be conceptually separated from problematic game play. In addition, the results suggest that compared to solely playing time immersion as playing motive and obsessive passion have added predictive value for problematic game play. The implications focus on broadening the criteria in order to diagnose problematic playing.

  14. Problematic game play: the diagnostic value of playing motives, passion, and playing time in men.

    Science.gov (United States)

    Kneer, Julia; Rieger, Diana

    2015-04-30

    Internet gaming disorder is currently listed in the DSM-not in order to diagnose such a disorder but to encourage research to investigate this phenomenon. Even whether it is still questionable if Internet Gaming Disorder exists and can be judged as a form of addiction, problematic game play is already very well researched to cause problems in daily life. Approaches trying to predict problematic tendencies in digital game play have mainly focused on playing time as a diagnostic criterion. However, motives to engage in digital game play and obsessive passion for game play have also been found to predict problematic game play but have not yet been investigated together. The present study aims at (1) analyzing if obsessive passion can be distinguished from problematic game play as separate concepts, and (2) testing motives of game play, passion, and playing time for their predictive values for problematic tendencies. We found (N = 99 males, Age: M = 22.80, SD = 3.81) that obsessive passion can be conceptually separated from problematic game play. In addition, the results suggest that compared to solely playing time immersion as playing motive and obsessive passion have added predictive value for problematic game play. The implications focus on broadening the criteria in order to diagnose problematic playing.

  15. Recent Advances in General Game Playing

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing. PMID:26380375

  16. Recent Advances in General Game Playing.

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing.

  17. Recent Advances in General Game Playing

    Directory of Open Access Journals (Sweden)

    Maciej Świechowski

    2015-01-01

    Full Text Available The goal of General Game Playing (GGP has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014 in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI related to universal game playing.

  18. The Play Factor: Effect of Social Skills Group Play Therapy on Adolescent African-American Males

    Science.gov (United States)

    Earls, Melissa K.

    2009-01-01

    The purpose of this study was to examine the effectiveness of Social Skills Group Play Therapy on remedying the social skills deficits of adolescent African-American males. Additionally, the study investigated whether age and grade level impacted the outcome of the intervention. The participants were adolescent African-American males ages 10 to…

  19. Effect of computer game playing on baseline laparoscopic simulator skills.

    Science.gov (United States)

    Halvorsen, Fredrik H; Cvancarova, Milada; Fosse, Erik; Mjåland, Odd

    2013-08-01

    Studies examining the possible association between computer game playing and laparoscopic performance in general have yielded conflicting results and neither has a relationship between computer game playing and baseline performance on laparoscopic simulators been established. The aim of this study was to examine the possible association between previous and present computer game playing and baseline performance on a virtual reality laparoscopic performance in a sample of potential future medical students. The participating students completed a questionnaire covering the weekly amount and type of computer game playing activity during the previous year and 3 years ago. They then performed 2 repetitions of 2 tasks ("gallbladder dissection" and "traverse tube") on a virtual reality laparoscopic simulator. Performance on the simulator were then analyzed for association to their computer game experience. Local high school, Norway. Forty-eight students from 2 high school classes volunteered to participate in the study. No association between prior and present computer game playing and baseline performance was found. The results were similar both for prior and present action game playing and prior and present computer game playing in general. Our results indicate that prior and present computer game playing may not affect baseline performance in a virtual reality simulator.

  20. Neighborhood Poverty and Maternal Fears of Children's Outdoor Play

    Science.gov (United States)

    Kimbro, Rachel Tolbert; Schachter, Ariela

    2011-01-01

    Investigating children's outdoor play unites scholarship on neighborhoods, parental perceptions of safety, and children's health. Utilizing the Fragile Families and Child Well-being Study (N = 3,448), we examine mothers' fear of their 5-year-old children playing outdoors, testing associations with neighborhood social characteristics, city-level…

  1. Play or hard work: unpacking well-being at preschool.

    Science.gov (United States)

    Kennedy-Behr, A; Rodger, S; Mickan, S

    2015-03-01

    Well-being or quality of life is thought to give a more accurate picture of the impact a condition has on day-to-day functioning than traditional outcome measures. This study sought to examine the relationship between engagement in play and well-being for preschool children with and without developmental coordination disorder (DCD). A quasi-experimental design was used with two independent groups of preschool children aged 4-6 years with (n=32) and without (n=31) probable DCD. Play skills were assessed using the Play Observation Scale based on 30min of videotape of free-play at preschool. Well-being was assessed using a parent-proxy version of the Revised Children Quality of Life Questionnaire (KINDL(R)). Spearman rho correlations were performed to examine the relationship between play and well-being. Well-being at preschool was significantly lower for the children in the DCD group however overall well-being was not significantly different. Engagement in type of social play (solitary, parallel or group) was found to predict well-being for the typically developing children. For the children with DCD, engagement in group play was not associated with well-being. An explanation for this difference may be that children with DCD may not experience free-play at preschool as "play" but rather as hard work. Further research is needed to determine why children with DCD experience lower well-being at preschool than their peers and to investigate children's perceptions of free-play. This may enable teachers and therapists to better support children with DCD in the preschool environment. Copyright © 2014 Elsevier Ltd. All rights reserved.

  2. Japanese and Korean Kindergartners' Perspectives of Play Using Photos

    Science.gov (United States)

    Izumi-­Taylor, Satomi; Ro, Yeonsun; Han, Jihee; Ito, Yoko

    2017-01-01

    The purpose of the study was to examine Japanese and Korean kindergarteners' perspectives by asking them to photograph play and explain why their photos represent play (photo elicitation interviews). The participants consisted of 50 kindergarteners on Japan's main island and 50 kindergarteners in South Korea. Japanese and Korean kindergartners…

  3. Can interface features affect aggression resulting from violent video game play? An examination of realistic controller and large screen size.

    Science.gov (United States)

    Kim, Ki Joon; Sundar, S Shyam

    2013-05-01

    Aggressiveness attributed to violent video game play is typically studied as a function of the content features of the game. However, can interface features of the game also affect aggression? Guided by the General Aggression Model (GAM), we examine the controller type (gun replica vs. mouse) and screen size (large vs. small) as key technological aspects that may affect the state aggression of gamers, with spatial presence and arousal as potential mediators. Results from a between-subjects experiment showed that a realistic controller and a large screen display induced greater aggression, presence, and arousal than a conventional mouse and a small screen display, respectively, and confirmed that trait aggression was a significant predictor of gamers' state aggression. Contrary to GAM, however, arousal showed no effects on aggression; instead, presence emerged as a significant mediator.

  4. A STUDY OF THE REQUIRED PUBLIC ACCOUNTING PROGRAM IN PUBLIC COMPETITIVE EXAMINATIONS HELD BY CESPE

    Directory of Open Access Journals (Sweden)

    Fátima de Souza Freire

    2012-11-01

    Full Text Available With a view to standardizing the contents offered to future Accounting professionals, the Federal Accounting Council (CFC elaborated the National Proposal for Undergraduate Accountancy Program Contents. Thus, the curriculum that Higher Education Institutions (HEI adopt serves as an ally for students’ professional conquests. Stability and favorable job conditions attract many people to the dispute for a public function, with a growing Braz ilian public competitive examination market. According to the National Association for Protection and Support to Public Competitive Examinations (Anpac, between 2003 and 2009, the number of public servants in the executive power with a higher education degree in Brazil increased by 26%. The aim of this study was to confront the CFC’s suggested knowledge with the contents required during tests applied in public competitive examinations for Accountancy professionals. The intent is to identify what Public Accounting knowledge is demanded from candidates for the public career. Through a documentary research, 561 calls from public competitive examinations exclusively for Accountancy professionals were selected for the study sample. They were classified according to the proposed program contents, the test questions by the Center for Selection and Event Promotion (Cespe, between 2000 and 2009. In conclusion, the most frequent required Public Accounting areas are contents related to Public Equity and Budget. The results demonstrate that the CFC’s suggested content is in line with the knowledge required from candidates for public functions.

  5. The polyimage poetics in Ibsen's late plays

    Directory of Open Access Journals (Sweden)

    Wang Yuli

    2015-02-01

    Full Text Available The unique poetics of polyimage implied in Ibsen’s late plays can be excavated with aesthetic reading. The term polyimage is coined to describe Ibsen’s original design in aesthetic form and ingenious realm in aesthetic reaction in his late plays; that is, beyond an imagery realm, another imagery realm exists, which construct a deep vision of significance. In each of the excellent late plays, what Ibsen creates is one or more veiled holistic imagery realms in addition to an ordinary entire imagery realm perceived by most audiences. The “layers of imagery realm” result from Ibsen’s “double self-examinations”, including self-examination of soul and of art. It is these “double self-examinations” that make polyimage possible in his late plays and generates the attribute of “meta-art” in these works. Compared with polyphony in Dostoevsky’s novels, the polyimage in Ibsen’s late plays contains a unique modernity, which is of great significance to modern artistic creation.

  6. Examining quality improvement programs: the case of Minnesota hospitals.

    Science.gov (United States)

    Olson, John R; Belohlav, James A; Cook, Lori S; Hays, Julie M

    2008-10-01

    To determine if there is a hierarchy of improvement program adoption by hospitals and outline that hierarchy. Primary data were collected in the spring of 2007 via e-survey from 210 individuals representing 109 Minnesota hospitals. Secondary data from 2006 were assembled from the Leapfrog database. As part of a larger survey, respondents were given a list of improvement programs and asked to identify those programs that are used in their hospital. DATA COLLECTION/DATA EXTRACTION: Rasch Model Analysis was used to assess whether a unidimensional construct exists that defines a hospital's ability to implement performance improvement programs. Linear regression analysis was used to assess the relationship of the Rasch ability scores with Leapfrog Safe Practices Scores to validate the research findings. Principal Findings. The results of the study show that hospitals have widely varying abilities in implementing improvement programs. In addition, improvement programs present differing levels of difficulty for hospitals trying to implement them. Our findings also indicate that the ability to adopt improvement programs is important to the overall performance of hospitals. There is a hierarchy of improvement programs in the health care context. A hospital's ability to successfully adopt improvement programs is a function of its existing capabilities. As a hospital's capability increases, the ability to successfully implement higher level programs also increases.

  7. Disruptive Effects of Colorful versus Non-Colorful Play Area on Structured Play – a Pilot Study with Preschoolers

    Directory of Open Access Journals (Sweden)

    Keren Stern-Ellran

    2016-10-01

    Full Text Available To contribute to young children's development, sensory enrichment is often provided via colorful play areas. However, little is known about the effects of colorful environments on children while they engage in age-appropriate tasks and games. Studies in adults suggest that aspects of color can distract attention and impair performance, and children are known to have less developed attentional and executive abilities than adults. Preliminary studies conducted in children aged 5-8 suggest that the colorfulness of both distal (e.g., wall decorations and proximal (e.g., the surface of the desktop environments can have a disruptive effect on children's performance. The present research seeks to extend the previous studies to an even younger age group and focus on proximal colorfulness. With a sample of 15 pre-schoolers (3-4 years old we examined whether a colorful play surface compared to a non-colorful (white play surface would affect engagement in developmentally appropriate structured play. Our pilot findings suggest that a colorful play surface interfered with preschoolers' structured play, inducing more behaviors indicating disruption in task execution compared with a non-colorful play surface. The implications of the current study for practice and further research are discussed.

  8. Relations between Parenting Style and Children's Play Behavior. Issues in Education.

    Science.gov (United States)

    Clawson, Mellisa A.; Robila, Mihaela

    2001-01-01

    Studied Baumrind's approach to parenting style to examine the relations between parenting style and preschool children's social competence manifested through peer play. Found that mothers' and fathers' parenting style is related to children's play with peers, with an authoritative parenting style correlating to more complex levels of play. (SD)

  9. A Critical Examination of the Process of Modifying the Curriculum of Alternative Secondary Educational Programs

    Science.gov (United States)

    Ross, Michael

    2014-01-01

    This study, "A Critical Examination of the Process of Modifying the Curriculum of Alternative Secondary Educational Programs," was done with the use of action research to study (a) whether students currently participating in a continuation school believe their educational and career needs are presently being met; (b) the types of career…

  10. Development and Evaluation of a Student-Initiated Test Preparation Program for the USMLE Step 1 Examination.

    Science.gov (United States)

    Schwartz, Lindsay F; Lineberry, Matthew; Park, Yoon Soo; Kamin, Carol S; Hyderi, Abbas A

    2018-01-01

    Studies have documented performance on the United States Medical Licensing Examination® (USMLE) Step 1 exam as an important factor that residency program directors consider when deciding which applicants to interview and rank. Therefore, success on this exam, though only one aspect of applicant evaluation, is important in determining future career prospects for medical students. Unfortunately, mean test scores at the University of Illinois College of Medicine at Chicago (UIC) have historically been below the national average. This retrospective and quasi-experimental mixed-methods study describes the development, evaluation, and effects of a student-initiated USMLE Step 1 preparatory program at UIC. The program provided second year students with First Aid for the USMLE Step 1 at the beginning of the academic year, as well as a six month subscription to the USMLE World question bank midyear. In addition, optional peer review sessions covering basic sciences and organ systems were taught by high-performing upperclassmen. The goals of the program were to raise mean USMLE Step 1 exam scores and increase the percentage of students passing the exam on their first time. The program premiered during the 2012-13 academic year. Data from this cohort as well as four others (N = 830; 2010-2014 examinees) were gathered. Performances between preintervention (2010-12 examinees) and postintervention (2013-14 examinees) cohorts of students were compared. Focus groups and interviews with staff and students were conducted, recorded, and analyzed to investigate the impact that the program had on student interactions and perceptions of the learning environment. There was a significant difference in exam performance pre- versus postintervention, with average USMLE Step 1 scores improving by 8.82 points following the implementation of the student-initiated program, t(5.61) = 828, p Step 1 (odds ratio = 3.08, SE = 1.07, p < .01). Students and staff commented on the sense of community and

  11. Playing violent video games increases intergroup bias.

    Science.gov (United States)

    Greitemeyer, Tobias

    2014-01-01

    Previous research has shown how, why, and for whom violent video game play is related to aggression and aggression-related variables. In contrast, less is known about whether some individuals are more likely than others to be the target of increased aggression after violent video game play. The present research examined the idea that the effects of violent video game play are stronger when the target is a member of an outgroup rather than an ingroup. In fact, a correlational study revealed that violent video game exposure was positively related to ethnocentrism. This relation remained significant when controlling for trait aggression. Providing causal evidence, an experimental study showed that playing a violent video game increased aggressive behavior, and that this effect was more pronounced when the target was an outgroup rather than an ingroup member. Possible mediating mechanisms are discussed.

  12. Quality assurance in postgraduate pathology training the Dutch way: regular assessment, monitoring of training programs but no end of training examination.

    Science.gov (United States)

    van der Valk, Paul

    2016-01-01

    It might seem self-evident that in the transition from a supervised trainee to an independent professional who is no longer supervised, formal assessment of whether the trainee knows his/her trade well enough to function independently is necessary. This would then constitute an end of training examination. Such examinations are practiced in several countries but a rather heterogeneous situation exists in the EU countries. In the Netherlands, the training program is not concluded by a summative examination and reasons behind this situation are discussed. Quality assurance of postgraduate medical training in the Netherlands has been developed along two tracks: (1) not a single testing moment but continuous evaluation of the performance of the trainee in 'real time' situations and (2) monitoring of the quality of the offered training program through regular site-visits. Regular (monthly and/or yearly) evaluations should be part of every self-respecting training program. In the Netherlands, these evaluations are formative only: their intention is to provide the trainee a tool by which he or she can see whether they are on track with their training schedule. In the system in the Netherlands, regular site-visits to training programs constitute a crucial element of quality assurance of postgraduate training. During the site-visit, the position and perceptions of the trainee are key elements. The perception by the trainee of the training program, the institution (or department) offering the training program, and the professionals involved in the training program is explicitly solicited and systematically assessed. With this two-tiered approach high-quality postgraduate training is assured without the need for an end of training examination.

  13. Prototyping Tool for Web-Based Multiuser Online Role-Playing Game

    Science.gov (United States)

    Okamoto, Shusuke; Kamada, Masaru; Yonekura, Tatsuhiro

    This letter proposes a prototyping tool for Web-based Multiuser Online Role-Playing Game (MORPG). The design goal is to make this tool simple and powerful. The tool is comprised of a GUI editor, a translator and a runtime environment. The GUI editor is used to edit state-transition diagrams, each of which defines the behavior of the fictional characters. The state-transition diagrams are translated into C program codes, which plays the role of a game engine in RPG system. The runtime environment includes PHP, JavaScript with Ajax and HTML. So the prototype system can be played on the usual Web browser, such as Fire-fox, Safari and IE. On a click or key press by a player, the Web browser sends it to the Web server to reflect its consequence on the screens which other players are looking at. Prospected users of this tool include programming novices and schoolchildren. The knowledge or skill of any specific programming languages is not required to create state-transition diagrams. Its structure is not only suitable for the definition of a character behavior but also intuitive to help novices understand. Therefore, the users can easily create Web-based MORPG system with the tool.

  14. Playing in "Trelis Weyr": Investigating Collaborative Practices in a "Dragons of Pern" Role-Play-Game Forum

    Science.gov (United States)

    Alley, Kathleen M.

    2013-01-01

    This descriptive case study examined adolescents' and emerging adults' literate and social practices within the context of a role-play-game (RPG) forum, investigating the ways participants read and collaboratively composed within this space. As a researcher, I was interested in how this space functioned and how the interactions between…

  15. Examining the psychological pathways to behavior change in a group-based lifestyle program to prevent type 2 diabetes.

    Science.gov (United States)

    Critchley, Christine R; Hardie, Elizabeth A; Moore, Susan M

    2012-04-01

    To examine the psychological process of lifestyle change among adults at risk for type 2 diabetes. A randomized control trial in which 307 volunteers (intervention, n = 208; wait control, n = 99) diagnosed with prediabetes completed a six-session group-based intervention to promote healthier living. Participants' motivation to change, diet and exercise self-efficacy, mood, knowledge about diabetes, activity levels, healthy eating, waist circumference, and weight were assessed before and after the program. Participation in the program was associated with significant increases in healthy eating and physical activity, reductions in waist and weight, and improvements in motivation, positive mood, self-efficacy, and knowledge. Examination of the pathways to lifestyle change showed that the educational aspect of the program increased activity levels because it increased diabetes knowledge and improved mood. Eating behavior was not mediated by any of the psychological variables. Improvements in diet and physical activity were, in turn, directly associated with changes in weight and waist circumference. Although the program significantly improved motivation, self-efficacy, and mood, its impact on knowledge uniquely explained the increase in physical activity. Group-based programs that are tailored to lifestyle behaviors may provide a cost-effective method of diabetes prevention, but more research is needed to explain why they improve healthy eating.

  16. Correspondence between Children's Indoor and Outdoor Play in Japanese Preschool Daily Life

    Science.gov (United States)

    Hirose, Toshiya; Koda, Naoko; Minami, Tetsuhiro

    2012-01-01

    This study examined the correspondence between children's indoor and outdoor play in a preschool environment to investigate whether the children maintained a tendency to engage in a particular type of play irrespective of the environment, or whether they changed the type of play according to the environment. Play behaviours of 18 three-year-old…

  17. Programming Play

    DEFF Research Database (Denmark)

    Jochum, Elizabeth; Muphey, Todd

    2014-01-01

    but rather the agents that operate the puppets. Our goal is to emulate the control technique of human puppeteers to develop automated puppets that are capable of dynamic movement typically beyond the range of traditional animatronics - such as walking and flying. Using the natural dynamics of marionettes...

  18. A pilot play-based intervention to improve the social play interactions of children with autism spectrum disorder and their typically developing playmates.

    Science.gov (United States)

    Henning, Belindi; Cordier, Reinie; Wilkes-Gillan, Sarah; Falkmer, Torbjorn

    2016-08-01

    Occupational therapists play a key role in addressing the social difficulties of children with ASD. However, interventions are often time intensive, without outcomes generalising beyond the clinic setting. To examine the feasibility and preliminary effectiveness of an intervention to address the social play skills of children with ASD. Participants in this multiple case study design were five children with autism spectrum disorder (ASD), five typically developing playmates and five parents of children with ASD. Two therapists and parents delivered the intervention involving clinic play sessions and home modules. Parents' treatment adherence was recorded. The Test of Playfulness was scored by a blinded rater to examine child outcomes following the intervention. Line graphs were used to examine case data. Percentage of non-overlapping data (PND) was used to calculate the single-case effect size for each child. Parents completed 92.2% of the intervention. Children's case data showed an upwards trend from pre- to post-intervention in four of the five pairs (child with ASD and playmate). However, there was a decrease in scores from post-intervention to the two-month home follow-up for all but one pair. PND indicated the intervention was effective for two children with ASD and three of their playmates, had a questionable effect on three children with ASD and no observable effect on two playmates. The intervention demonstrated preliminary feasibility and effectiveness for improving the social play skills of some children with ASD. Careful consideration is needed to identify which children with ASD and which playmates would be best suited for this intervention approach. © 2016 Occupational Therapy Australia.

  19. Mighty Morphin Power Ranger Play: Research and Reality.

    Science.gov (United States)

    Crosser, Sandra

    1995-01-01

    Explores the question of whether or not Mighty Morphin Power Rangers-type aggressive play is developmentally appropriate for the early childhood classroom. Compares results from research in child development to the reality of television programming, highlighting the relationship between television violence and children's aggressive behavior. (AA)

  20. Play and playfulness, basic features of early childhood education

    NARCIS (Netherlands)

    Singer, E.

    2013-01-01

    This article argues that play and playfulness are basic features in early childhood education, but that play curricula can have serious drawbacks. The starting point is the play theory of the Dutch historian Johan Huizinga, a radical critic of the focus on the educational benefits of play. According

  1. Play and playfulness in early childhood education and care.

    Directory of Open Access Journals (Sweden)

    Singer E.

    2015-06-01

    Full Text Available Play and playfulness are basic features in early childhood education. The elements of play are pleasure, a sense of freedom, and the co-construction of shared meaning through the use of rules or rhythms. Play and learning are closely related in early childhood. But when the focus on the educational benefits of play becomes too strong, the most essential feature of play is lost: children’s pleasure. Young children in group settings often have to adapt to the teachers’ demands related to security, hygiene, and social norms and values. But the playfulness of the teachers helps to overcome differences in power in the caregiver-child relationship and prevents young children from becoming overburdened with strict rules and group discipline. Play and playfulness are a resource of shared pleasure and creativity in learning processes.

  2. Do Farm Programs Explain Mean and Variance of Technical Efficiency? Stochastic Frontier Analysis

    OpenAIRE

    Ranjan, Rahul; Shaik, Saleem; Mishra, Ashok K.

    2010-01-01

    Past literature has examined the importance of farm programs on the volatility and returns on general and agriculture economic growth. The objective of this study was to assess the impact of farm program payments on technical efficiency. The study used aggregate state level panel data from the U.S agricultural sector. Results indicate production increasing with increasing units of inputs. Results from this study indicate that farm program payments play an important role in technical efficienc...

  3. Examining playfulness in adults: Testing its correlates with personality, positive psychological functioning, goal aspirations, and multi-methodically assessed ingenuity

    OpenAIRE

    René T. Proyer

    2012-01-01

    The prime aim of this set of studies was to test the disposition to play (playfulness) in adults in its relation with various measures of personality but also ability (self-estimated but also psychometri- cally measured ingenuity). Study 1 (n = 180) shows that adults playfulness relates primarily to extraversion, lower conscientiousness, and higher endorsements of culture; joy of being laughed at (gelotophilia) and agreeableness were also predictive in a regression analysis; Study 2 (n = 264)...

  4. Play for Peace as a Violence Prevention Model: Achieving "Voluntad y Convivencia"

    Science.gov (United States)

    Gass, Michael; Gough, Sarah; Armas, Andres; Dolcino, Cristina

    2016-01-01

    Violence prevention is a key focus for many intervention programs, yet little is known about how or why certain programs are able to successfully produce effective prevention efforts. The purpose of this study was to identify the essential elements of the Play for Peace (PFP) program, how it creates change in participants, and how it is…

  5. Enhancing Role-Play Activities with Pocket Camcorder Technology: Strategies for Counselor-Educators

    Science.gov (United States)

    Walter, Sara Meghan; Thanasiu, Page L.

    2011-01-01

    Counselor-educators can benefit from specific guidelines and creative suggestions when implementing role-play and technology-related teaching strategies in counseling training programs. Therefore, the purpose of this article is to: (a) discuss the use of role-play and video recording in counselor education; (b) introduce counselor-educators to…

  6. Mammalian play: training for the unexpected.

    Science.gov (United States)

    Spinka, M; Newberry, R C; Bekoff, M

    2001-06-01

    In this review, we present a new conceptual framework for the study of play behavior, a hitherto puzzling array of seemingly purposeless and unrelated behavioral elements that are recognizable as play throughout the mammalian lineage. Our major new functional hypothesis is that play enables animals to develop flexible kinematic and emotional responses to unexpected events in which they experience a sudden loss of control. Specifically, we propose that play functions to increase the versatility of movements used to recover from sudden shocks such as loss of balance and falling over, and to enhance the ability of animals to cope emotionally with unexpected stressful situations. To obtain this "training for the unexpected," we suggest that animals actively seek and create unexpected situations in play through self-handicapping; that is, deliberately relaxing control over their movements or actively putting themselves into disadvantageous positions and situations. Thus, play is comprised of sequences in which the players switch rapidly between well-controlled movements similar to those used in "serious" behavior and self-handicapping movements that result in temporary loss of control. We propose that this playful switching between in-control and out-of-control elements is cognitively demanding, setting phylogenetic and ontogenetic constraints on play, and is underlain by neuroendocrinological responses that produce a complex emotional state known as "having fun." Furthermore, we propose that play is often prompted by relatively novel or unpredictable stimuli, and is thus related to, although distinct from, exploration. We present 24 predictions that arise from our new theoretical framework, examining the extent to which they are supported by the existing empirical evidence and contrasting them with the predictions of four major alternative hypotheses about play. We argue that our "training for the unexpected" hypothesis can account for some previously puzzling

  7. An Approach to Examining the Proximal and Intermediate Outcomes of an Intensive Family Preservation Program

    Science.gov (United States)

    Hurley, Kristin Duppong; Griffith, Annette; Ingram, Stephanie; Bolivar, Claudine; Mason, W. Alex; Trout, Alexandra

    2012-01-01

    This study examined the effects of the Boys Town In-Home Family Program (BT-IHFP) on parenting skills, family functioning, and child behavior for at-risk families involved with child protective services. The BT-IHFP is designed as a home-based, family-centered alternative to out-of-home placement with the goal of improving family functioning,…

  8. The Development of a Cultural-Based Educational Program to Enhance Breast Self-Examination (BSE Self-Efficacy

    Directory of Open Access Journals (Sweden)

    Juanita Juanita

    2012-08-01

    Full Text Available Purpose: To develop the educational program which is appropriate with Islamic culture in order to enhance BSE self-efficacy of nursing students and thus promote BSE practice. Method: This study is a development research study which is consisting of three phases including: 1 reviewing several existing BSE educational programs; 2 program design based on SCT and Islamic culture; and 3 program validation by three experts. Result: Based on previous studies, the most appropriate theory to enhance self-efficacy was Social Cognitive Theory (SCT because this theory provides several strategies to increase the self-efficacy. Further, the program that used Islamic culture was more appropriate to increase BSE practice among Muslim women. As a result, the newly developed program was developed used SCT and Islamic culture. This program was comprised of four sessions including: 1 exploring Islamic mandate on prevention and individual responsibility in health promotion, and culture-related beliefs toward BSE, 2 health education by conducting lecturing session and watching a video about BSE procedures, 3 BSE training activities including BSE demonstration and return demonstration, 4 follow-up by conducting a meeting. Conclusion: The cultural-based educational program for enhancing BSE self-efficacy and promoting BSE is a program using multifaceted methods. It designed based on a review of the literature from previous studies and were supported by research findings on experimental studies in other population. Keywords: Cultural, Educational program development, Breast self-examination, Self-efficacy.

  9. Playful Membership

    DEFF Research Database (Denmark)

    Åkerstrøm Andersen, Niels; Pors, Justine Grønbæk

    2014-01-01

    This article studies the implications of current attempts by organizations to adapt to a world of constant change by introducing the notion of playful organizational membership. To this end we conduct a brief semantic history of organizational play and argue that when organizations play, employees...... are expected to engage in playful exploration of alternative selves. Drawing on Niklas Luhmann's theory of time and decision-making and Gregory Bateson's theory of play, the article analyses three empirical examples of how games play with conceptions of time. We explore how games represent an organizational...

  10. The Role of Confucian Cultural Values and Politics in Planning Educational Programs for Adults in Korea

    Science.gov (United States)

    Ryu, Kiung; Cervero, Ronald M.

    2011-01-01

    Program planning activities are not culturally neutral but are replete with various cultural values and affected by them. This qualitative study was conducted in Korea and examines how cultural values influence educational planning in Korea. Specifically, the study was to examine how Confucian cultural values play out in educational planning in…

  11. Sun protection training based on a theater play for preschoolers: an effective method for imparting knowledge on sun protection?

    Science.gov (United States)

    Seidel, Nadja; Stoelzel, Friederike; Garzarolli, Marlene; Herrmann, Sandra; Breitbart, Eckhard Wilhelm; Berth, Hendrik; Baumann, Michael; Ehninger, Gerhard

    2013-09-01

    Sun protection in childhood is important to reduce the risk of developing skin cancer later in life. The "Periods-of-Life-Program" for primary prevention of skin cancer introduces a combination of individual and environmental interventions for the preschool period. Within this pilot study, an intervention group received cognitive-behavioral and environmental interventions. A control group had solely received the environmental intervention, and a wait-control group received no intervention. Nursery school children (n = 80, 3 to 6 years of age) of four nursery schools were randomly assigned to these groups on school level. The ability of the cognitive-behavioral intervention (a theater play) to enhance sun protection knowledge was examined. The theater play improved knowledge over all age groups (p < .05 η(2) = .06). Age-specific analyses showed better results for children aged 5 to 6 (p < .05 η(2) = .20) compared to children aged 3 to 4 years (p = .17 η(2) = .04). In combining cognitive-behavioral and environmental interventions, the "Periods-of-Life-Program" is a promising strategy for primary prevention of skin cancer.

  12. Reliability and validity of the McDonald Play Inventory.

    Science.gov (United States)

    McDonald, Ann E; Vigen, Cheryl

    2012-01-01

    This study examined the ability of a two-part self-report instrument, the McDonald Play Inventory, to reliably and validly measure the play activities and play styles of 7- to 11-yr-old children and to discriminate between the play of neurotypical children and children with known learning and developmental disabilities. A total of 124 children ages 7-11 recruited from a sample of convenience and a subsample of 17 parents participated in this study. Reliability estimates yielded moderate correlations for internal consistency, total test intercorrelations, and test-retest reliability. Validity estimates were established for content and construct validity. The results suggest that a self-report instrument yields reliable and valid measures of a child's perceived play performance and discriminates between the play of children with and without disabilities. Copyright © 2012 by the American Occupational Therapy Association, Inc.

  13. Examination of a University-Affiliated Safe Ride Program

    Science.gov (United States)

    Gieck, D. Joseph; Slagle, David M.

    2010-01-01

    A university-affiliated safe ride program was evaluated to determine whether these programs can reduce drunk-driving related costs. Data was collected from 187 safe ride passengers during three nights of operation. Among the passengers, 93% were enrolled at a local University, 31% were younger than 21, and 40% reported a prior alcohol-related…

  14. Footballs versus Barbies: Childhood Play Activities as Predictors of Sport Participation by Women.

    Science.gov (United States)

    Guiliano, Traci A.; Popp, Kathryn E.; Knight, Jennifer L.

    2000-01-01

    Examined the extent to which women's childhood play activities predicted future sport participation. College athletes and nonathletes completed a survey on childhood play and adult sports experiences. Playing with masculine toys and games, playing in predominantly male or mixed groups, and being a tomboy characterized women who later became…

  15. Marketing analytics for Free-to-Play Games

    OpenAIRE

    Kuokka, Ari

    2013-01-01

    This thesis deals with free to play marketing analytics in the light of mobile iOS games. Other platforms will be also discussed as well as mobile marketing aspects such as user acquisition, big data and metrics. The case company is a Finnish game startup which is about to release their first game The Supernauts. The objective of this thesis was to research what kind of analytics and metrics are needed in the marketing of free-to-play games as well as to examine what are the best practices...

  16. Day care quality and children's free play activities.

    Science.gov (United States)

    Vandell, D L; Powers, C P

    1983-07-01

    Social and nonsocial behavior of white, middle-class preschoolers in high, moderate, and low quality day care centers were contrasted. Children in high quality centers were more likely to interact positively with adults, while children in lower quality programs were more likely to engage in solitary play and aimless wandering.

  17. Barriers and enabling factors for work-site physical activity programs: a qualitative examination.

    Science.gov (United States)

    Fletcher, Gena M; Behrens, Timothyh K; Domina, Lorie

    2008-05-01

    Work sites offer a productive setting for physical activity (PA) promoting interventions. Still, PA participation remains low. Thus, the purpose of this study was to examine the reasoning behind commonly reported barriers and enabling factors to participation in PA programs in a work-site setting. Employees from a large city government were recruited to participate in focus groups, stratified by white- and blue-collar occupations. Responses from open-ended questions about factors influencing participation in PA programs were audio recorded and transcribed verbatim. Resulting data were analyzed with open and axial coding. The sample consisted of 60 employees composing 9 focus groups. Although time was the most common barrier between both groups, white-collars workers responded that scheduling and work conflicts were the most common barrier concerning time. Blue-collar workers indicated shift work as their most common barrier. In addition, health was a significant enabling factor for both occupational categories. White-collar workers were much more concerned with appearances and were more highly motivated by weight loss and the hopefulness of quick results than were blue-collar workers. These findings are important in the understanding of PA as it relates to the reasoning behind participation in work-site programs in regard to occupational status.

  18. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played

    Science.gov (United States)

    Kim, Jun Won; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-01-01

    Objective Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Methods Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. Results The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. Conclusion These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance. PMID:20396428

  19. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played.

    Science.gov (United States)

    Kim, Jun Won; Han, Doug Hyun; Park, Doo Byung; Min, Kyung Joon; Na, Churl; Won, Su Kyung; Park, Ga Na

    2010-03-01

    Psychobiological traits may be associated with excessive Internet use. This study assessed the relationships between biogenetic traits, the amount of time spent in online game playing, and the genre of the online game being played. Five hundred sixty five students who enjoyed one of the four types of games included in this study were recruited. The types of games examined included role playing games (RPG), real-time strategy games (RTS), first person shooting games (FPS), and sports games. Behavioral patterns of game play, academic performance, and player biogenetic characteristics were assessed. The amount of time that the participants spent playing online games was significantly greater on weekends than on weekdays. On weekends, the types of games with the largest numbers of participants who played games for more than three hours were ranked as follows: RPG and FPS, RTS, and sports games. The Young's Internet Addiction Scale (YIAS)score for the RPG group was the highest among the groups of the four types of game players. The time that participants spent playing games on weekdays was negatively associated with academic performance, especially for the RPG and FPS groups. Compared with the other groups, the RPG and RTS groups had higher novelty seeking (NS) scores and self-directedness (SD) scores, respectively. Additionally, the sports game group had higher reward dependency scores than the other groups. These results suggest that RPGs may have specific factors that are attractive to latent game addicts with higher NS scores. Additionally, excessive playing of online games is related to impaired academic performance.

  20. Energy expenditure while playing active and inactive video games.

    Science.gov (United States)

    Leatherdale, Scott T; Woodruff, Sarah J; Manske, Stephen R

    2010-01-01

    To examine energy expenditure (EE) when playing active and inactive videogames (VG). Predicted EE was measured among 51 undergraduate students while playing active and inactive VG (Ontario, Canada). Predicted EE was significantly higher playing the active VG compared to the inactive VG according to heart rate monitor (97.4 kcal vs 64.7 kcal) and SenseWear armband (192.4 kcal vs 42.3 kcal) estimates. Active VG may be a viable intervention tool for increasing EE among students who would otherwise be spending time in sedentary screen-based behaviors.

  1. Nonprofit Management Education in MPA Programs: Lessons for Successful Track Building

    Science.gov (United States)

    Gerlach, John David

    2016-01-01

    As the American nonprofit sector continues to grow, so does interest in nonprofit management graduate education. MPA programs play a significant role in preparing students for work in the nonprofit field. This article examines nonprofit management as an area of graduate study, paying particular attention to how NASPAA-accredited MPA programs…

  2. Examining a Massive Multiplayer Online Role-Playing Game as a Digital Game-Based Learning Platform

    Science.gov (United States)

    Wu, Min Lun; Richards, Kari; Saw, Guan Kung

    2014-01-01

    A concurrent triangulation mixed-method research design was used to investigate 19 casual gamers' or non-gamers' use of a popular massive multiplayer online role-playing game (MMORPG), Everquest 2, as an alternative pedagogical tool to support communicative use of the English language. This study poses that MMORPGs could serve as a virtually rich…

  3. Peer Tutoring with Child-Centered Play Therapy Language

    Science.gov (United States)

    Vavreck, Sarah; Esposito, Judy

    2012-01-01

    The focus of this paper is on responses from fifth grade peer tutors who were trained to use child-centered play therapy language during tutoring sessions with kindergarteners. The focus of this project was to identify academic and social/emotional benefits of participating in the program. Results indicated that participation in the program…

  4. Examining relational empowerment for elementary school students in a yPAR program.

    Science.gov (United States)

    Langhout, Regina Day; Collins, Charles; Ellison, Erin Rose

    2014-06-01

    This paper joins relational empowerment, youth empowerment, and Bridging Multiple Worlds frameworks to examine forms of relational empowerment for children in two intermediary institutions-school and a youth participatory action research after-school program (yPAR ASP). Participants were twelve children, most of whom were Latina/o and from im/migrant families, enrolled in a yPAR ASP for 2 years. A mixed-method approach was utilized; we analyzed children's interviews, self-defined goals, and their social networks to examine their experiences of relational empowerment. We conclude that children experienced each of the five relational empowerment factors-collaborative competence, bridging social divisions, facilitating others' empowerment, mobilizing networks, and passing on a legacy-in the yPAR ASP setting, and some factors in school. These experiences, however, were more pronounced in the yPAR ASP setting. Additionally, social network analyses revealed that a small but meaningful percentage of actors bridged worlds, especially home and family, but by year 2, also school and the yPAR ASP. Finally, most helpers for school-based goals came from school, but a sizable number came from family, friends, and home worlds, and by year 2, also came from the yPAR ASP. Implications range from theoretical to methodological development, including the use of social network analysis as a tool to descriptively examine relational power in context.

  5. Word Play: Scaffolding Language Development through Child-Directed Play

    Science.gov (United States)

    Wasik, Barbara A.; Jacobi-Vessels, Jill L.

    2017-01-01

    Play is an important activity in young children's lives. It is how children explore their world and build knowledge. Although free play, which is play that is totally child directed, contributes to children's learning, self-regulation and motivation, adults' participation in children's play is critical in their development, especially their…

  6. Factors influencing moisture analysis in the 3013 destructive examination surveillance program

    Energy Technology Data Exchange (ETDEWEB)

    Scogin, J. H. [Savannah River Site (SRS), Aiken, SC (United States). Savannah River National Lab. (SRNL)

    2017-10-24

    Thermogravimetric analysis of a solid sample with mass spectrometry (TGA-MS) of the evolved gas is used in the destructive examination (DE) portion of the Integrated Surveillance Program to quantify the moisture content of the material stored in a 3013 container. As with any measurement determined from a small sample, the collection, storage, transportation, and handling of the sample can affect its ability to represent the properties of the bulk material. During the course of the DE program, questions have periodically arisen concerning the ability of the moisture sample to reflect reliably the actual moisture content of the entire material stored in the 3013 container. Most concerns are related to the ability to collect a representative sample and to preserve the moisture content of the sample between collection and analysis. Recent delays in analysis caused by maintenance issues with the TGA-MS instrument presented a unique opportunity to document and quantify the effects various factors have on the TGA-MS moisture measurement. This report will use recent data to document the effects that current sample collection and handling practices have on the TGA-MS moisture measurement. Some suggestions will be made which could improve the current sample collection and handling practices for the TGA-MS moisture measurement so that the analytical results more accurately reflect the moisture content of the material stored in the 3013 container.

  7. Factors influencing moisture analysis in the 3013 destructive examination surveillance program

    International Nuclear Information System (INIS)

    Scogin, J. H.

    2017-01-01

    Thermogravimetric analysis of a solid sample with mass spectrometry (TGA-MS) of the evolved gas is used in the destructive examination (DE) portion of the Integrated Surveillance Program to quantify the moisture content of the material stored in a 3013 container. As with any measurement determined from a small sample, the collection, storage, transportation, and handling of the sample can affect its ability to represent the properties of the bulk material. During the course of the DE program, questions have periodically arisen concerning the ability of the moisture sample to reflect reliably the actual moisture content of the entire material stored in the 3013 container. Most concerns are related to the ability to collect a representative sample and to preserve the moisture content of the sample between collection and analysis. Recent delays in analysis caused by maintenance issues with the TGA-MS instrument presented a unique opportunity to document and quantify the effects various factors have on the TGA-MS moisture measurement. This report will use recent data to document the effects that current sample collection and handling practices have on the TGA-MS moisture measurement. Some suggestions will be made which could improve the current sample collection and handling practices for the TGA-MS moisture measurement so that the analytical results more accurately reflect the moisture content of the material stored in the 3013 container.

  8. A Child's Power in Game-Play

    Science.gov (United States)

    McLeod, Julie; Lin, Lin

    2010-01-01

    This paper is the first of its series that studies the power children have in game-play and examines its implications for teaching and learning. As a start, the paper describes a framework of power based on a synthesis of various types of power underlined in literature. The paper then looks into the power issue through observation and interviews…

  9. Video Game Playing and Academic Performance in College Students

    Science.gov (United States)

    Burgess, Stephen R.; Stermer, Steven Paul; Burgess, Melinda C. R.

    2012-01-01

    The relations between media consumption, especially TV viewing, and school performance have been extensively examined. However, even though video game playing may have replaced TV viewing as the most frequent form of media usage, relatively little research has examined its relations to school performance, especially in older students. We surveyed…

  10. Playful Literacy

    DEFF Research Database (Denmark)

    Froes, Isabel

    these practices, which compose the taxonomy of tablet play. My contribution lies in identifying and proposing a series of theoretical concepts that complement recent theories related to play and digital literacy studies. The data collected through observations informed some noteworthy aspects, including how...... with tablets’ physical and digital affordances shape children’s digital play. This thesis presents how young children’s current practices when playing with tablets inform digital experiences in Denmark and Japan. Through an interdisciplinary lens and a grounded theory approach, I have identified and mapped...... vocabulary in children’s digital play experiences. These early digital experiences set the rules for the playgrounds and assert digital tablets as twenty-first-century toys, shaping young children’s playful literacy....

  11. Play Therapy

    Science.gov (United States)

    Lawver, Timothy; Blankenship, Kelly

    2008-01-01

    Play therapy is a treatment modality in which the therapist engages in play with the child. Its use has been documented in a variety of settings and with a variety of diagnoses. Treating within the context of play brings the therapist and the therapy to the level of the child. By way of an introduction to this approach, a case is presented of a six-year-old boy with oppositional defiant disorder. The presentation focuses on the events and interactions of a typical session with an established patient. The primary issues of the session are aggression, self worth, and self efficacy. These themes manifest themselves through the content of the child’s play and narration of his actions. The therapist then reflects these back to the child while gently encouraging the child toward more positive play. Though the example is one of nondirective play therapy, a wide range of variation exists under the heading of play therapy. PMID:19724720

  12. Correlation of United States Medical Licensing Examination and Internal Medicine In-Training Examination Performance

    Science.gov (United States)

    Perez, Jose A., Jr.; Greer, Sharon

    2009-01-01

    The Internal Medicine In-Training Examination (ITE) is administered during residency training in the United States as a self-assessment and program assessment tool. Performance on this exam correlates with outcome on the American Board of Internal Medicine Certifying examination. Internal Medicine Program Directors use the United States Medical…

  13. Energy Balance 4 Kids with Play: Results from a Two-Year Cluster-Randomized Trial.

    Science.gov (United States)

    Madsen, Kristine; Linchey, Jennifer; Gerstein, Dana; Ross, Michelle; Myers, Esther; Brown, Katie; Crawford, Patricia

    2015-08-01

    Identifying sustainable approaches to improving the physical activity (PA) and nutrition environments in schools is an important public health goal. This study examined the impact of Energy Balance for Kids with Play (EB4K with Play), a school-based intervention developed by the Academy of Nutrition and Dietetics Foundation and Playworks, on students' PA, dietary habits and knowledge, and weight status over 2 years. This cluster-randomized, controlled trial took place in four intervention and two control schools over 2 years (n=879; third- to fifth-grade students). PA (fourth and fifth grades only), dietary knowledge and behaviors, school policies, and BMI z-score were assessed at baseline (fall 2011), midpoint (spring 2012), and endpoint (fall 2012 for accelerometers; spring 2013 for all other outcomes). At endpoint, there were no group differences in change in PA or dietary behaviors, although BMI z-score decreased overall by -0.07 (p=0.05). Students' dietary knowledge significantly increased, as did the amount of vegetables schools served. Post-hoc analyses stratified by grade revealed that, relative to control students, fourth-grade intervention students reduced school-day sedentary time by 15 minutes (p=0.023) and third-grade intervention students reduced BMI z-score by -0.2 (0.05; pchildren's dietary knowledge and may improve weight status and decrease sedentary behaviors among younger children. Future iterations should examine programming specific for different age groups.

  14. Using Home Irrigation Users' Perceptions to Inform Water Conservation Programs

    Science.gov (United States)

    Warner, Laura A.; Chaudhary, Anil Kumar; Lamm, Alexa J.; Rumble, Joy N.; Momol, Esen

    2017-01-01

    Targeted agricultural education programs can play a role in solving complex water issues. This article applies importance-performance analysis to examine dimensions of water resources that may inform local water conservation campaigns in the United States. The purpose of this study was to generate a deep understanding of home irrigation users'…

  15. Do fatty acids affect fetal programming?

    Science.gov (United States)

    Kabaran, Seray; Besler, H Tanju

    2015-08-13

    In this study discussed the primary and regulatory roles of fatty acids, and investigated the affects of fatty acids on metabolic programming. Review of the literature was carried out on three electronic databases to assess the roles of fatty acids in metabolic programming. All abstracts and full-text articles were examined, and the most relevant articles were selected for screening and inclusion in this review. The mother's nutritional environment during fetal period has important effects on long term health. Fatty acids play a primary role in growth and development. Alterations in fatty acid intake in the fetal period may increase the risk of obesity and metabolic disorders in later life. Maternal fatty acid intakes during pregnancy and lactation are passed to the fetus and the newborn via the placenta and breast milk, respectively. Imbalances in fatty acid intake during the fetal period change the fatty acid composition of membrane phospholipids, which can cause structural and functional problems in cells. Additionally, the metabolic and neuroendocrine environments of the fetus and the newborn play key roles in the regulation of energy balance. Imbalances in fatty acid intake during pregnancy and lactation may result in permanent changes in appetite control, neuroendocrine function and energy metabolism in the fetus, leading to metabolic programming. Further studies are needed to determine the role of fatty acid intake in metabolic programming.

  16. Togetherness and Diversity in Pre-School Play.

    Science.gov (United States)

    Janson, Ulf

    2001-01-01

    Examined transcribed episodes of preschoolers' play collected in another study to compare differences in the ways blind and sighted children have access to physical space, experience social interaction, and create meaningful symbols. Found that differences in visual ability may impede togetherness. Devised strategies for educational practice and…

  17. Context Matters for Social-Emotional Learning: Examining Variation in Program Impact by Dimensions of School Climate.

    Science.gov (United States)

    McCormick, Meghan P; Cappella, Elise; O'Connor, Erin E; McClowry, Sandee G

    2015-09-01

    This paper examines whether three dimensions of school climate-leadership, accountability, and safety/respect-moderated the impacts of the INSIGHTS program on students' social-emotional, behavioral, and academic outcomes. Twenty-two urban schools and N = 435 low-income racial/ethnic minority students were enrolled in the study and received intervention services across the course of 2 years, in both kindergarten and first grade. Intervention effects on math and reading achievement were larger for students enrolled in schools with lower overall levels of leadership, accountability, and safety/respect at baseline. Program impacts on disruptive behaviors were greater in schools with lower levels of accountability at baseline; impacts on sustained attention were greater in schools with lower levels of safety/respect at baseline. Implications for Social-Emotional Learning program implementation, replication, and scale-up are discussed.

  18. An Examination of an Iconic Trap-Neuter-Return Program: The Newburyport, Massachusetts Case Study

    Directory of Open Access Journals (Sweden)

    Daniel D. Spehar

    2017-10-01

    Full Text Available The use of trap-neuter-return (TNR as a humane alternative to the lethal management of free-roaming cats has been on the rise for several decades in the United States; however a relative paucity of data from TNR programs exists. An iconic community-wide TNR effort; initiated in 1992 and renowned for having eliminated hundreds of free-roaming cats from the Newburyport; Massachusetts waterfront; is cited repeatedly; yet few details appear in the literature. Although the presence of feline population data was quite limited; a detailed narrative emerged from an examination of contemporaneous reports; extant TNR program documents; and stakeholder testimony. Available evidence indicates that an estimated 300 free-roaming cats were essentially unmanaged prior to the commencement of the TNR program; a quick reduction of up to one-third of the cats on the waterfront was attributed to the adoption of sociable cats and kittens; the elimination of the remaining population; over a 17-year period; was ascribed to attrition. These findings illuminate the potential effectiveness of TNR as a management practice; as well as call attention to the need for broad adoption of systematic data collection and assessment protocols.

  19. The acquisition of gender labels in infancy: Implications for sex-typed play

    Science.gov (United States)

    Zosuls, Kristina M.; Ruble, Diane N.; Tamis-LeMonda, Catherine S.; Shrout, Patrick E.; Bornstein, Marc H.; Greulich, Faith K.

    2009-01-01

    Two aspects of children’s early gender development - the spontaneous production of gender labels and sex-typed play - were examined longitudinally in a sample of 82 children. Survival analysis, a statistical technique well suited to questions involving developmental transitions, was used to investigate the timing of the onset of children’s gender labeling as based on mothers’ biweekly reports on their children’s language from 9 through 21 months. Videotapes of children’s play both alone and with mother at 17 and 21 months were independently analyzed for play with gender stereotyped and neutral toys. Finally, the relation between gender labeling and sex-typed play was examined. Children transitioned to using gender labels at approximately 19 months on average. Although girls and boys showed similar patterns in the development of gender labeling, girls began labeling significantly earlier than boys. Modest sex differences in play were present at 17 months and increased at 21 months. Gender labeling predicted increases in sex-typed play, suggesting that knowledge of gender categories might influence sex-typing before the age of 2. PMID:19413425

  20. Design for Play

    DEFF Research Database (Denmark)

    Feder, Karen

    2017-01-01

    Abstract The purpose of the new Design for Play initiative is to inspire and educate designers to design for the future of play. To create “play ambassadors” equipped with excellent tools, methods, approaches and mind-sets to design for the playful human being in an ever-changing world. To teach...... and inspire children to grow up to be creative designers of their own life and the world around them. The Design for Play research team will study the interplay between people, processes and products in design for play and support the development of playful designers, playful solutions and playful experiences...

  1. FairyPlay

    DEFF Research Database (Denmark)

    Toft, Herdis

    2018-01-01

    in a play culture where children recycle them in transmitted, transformed and transgressive modes. His fairy tales function as raw materials – trash – for play-production, and these contemporary children muddle, mingle, remix their formulas and elements with other materials and adjust them to a play context......Hans Christian Andersen is a cultural icon in the Danish community, and his fairy tales are canonized as treasured Danish cultural heritage. However, situated as they are today in a crosscultural mix between folklore, booklore and medialore, they also may be analysed as useful, treasured trash...... through improvisations. So they perform what we shall name FairyPlay - just like Hans Christian Andersen himself did. We show Hans Christian Andersen as an intimate connoisseur of play culture, a homo ludens, a trash-sculptor and a thing-finder, like Pippi Longstocking and like children in play. Examples...

  2. The Value of Play for Conflict Management: A Case Study

    Science.gov (United States)

    Snodgrass, Lyn; Blunt, Richard

    2009-01-01

    This is a case study of a conflict management intervention in two secondary schools in post-apartheid South Africa. The feature of the intervention that we examine is the use of play as an educational strategy. The literature attests that play can facilitate change by allowing learners freedom to change their behaviour and opportunities to explore…

  3. Freud on play, games, and sports fanaticism.

    Science.gov (United States)

    Holowchak, M Andrew

    2011-01-01

    Much has been written in the secondary literature on Freud's aggression-release perspective vis-à-vis competitive sports. Very little has been written, however, on Freud's own explicit contribution to play, games, and sport. That is likely the result of Freud's reluctance to take up them--especially from the gamesman's and sportsman's points of view. One can, however, tease out the development of Freud's thoughts on games, play, and sport through a careful examination of his corpus over time. In doing so, one finds an early view of play and games, where the drives behind those activities are self- and other-preservative, and a later view, where Freud introduces his death drive. The article ends with some notions on what Freud might have said on the fanaticism that accompanies competitive sport, had he expressly taken up the issue.

  4. Daily violent video game playing and depression in preadolescent youth.

    Science.gov (United States)

    Tortolero, Susan R; Peskin, Melissa F; Baumler, Elizabeth R; Cuccaro, Paula M; Elliott, Marc N; Davies, Susan L; Lewis, Terri H; Banspach, Stephen W; Kanouse, David E; Schuster, Mark A

    2014-09-01

    Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004-2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for ≥2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications.

  5. "Are You Guys "Girls"?": Boys, Identity Texts, and Disney Princess Play

    Science.gov (United States)

    Wohlwend, Karen E.

    2012-01-01

    Drawing from critical sociocultural perspectives that view play, literacy, and gender as social practices, boys' Disney Princess play is examined as a site of identity construction and contestation situated within overlapping communities of femininity and masculinity practice where children learn expected practices for "doing gender".…

  6. ACHIEVEMENT GOALS AND INTENSIVITY OF PHYSICAL ACTIVITY DURING FREE PLAY IN CHILDREN: THE MODERATING ROLE OF PERCEIVED SPORT CONFIDENCE

    Directory of Open Access Journals (Sweden)

    R. Lochbaum Marc

    2015-11-01

    Full Text Available Purpose: to examine the moderating role of sport confidence and resultant the achievement goal profile with physical activity intensity during free play. Material: participants were 28 children participating in an after-school program. The 28 children completed measures of task and ego goal orientations and sport confidence two weeks prior to having their heart rate monitored during a free play session. Results: indicated that children with high sport confidence were characterized ( p 1.10 by higher task and ego orientations and average heart rate over the course of the free play session when compared to the low sport confidence children. The moderate sport confidence children were not significantly different than the other groups expect for ego orientation though effect sizes indicated this group tended towards being more similar to the high sport confidence group. The results were confounded as all children in the low sport confidence condition were girls. Conclusions: Sport confidence moderates physical activity intensity during free play in children and is characterized by a higher ego orientation and generally higher task orientation. But given all of the low confident children were females, intervention work is needed at early ages with girls to build sport confidence and motivations for both goal orientations to hopefully increase physical activity intensity during free play.

  7. Concussions and Risk Within Cultural Contexts of Play.

    Science.gov (United States)

    Torres Colón, Gabriel Alejandro; Smith, Sharia; Fucillo, Jenny

    2017-06-01

    Concussions are a type of traumatic injury caused by a jolting of the brain that disrupts normal brain function, and multiple concussions can lead to serious long-term health consequences. In this article, we examine the relationship between college students' understanding of concussions and their willingness to continue playing despite the possibility of sustaining multiple head injuries. We use a mixed-methods approach that includes participant observation, cultural domain analysis, and structured interviews. Our research finds that students hold a robust cognitive understanding of concussion yet discursively frame concussions as skeletomuscular injuries. More importantly, students affirm the importance of playing sports for themselves and others, so their decisions to risk multiple concussions must be understood within cultural and biocultural contexts of meaningful social play. We suggest that peoples' decision to risk multiple head injuries should be understood as a desire for meaningful social play rather than an uninformed health risk.

  8. Play Therapy: Facilitative Use of Child's Play in Elementary School Counseling.

    Science.gov (United States)

    Landreth, Garry L.

    1987-01-01

    Reviews five major developments in play therapy: psychoanalysis, release therapy, relationship therapy, nondirective therapy, and play therapy in school settings. Suggests ways school counselors can use play therapy. Describes play therapy facilities, location selection, and play materials. Lists objectives of play therapy and how teachers can aid…

  9. 46 CFR 71.50-17 - Eligibility requirements for the Alternative Hull Examination (AHE) Program for certain passenger...

    Science.gov (United States)

    2010-10-01

    ... 46 Shipping 3 2010-10-01 2010-10-01 false Eligibility requirements for the Alternative Hull...-17 Eligibility requirements for the Alternative Hull Examination (AHE) Program for certain passenger... aluminum; (2) It has an effective hull protection system; (3) It has operated exclusively in fresh water...

  10. Effects of Two Testicular Cancer Education Programs on Self-Examination Knowledge and Attitudes among College-Aged Men.

    Science.gov (United States)

    Marty, Phillip J.; McDermott, Robert J.

    1985-01-01

    This study compared instructional outcomes of two education programs about testicular cancer and testicular self-examination. Instruction facilitated by a former testicular cancer patient was compared to information provided by printed materials. There was no difference in information dissemination, but possible differences in attitude resulted.…

  11. Links between Preschool Children's Social Skills and Observed Pretend Play in Outdoor Childcare Environments

    Science.gov (United States)

    Li, Jiayao; Hestenes, Linda L.; Wang, Yudan C.

    2016-01-01

    As one of the most advanced play forms in childhood, pretend play often demonstrates positive associations with children's development. However, results from research that examines the association between social skills and pretend play are mixed, especially when the complexity of pretend play is taken into account. Moreover, few studies on pretend…

  12. Effect of a 6-Week Active Play Intervention on Fundamental Movement Skill Competence of Preschool Children.

    Science.gov (United States)

    Foulkes, J D; Knowles, Z; Fairclough, S J; Stratton, G; O'Dwyer, M; Ridgers, N D; Foweather, L

    2017-04-01

    This study examined the effectiveness of an active play intervention on fundamental movement skills of 3- to 5-year-old children from deprived communities. In a cluster randomized controlled trial design, six preschools received a resource pack and a 6-week local authority program involving staff training with help implementing 60-minute weekly sessions and postprogram support. Six comparison preschools received a resource pack only. Twelve skills were assessed at baseline, postintervention, and at a 6-month follow-up using the Children's Activity and Movement in Preschool Study Motor Skills Protocol. One hundred and sixty-two children (Mean age = 4.64 ± 0.58 years; 53.1% boys) were included in the final analyses. There were no significant differences between groups for total fundamental movement skill, object-control skill or locomotor skill scores, indicating a need for program modification to facilitate greater skill improvements.

  13. Assessing ultrasonic examination results

    International Nuclear Information System (INIS)

    Deutsch, V.; Vogt, M.

    1977-01-01

    Amongst nondestructive examination methods, the ultrasonic examination plays an important role. The reason why its scope of application is so wide is because the sound conducting capacity is the only property the material of a test specimen has to have. As the fields are so manifold, only main aspects can be described briefly. The list of references, however, is very extensive and gives plenty of information of all the problems concerning the assessment of ultrasonic examination results. (orig./RW) [de

  14. The reliability and validity of a modified revised class play examined in Dutch elementary-school children

    NARCIS (Netherlands)

    Aleva, A.E.; Goossens, F.A.; Dekker, P.H.; Laceulle, O.M.

    2017-01-01

    Social withdrawal in children is a risk factor for maladjustment. The Revised Class Play (RCP; Masten, Morison, & Pelligrini, 1985) has often been used to identify children’s behavioral difficulties with peers. However, in previous studies the sensitive-isolated scale of the RCP appeared to measure

  15. Institutional games played by confined juveniles.

    Science.gov (United States)

    Bartollas, C; Sieverdes, C M

    1983-01-01

    This study examined the games played by 561 juvenile offenders confined in six coeducational correctional facilities in one state. The types of games these residents used against staff and peers within the confines of the institution varied considerably. The study documented nineteen games used by males and females, twelve to deal with staff and seven to deal with peers. The games were defined as therapeutic games, material games, psychological games, and physical games. Peer-oriented games included attention-seeking activities and a variety of dominance games. Additionally, these games were described and tabulated according to the sex and race of the residents. The conclusion was that game-playing behavior was no less frequent in coeducational institutions than it was in single-sex institutions.

  16. MEASUREMENT OF FATHER-CHILD ROUGH-AND-TUMBLE PLAY AND ITS RELATIONS TO CHILD BEHAVIOR.

    Science.gov (United States)

    Stgeorge, Jennifer; Freeman, Emily

    2017-11-01

    Although there is increasing evidence of paternal influence on child outcomes such as language and cognition, researchers are not yet clear on the features of father-child play that are most valuable in terms of child development. Physical play such as rough and tumble play (RTP) is a favored type of father-child play in Western societies that has been linked to children's socioemotional competence. It is important, therefore, to determine the implications of this play for child development. In this review and meta-analysis, associations between father-child physical play and child behavior were examined. The review also focused on study methods. Sixteen studies are reviewed, N = 1,521 father-child dyads, 35% boys. Study characteristics such as definitions of physical play, play settings, play measures, and coding were examined. The meta-analysis found weak to moderate population effects for links between father-child physical play and child aggression, social competence, emotional skills, and self-regulation. Research investigating the effect of father-child physical play on children's development will be improved when definitions clearly identify the nature of play, settings facilitate boisterous play, and measures include frequency and quality of play interactions. This play shows promise as an enhancer of positive father-child relationships and a catalyst for child development. © 2017 Michigan Association for Infant Mental Health.

  17. Correlates of video games playing among adolescents in an Islamic country

    OpenAIRE

    Allahverdipour, Hamid; Bazargan, Mohsen; Farhadinasab, Abdollah; Moeini, Babak

    2010-01-01

    Abstract Background No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing. Methods This cross-sectional study w...

  18. Examining Intercultural Growth for Business Students in Short-Term Study Abroad Programs: Too Good to Be True?

    Science.gov (United States)

    Gullekson, Nicole L.; Tucker, Mary L.; Coombs, Garth, Jr.; Wright, Scott B.

    2011-01-01

    Changes in ethnocentrism, intercultural communication apprehension, international awareness and activities were examined in business students participating in a 16-day consulting program abroad and compared to a control group of students at the home university. Anticipated changes in the study abroad students were found; however, when compared to…

  19. A prospective examination of disease management program use by complex cardiac outpatients.

    Science.gov (United States)

    Gravely, Shannon; Reid, Robert D; Oh, Paul; Ross, Heather; Stewart, Donna E; Grace, Sherry L

    2012-01-01

    The use of disease management programs (DMPs) by patients with cardiovascular disease (CVD) is associated with improved outcomes. Although rates of cardiac rehabilitation (CR) use are well established, less is known about other DMPs. The objectives of this study were to describe the degree of DMP utilization by CVD outpatients, and examine factors related to use. This study represents a secondary analysis of a larger prospective cohort study. In hospital, 2635 CVD inpatients from 11 hospitals in Ontario Canada completed a survey that assessed factors affecting DMP utilization. One year later, 1803 participants completed a mailed survey that assessed DMP utilization. One thousand seventy-three (59.5%) participants reported using at least 1 DMP. Overall, 951 (52.7%) reported participating in cardiac rehabilitation, and among participants with a comorbid indication, 212 (41.2%) reported attending a diabetes education centre, 28 (25.9%) attended stroke rehabilitation, 35 (12.9%) used a heart failure clinic, and 13 (11.7%) attended a smoking cessation program. A multinomial logistic regression analysis showed that compared with no DMP use, participants that attended 1 or multiple programs were younger, married, diagnosed with a myocardial infarction, less likely to have had a percutaneous coronary intervention and had higher perceptions of personal control over their heart condition. There were few differences between participants that used 1 vs multiple DMPs, however, having diabetes or comorbid stroke significantly increased the likelihood of multiple DMP use. Approximately 40% of CVD outpatients do not access DMPs. An integrated approach to vascular disease management appears warranted. Copyright © 2012 Canadian Cardiovascular Society. Published by Elsevier Inc. All rights reserved.

  20. Exploring the Tactfulness of Implementing Play in the Classroom: A Hong Kong Experience

    Science.gov (United States)

    Pui-Wah, Doris Cheng

    2010-01-01

    "Learning through play" in early childhood education is widely advocated, but studies show that play is not easily enacted in classrooms. The quality of learning through play has been questioned in various countries, especially when learning outcomes are a global concern. This paper examines how one teacher implemented learning through…

  1. Play at Work

    DEFF Research Database (Denmark)

    Meier Sørensen, Bent; Spoelstra, Sverre

    2012-01-01

    The interest in organizational play is growing, both in popular business discourse and organization studies. As the presumption that play is dysfunctional for organizations is increasingly discarded, the existing positions may be divided into two camps; one proposes ‘serious play’ as an engine fo...... workplaces engage in play: play as a (serious) continuation of work, play as a (critical) intervention into work and play as an (uninvited) usurpation of work....

  2. Playful Interaction

    DEFF Research Database (Denmark)

    2003-01-01

    The video Playful Interaction describes a future architectural office, and envisions ideas and concepts for playful interactions between people, materials and appliances in a pervasive and augmented working environment. The video both describes existing developments, technologies and designs...... as well as ideas not yet implemented such as playful modes of interaction with an augmented ball. Playful Interaction has been used as a hybrid of a vision video and a video prototype (1). Externally the video has been used to visualising our new ideas, and internally the video has also worked to inspire...

  3. The role of play themes in non-directive play therapy.

    Science.gov (United States)

    Ryan, Virginia; Edge, Andrew

    2012-07-01

    Describing the processes underlying play therapy is important for evidence based practice in child therapy. Employing play themes to describe children's play session contents is in widespread use by practitioners, but an adequate classification of these themes for non-directive play therapy practice has not yet been established. This article sets out to fill this gap by first describing how themes can be distinguished and distilled from the contents of play therapy contents. Second, a classification of main themes and sub-themes with exemplars to illustrate these concepts which is compatible with non-directive play therapy practice is set out. Finally a pilot project with experienced play therapists to test this classification in practice is suggested, along with the research questions that will need to be investigated in the shorter and longer terms.

  4. Return to play after infectious mononucleosis.

    Science.gov (United States)

    Becker, Jonathan A; Smith, Julie Anne

    2014-05-01

    Infectious mononucleosis is a disease primarily of adolescence and early adulthood. The risk of splenic injury and chronic fatigue make return-to-play decisions a challenge for the clinician caring for athletes with infectious mononucleosis. Data were obtained from the PubMed and MEDLINE databases through December 2012 by searching for epidemiology, diagnosis, clinical manifestations, management, and the role of the spleen in infectious mononucleosis. Clinical review. Level 4. Infectious mononucleosis is commonly encountered in young athletes. Its disease pattern is variable and can affect multiple organ systems. Supportive care is the cornerstone, with little role for medications such as corticosteroids. Physical examination is unreliable for the spleen, and ultrasound imaging has limitations in its ability to guide return-to-play decisions. Exercise does not appear to place the young athlete at risk for chronic fatigue, but determining who is at risk for persistent symptoms is a challenge. Return-to-play decisions for the athlete with infectious mononucleosis need to be individualized because of the variable disease course and lack of evidence-based guidelines.

  5. Effects of a Redesigned Classroom on Play Behaviour among Preschool Children

    Science.gov (United States)

    Acer, Dilek; Gözen, Göksu; Firat, Zehra Saadet; Kefeli, Hatice; Aslan, Büsra

    2016-01-01

    Current research exists regarding the play behaviour of students in various settings and with varying abilities. Regardless, there needs to be improved understanding of how students' play behaviour is affected when their classroom environment is significantly redesigned. This study examined, over a 21-week period between December 2013 and May…

  6. Wole Soyinka's A Play of Giants and King Baabu : The crises ...

    African Journals Online (AJOL)

    This paper, using Soyinka's A Play of Giants and King Baabu, re-examines the centrality of ideology to texts of social engagement in the postcolonial space. Within the context of the humanistic values that the playwright esteems, this essay scrutinizes the social conditions in the plays and the dramatist's “vision.

  7. Predicting introductory programming performance: A multi-institutional multivariate study

    Science.gov (United States)

    Bergin, Susan; Reilly, Ronan

    2006-12-01

    A model for predicting student performance on introductory programming modules is presented. The model uses attributes identified in a study carried out at four third-level institutions in the Republic of Ireland. Four instruments were used to collect the data and over 25 attributes were examined. A data reduction technique was applied and a logistic regression model using 10-fold stratified cross validation was developed. The model used three attributes: Leaving Certificate Mathematics result (final mathematics examination at second level), number of hours playing computer games while taking the module and programming self-esteem. Prediction success was significant with 80% of students correctly classified. The model also works well on a per-institution level. A discussion on the implications of the model is provided and future work is outlined.

  8. The acquisition of gender labels in infancy: implications for gender-typed play.

    Science.gov (United States)

    Zosuls, Kristina M; Ruble, Diane N; Tamis-Lemonda, Catherine S; Shrout, Patrick E; Bornstein, Marc H; Greulich, Faith K

    2009-05-01

    Two aspects of children's early gender development-the spontaneous production of gender labels and gender-typed play-were examined longitudinally in a sample of 82 children. Survival analysis, a statistical technique well suited to questions involving developmental transitions, was used to investigate the timing of the onset of children's gender labeling as based on mothers' biweekly telephone interviews regarding their children's language from 9 through 21 months. Videotapes of children's play both alone and with mother during home visits at 17 and 21 months were independently analyzed for play with gender-stereotyped and gender-neutral toys. Finally, the relation between gender labeling and gender-typed play was examined. Children transitioned to using gender labels at approximately 19 months, on average. Although girls and boys showed similar patterns in the development of gender labeling, girls began labeling significantly earlier than boys. Modest sex differences in play were present at 17 months and increased at 21 months. Gender labeling predicted increases in gender-typed play, suggesting that knowledge of gender categories might influence gender typing before the age of 2. Copyright 2009 APA, all rights reserved

  9. Plays and Censorship in Medellin between 1850 and 1950

    Directory of Open Access Journals (Sweden)

    Nancy Yohana Correa Serna

    2017-01-01

    Full Text Available The article analyzes the repertoire of the national and foreign troupes of opera, zarzuela and theatre, that visited Medellín city (Colombia between 1850 and 1950. The repertoires were composed mostly by plays of foreigners writers, usually Spanish authors, and in some occasions plays by national playwriters. The local government formed a censor boards since 1909 to maintain a control on the content of represented plays, this censor was kept during the whole studied period. They were in charge of vetoing those theatre plays considered immoral or that attempted against the religious precepts of Medellin dwellers, who also, from their place as spectators approved or disapproved the staging through public demonstrations in the function, or by supporting or absence at the season programed by the troupes. The review of the press, of the main cultic magazines of the studied time, of some funds of the Historical Archives of Medellin and of the represented plays, allowed to reflect on the appropriation and circulation of the social representations stating, which only reproduced the practices and accepted experiences by the intellectuals and political elites of the city.

  10. Examining Relationships Between Some Physical Fitness Parameters of Elite Handball Playe rs

    Directory of Open Access Journals (Sweden)

    Ercan ZORBA

    2014-07-01

    Full Text Available The aim of this study was to examine the relationships between sprint speeds, reaction times, strength and vertical jump properties of handball players. 23 handball players having 23.96±2.79 ages mean, 178.57±3.68 heights mean, 77.21±3.98 weights mean 8.30±1.74 sporting age participated in the study. Age, height, weight, sprint speed, reaction time, strength and vertical jump values were measured by instruments. Collected data was recorded in SPSS. Pearson Product Correlation test was used to examine relationships between properties and significant level was accepted as p<0.05. Significant relationships were found between sprint speed and right and left hand light reaction times; values of back strength and vertical jump; BMI and right and l eft handgrip (p<0.05. Consequently, it was found that many physical fitness properties of handball players had correlations and when compared with studies in literature, in terms of strength, sprint speed, reaction times and vertical jump properties, hand ball players showed good condition.

  11. The Impact of Pretend Play on Children's Development: A Review of the Evidence

    Science.gov (United States)

    Lillard, Angeline S.; Lerner, Matthew D.; Hopkins, Emily J.; Dore, Rebecca A.; Smith, Eric D.; Palmquist, Carolyn M.

    2013-01-01

    Pretend play has been claimed to be crucial to children's healthy development. Here we examine evidence for this position versus 2 alternatives: Pretend play is 1 of many routes to positive developments (equifinality), and pretend play is an epiphenomenon of other factors that drive development. Evidence from several domains is considered. For…

  12. Set up for Success: An Examination of the Ronald E. McNair Postbaccalaureate Achievement Program's Mentoring Component

    Science.gov (United States)

    Wyre, Dwuena Cene

    2011-01-01

    Often, individuals are set up to fail. However, effective mentoring can set individuals up to succeed. This nonexperimental cross-sectional, predictive study examines the Ronald E. McNair Postbaccalaureate Achievement Program's mentoring component. Specific focus is placed on faculty mentor competency and its impact on McNair student intent to…

  13. The dorsal striatum and ventral striatum play different roles in the programming of social behaviour: a tribute to Lex Cools.

    Science.gov (United States)

    van den Bos, Ruud

    2015-02-01

    Early work by Lex Cools suggested that the caudate nucleus (dorsal striatum) plays a role in programming social behaviour: enhanced activity in the caudate nucleus increased the extent to which ongoing behaviour is controlled by the individual's own behaviour (internal control) rather than by that of its partners (external control). Interestingly, later studies by others have indicated that the ventral striatum plays a role in external rather than internal control. Here, I discuss the role of these different striatal areas - and the emotional (ventral striatum) and cognitive control (dorsal striatum) system in which they are embedded - in the organization of social behaviour in the context of locus of control. Following on from this discussion, I will pay particular attention to individual differences in social behaviour (individuals with more internal or external control), focusing on the role of dopamine, serotonin and the effects of stress-related challenges in relation to their different position in a dominance hierarchy. I will subsequently allude to potential psychological and behavioural problems in the social domain following on from these differences in locus of control ['social obliviousness' (dorsal stratum) and 'social impulsivity' (ventral striatum)]. In doing so, I provide as a tribute a historical account of the early research by Lex Cools.

  14. The Effects of In-Service Training on Teachers' Beliefs and Practices in Children's Play

    Science.gov (United States)

    Vu, Jennifer A.; Han, Myae; Buell, Martha J.

    2015-01-01

    Early childhood educators are often aware of the general importance of play in children's development; however, they are often less aware of how play can support both academic and social learning and what their own roles can be in children's play. In this study, we examined the effect that professional development training about play would have on…

  15. Quality of Play, Social Acceptance and Reciprocal Friendship in Preschool Children

    Science.gov (United States)

    Coelho, Leandra; Torres, Nuno; Fernandes, Carla; Santos, António J.

    2017-01-01

    Playing with peers is one of the most important contexts for the acquisition of social competencies in early childhood. This study examined the relation between children's play behavior, social acceptance in the peer group, and number of reciprocal friendships. One hundred and twenty eight children, aged between three and five years, participated…

  16. Play as Third Space between Home and School: Bridging Cultural Discourses

    Science.gov (United States)

    Yahya, Raudhah; Wood, Elizabeth Ann

    2017-01-01

    This article examines play as a conceptual third space that serves as a bridge between home and school discourses. Using sociocultural theories and an interpretivist framework, 19 immigrant mothers and their children in Canada were interviewed about their play experiences at home and in preschools. The findings reveal that children and teachers…

  17. Playful Actions as a Sign of Togetherness in Day Care Centres.

    Science.gov (United States)

    Hannikainen, Maritta

    2001-01-01

    Examined observational data on daily activities in a day care center to articulate different manifestations of playful actions and analyze their role in creating and maintaining togetherness. Found that, in their play, children were subjects and active agents in creating their own culture, realized throughout the day by means of humor, fantasy,…

  18. Two Variations of Video Modeling Interventions for Teaching Play Skills to Children with Autism

    Science.gov (United States)

    Sancho, Kimberly; Sidener, Tina M.; Reeve, Sharon A.; Sidener, David W.

    2010-01-01

    The current study employed an adapted alternating treatments design with reversal and multiple probe across participants components to compare the effects of traditional video priming and simultaneous video modeling on the acquisition of play skills in two children diagnosed with autism. Generalization was programmed across play sets, instructors,…

  19. The benefits of playing video games.

    Science.gov (United States)

    Granic, Isabela; Lobel, Adam; Engels, Rutger C M E

    2014-01-01

    Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  20. Playful biometrics: controversial technology through the lens of play.

    Science.gov (United States)

    Ellerbrok, Ariane

    2011-01-01

    This article considers the role of play in the context of technological emergence and expansion, particularly as it relates to recently emerging surveillance technologies. As a case study, I consider the trajectory of automated face recognition—a biometric technology of numerous applications, from its more controversial manifestations under the rubric of national security to a clearly emerging orientation toward play. This shift toward “playful” biometrics—or from a technology traditionally coded as “hard” to one now increasingly coded as “soft”—is critical insofar as it renders problematic the traditional modes of critique that have, up until this point, challenged the expansion of biometric systems into increasingly ubiquitous realms of everyday life. In response to this dynamic, I propose theorizing the expansion of face recognition specifically in relation to “play,” a step that allows us to broaden the critical space around newly emerging playful biometrics, as well as playful surveillance more generally. In addition, play may also have relevance for theorizing other forms of controversial technology, particularly given its potential role in processes of obfuscation, normalization, and marginalization.

  1. PCXMC. A PC-based Monte Carlo program for calculating patient doses in medical x-ray examinations

    International Nuclear Information System (INIS)

    Tapiovaara, M.; Lakkisto, M.; Servomaa, A.

    1997-02-01

    The report describes PCXMC, a Monte Carlo program for calculating patients' organ doses and the effective dose in medical x-ray examinations. The organs considered are: the active bone marrow, adrenals, brain, breasts, colon (upper and lower large intestine), gall bladder, heats, kidneys, liver, lungs, muscle, oesophagus, ovaries, pancreas, skeleton, skin, small intestine, spleen, stomach, testes, thymes, thyroid, urinary bladder, and uterus. (42 refs.)

  2. Children with Developmental Disabilities and their Motivation to Play

    Directory of Open Access Journals (Sweden)

    Lindsey Askins

    2013-08-01

    Full Text Available The purpose of this qualitative study was to examine how and when children with developmental disabilities aged nine to 12 years spontaneously demonstrated play behaviors indicative of intrinsic motivation. Data was collected from six child participants and four parent participants through the use of the Pediatric Volitional Questionnaire (PVQ and semi-structured photo-elicitation interviews. Overall, the children who participated in this study sought out play experiences with which they were familiar in their natural environments. Specifically, they sought out experiences that afforded them the opportunity to exercise control over their environment and create a sense of predictability. Each of the children assumed the role of “orchestrator” and conducted his or her engagement in play occupations. The children demonstrated some spontaneous play within their social environment; however, many developmentally age-appropriate behaviors were not observed.

  3. Sandboxes, Loose Parts, and Playground Equipment: A Descriptive Exploration of Outdoor Play Environments

    Science.gov (United States)

    Olsen, Heather; Smith, Brandy

    2017-01-01

    The purpose of the study was to examine outdoor environments to understand whether or not young children had access to play materials and loose parts to enhance their playful experiences. This study sought to gather the availability of SAFE and quality play opportunities in early childhood outdoor environments. The study took place in one state of…

  4. Playing SNES in the Retro Learning Environment

    OpenAIRE

    Bhonker, Nadav; Rozenberg, Shai; Hubara, Itay

    2016-01-01

    Mastering a video game requires skill, tactics and strategy. While these attributes may be acquired naturally by human players, teaching them to a computer program is a far more challenging task. In recent years, extensive research was carried out in the field of reinforcement learning and numerous algorithms were introduced, aiming to learn how to perform human tasks such as playing video games. As a result, the Arcade Learning Environment (ALE) (Bellemare et al., 2013) has become a commonly...

  5. The Effect of Parental Involvement and Encouragement on Preschool Children's Symbolic Play

    Science.gov (United States)

    Marjanovic-Umek, Ljubica; Fekonja-Peklaj, Urška; Podlesek, Anja

    2014-01-01

    The purpose of our study was to examine the ways in which parents engage in play with their children within the family context and to establish which parental play behaviour predicts the play behaviour of their children during interactive play with toys. The sample included 58 children from 2;6 to 6 years old and their parents. The parent-child…

  6. Examination of Student, Program, and Institutional Support Characteristics That Relate to PGA Golf Management Students' Intent to Persist

    Science.gov (United States)

    Cain, Christopher

    2013-01-01

    The examination of student (entry characteristics, academic performance, career goals, and interaction with peers and faculty), program (programmatic interventions, academic major, and learning communities), and institutional support characteristics (financial aid and residence) that relate to cohort intent to persist are studied among 490 PGA…

  7. Match-play demands of elite youth Gaelic football using global positioning system tracking.

    Science.gov (United States)

    Reilly, Brian; Akubat, Ibrahim; Lyons, Mark; Collins, D Kieran

    2015-04-01

    Global positioning systems (GPS) technology has made athlete-tracking a convenient and accepted technique to specify movement patterns and physical demands in sport. The purpose of this study was to examine positional demands of elite youth Gaelic football match-play using portable GPS technology to examine movement patterns and heart rates across match periods. Fifty-six elite youth male Gaelic footballers (age, 15 ± 0.66 years) fitted with portable 4-Hz GPS units were observed during 6 competitive matches (60 minutes). Data provided from the GPS unit included total distance, high-intensity (≥17·km·h(-1)) distance, sprint (≥22 km·h(-1)) distance, and total number of sprints. Heart rate was monitored continuously throughout the games. Players covered a mean distance of 5732 ± 1047 m, and the mean intensity of match-play was 85% of the peak heart rate. There was a significant (p = 0.028) drop in the total distance covered in the second half (2783 ± 599 m) compared with the first half (2948 ± 580 m). In particular, there is a noticeable drop in the distance covered in the third quarter of the game (after half-time), which has implications for re-warming up at the end of the half-time interval. There was a highly significant (p < .001) difference in the distance traveled across the 5 positional groups with midfielders covering the greatest total distance (6740 ± 384 m). The significant differences found with respect to positional groups support the implementation of individual, position-specific strength and conditioning programs.

  8. Pulmonary and Critical Care In-Service Training Examination Score as a Predictor of Board Certification Examination Performance.

    Science.gov (United States)

    Kempainen, Robert R; Hess, Brian J; Addrizzo-Harris, Doreen J; Schaad, Douglas C; Scott, Craig S; Carlin, Brian W; Shaw, Robert C; Duhigg, Lauren; Lipner, Rebecca S

    2016-04-01

    Most trainees in combined pulmonary and critical care medicine fellowship programs complete in-service training examinations (ITEs) that test knowledge in both disciplines. Whether ITE scores predict performance on the American Board of Internal Medicine Pulmonary Disease Certification Examination and Critical Care Medicine Certification Examination is unknown. To determine whether pulmonary and critical care medicine ITE scores predict performance on subspecialty board certification examinations independently of trainee demographics, program director competency ratings, fellowship program characteristics, and prior medical knowledge assessments. First- and second-year fellows who were enrolled in the study between 2008 and 2012 completed a questionnaire encompassing demographics and fellowship training characteristics. These data and ITE scores were matched to fellows' subsequent scores on subspecialty certification examinations, program director ratings, and previous scores on their American Board of Internal Medicine Internal Medicine Certification Examination. Multiple linear regression and logistic regression were used to identify independent predictors of subspecialty certification examination scores and likelihood of passing the examinations, respectively. Of eligible fellows, 82.4% enrolled in the study. The ITE score for second-year fellows was matched to their certification examination scores, which yielded 1,484 physicians for pulmonary disease and 1,331 for critical care medicine. Second-year fellows' ITE scores (β = 0.24, P ITE odds ratio, 1.12 [95% confidence interval, 1.07-1.16]; Internal Medicine Certification Examination odds ratio, 1.01 [95% confidence interval, 1.01-1.02]). Similar results were obtained for predicting Critical Care Medicine Certification Examination scores and for passing the examination. The predictive value of ITE scores among first-year fellows on the subspecialty certification examinations was comparable to second

  9. Optimizing Violence Prevention Programs: An Examination of Program Effectiveness among Urban High School Students

    Science.gov (United States)

    Thompkins, Amanda C.; Chauveron, Lisa M.; Harel, Ofer; Perkins, Daniel F.

    2014-01-01

    Background: While demand for youth violence prevention programs increases, the ability of the school-day schedule to accommodate their time requirements has diminished. Viable school-based prevention programs must strike a balance between brevity and effectiveness. This article reports results from an effectiveness trial of a 12-session…

  10. The Effects of Scripted Peer Tutoring and Programming Common Stimuli on Social Interactions of a Student with Autism Spectrum Disorder

    Science.gov (United States)

    Petursdottir, Anna-Lind; McComas, Jennifer; McMaster, Kristen; Horner, Kathy

    2007-01-01

    This study examined the effects of scripted peer-tutoring reading activities, with and without programmed common play-related stimuli, on social interactions between a kindergartner with autism spectrum disorder and his typically developing peer-tutoring partners during free play. A withdrawal design with multiple baselines across peers showed no effects of peer tutoring on social interactions. A withdrawal design with 1 peer and continuing baselines across the other 2 peers showed that adding play-related common stimuli to the peer-tutoring activity increased social interactions during free play. PMID:17624077

  11. IR-induced autophagy plays a role in survival of HeLa cells

    International Nuclear Information System (INIS)

    Kang, Mi Young; Jang, Eun Yeong; Ryu, Tae Ho; Chung, Dong Min; Kim, Jin Hong; Kim, Jin Kyu

    2014-01-01

    Cells respond to stress with repair, or are diverted into irreversible cell cycle exit (senescence) or are eliminated through programmed cell death. There are two major morphologically distinctive forms of programmed cell death, apoptosis and autophagic cell death. Apoptosis contribute to cell death, whereas autophagy can play a dual role in mediating either cell survival or death in response to various stress stimuli. Here we analysed cellular responses induced by IR. The understanding of an appropriate cellular stress response is of crucial importance in foreseeing the cell fate. Apoptotic feagures were not detected in HeLa under our experimental irradiation condition. Autophagic cell death in HeLa may play an important role in cell protection and can result in cell survival

  12. The Post-Secondary Student Support Program: An Examination of Alternative Delivery Mechanisms. A Report to the Indian and Northern Affairs Canada

    Science.gov (United States)

    Usher, Alex

    2009-01-01

    The purpose of this document is to examine the Department of Indian and Northern Affairs Canada (INAC)'s Post-Secondary Student Support Program (PSSSP) and analyse the advantages and disadvantages of both the existing system of program delivery and a trio of alternative delivery mechanisms. It does not issue any recommendation with respect to a…

  13. Physical Activity Pattern of Malaysian Preschoolers: Environment, Barriers, and Motivators for Active Play.

    Science.gov (United States)

    Lee, Shoo Thien; Wong, Jyh Eiin; Ong, Wei Wen; Ismail, Mohd Noor; Deurenberg, Paul; Poh, Bee Koon

    2016-07-01

    Children's physical activity has been correlated with child characteristics and social or physical environment. This study aimed to compare preschoolers' physical activity among various sociodemographic characteristics and to determine barriers, motivators, and environmental factors for active play. A total of 835 preschoolers were included in this analysis. Time spent on active play, quiet play, and screen time was reported by parents. Boys spent significantly more time on active play and screen time than girls. Time spent on quiet play was highest in East Coast Peninsular Malaysia and lowest in Sarawak. Some 40% of children achieved active play recommendation while 27% exceeded daily screen time recommendation. Most parents reported that their child played actively in the house area; and that the main barrier and motivator to active play were safety and child's enjoyment, respectively. These findings demonstrate that sociodemographic characteristics and environment should be considered in designing physical activity intervention programs. © 2016 APJPH.

  14. Children's active play: self-reported motivators, barriers and facilitators

    Directory of Open Access Journals (Sweden)

    Rowan Brockman

    2011-06-01

    Full Text Available Physical activity has important benefits for children's physical health and mental wellbeing, but many children do not meet recommended levels. Research suggests that active play has the potential to make a valuable contribution to children's overall physical activity, whilst providing additional cognitive, social and emotional benefits. However, relatively little is known about the determinants of UK children's active play. Understanding these factors provides the critical first step in developing interventions to increase children's active play, and therefore overall physical activity. Eleven focus groups were conducted with 77, 10-11 year old children from four primary schools in Bristol, UK. Focus groups examined: (i factors which motivate children to take part in active play; (ii factors which limit children's active play and (iii factors which facilitate children's active play. All focus groups were audio-taped and transcribed verbatim. Data were analysed using a thematic approach. Children were motivated to engage in active play because they perceived it to be enjoyable, to prevent boredom, to have physical and mental health benefits and to provide freedom from adult control, rules and structure. However, children's active play was constrained by a number of factors, including rainy weather and fear of groups of teenagers in their play spaces. Some features of the physical environment facilitated children's active play, including the presence of green spaces and cul-de-sacs in the neighbourhood. Additionally, children's use of mobile phones when playing away from home was reported to help to alleviate parents' safety fears, and therefore assist children's active play. Children express a range of motivational and environmental factors that constrain and facilitate their active play. Consideration of these factors should improve effectiveness of interventions designed to increase active play.

  15. Refugee children's play: Before and after migration to Australia.

    Science.gov (United States)

    MacMillan, Kelli K; Ohan, Jeneva; Cherian, Sarah; Mutch, Raewyn C

    2015-08-01

    Play is vital to children's development, health and resilience. Play modulates cognitive, emotional and social well-being. Children constitute approximately half of all humanitarian refugee entrants resettled in Australia. Refugee children are commonly victims and witnesses of war and persecution, living across resource-poor environs during transit. Little is known about the effects of refugee migration on play. This study explores how refugee children engaged in play pre-migration (in their home country) and post-migration (Australia). Refugee children attending the Refugee Health Clinic of a tertiary children's hospital were invited to complete a qualitative descriptive study of play. The children were asked to draw how they played pre- and post-migration. Drawings were analysed for (i) the presence of play; (ii) location of play; and (iii) drawing detail. Nineteen refugee children were recruited (mean age 8.5 years ± standard deviation 6.4 months). Significantly fewer children drew play pre- versus post-migration (11/19, 58% vs. 18/19, 95% P migration (pre: 2/8, 25% vs. post: 7/8, 87%, P = 0.06), trending to significance. Of those children who drew play, almost all drew playing outside (pre-migration: 10/11, 90.9%; post-migration: 17/18, 94.4%). Drawings showed equivalent detail pre- and post-migration. Resettled refugee children, especially girls, demonstrated limited play pre-migration, with higher levels of engagement post-resettlement. Facilitating opportunities for variety of play may strengthen positive resettlement outcomes for children and parents. Larger longitudinal studies examining play in refugee children and associations with physical, development and psychological well-being are warranted. © 2015 The Authors. Journal of Paediatrics and Child Health © 2015 Paediatrics and Child Health Division (Royal Australasian College of Physicians).

  16. Children's active play: self-reported motivators, barriers and facilitators.

    Science.gov (United States)

    Brockman, Rowan; Jago, Russell; Fox, Kenneth R

    2011-06-10

    Physical activity has important benefits for children's physical health and mental wellbeing, but many children do not meet recommended levels. Research suggests that active play has the potential to make a valuable contribution to children's overall physical activity, whilst providing additional cognitive, social and emotional benefits. However, relatively little is known about the determinants of UK children's active play. Understanding these factors provides the critical first step in developing interventions to increase children's active play, and therefore overall physical activity. Eleven focus groups were conducted with 77, 10-11 year old children from four primary schools in Bristol, UK. Focus groups examined: (i) factors which motivate children to take part in active play; (ii) factors which limit children's active play and (iii) factors which facilitate children's active play. All focus groups were audio-taped and transcribed verbatim. Data were analysed using a thematic approach. Children were motivated to engage in active play because they perceived it to be enjoyable, to prevent boredom, to have physical and mental health benefits and to provide freedom from adult control, rules and structure. However, children's active play was constrained by a number of factors, including rainy weather and fear of groups of teenagers in their play spaces. Some features of the physical environment facilitated children's active play, including the presence of green spaces and cul-de-sacs in the neighbourhood. Additionally, children's use of mobile phones when playing away from home was reported to help to alleviate parents' safety fears, and therefore assist children's active play. Children express a range of motivational and environmental factors that constrain and facilitate their active play. Consideration of these factors should improve effectiveness of interventions designed to increase active play.

  17. Exploring the links between personality traits and motivations to play online games.

    Science.gov (United States)

    Park, Jowon; Song, Yosep; Teng, Ching-I

    2011-12-01

    The present study explores the links between personality traits and motivations to play online games. We identified the underlying dimensions of motivations to play online games, examined how personality traits predict motivation, and investigated how personality traits predict online gaming behavior (i.e., playing time and preference for game genres). Factor analyses identified five motivational factors: relationships, adventure, escapism, relaxation, and achievement. The regression analyses indicated that two personality traits, extraversion and agreeableness, predicted various motivations; however, personality traits did not affect the playing time and game genre preference.

  18. Evaluation of breast self-examination program using Health Belief Model in female students

    Directory of Open Access Journals (Sweden)

    Mitra Moodi

    2011-01-01

    Full Text Available Background: Breast cancer has been considered as a major health problem in females, because of its high incidence in recent years. Due to the role of breast self-examination (BSE in early diagnosis and prevention of morbidity and mortality rate of breast cancer, promoting student knowledge, capabilities and attitude are required in this regard. This study was conducted to evaluation BSE education in female University students using Health Belief Model. Methods: In this semi-experimental study, 243 female students were selected using multi-stage randomized sampling in 2008. The data were collected by validated and reliable questionnaire (43 questions before intervention and one week after intervention. The intervention program was consisted of one educational session lasting 120 minutes by lecturing and showing a film based on HBM constructs. The obtained data were analyzed by SPSS (version11.5 using statistical paired t-test and ANOVA at the significant level of α = 0.05. Results: 243 female students aged 20.6 ± 2.8 years old were studied. Implementing the educational program resulted in increased knowledge and HBM (perceived susceptibility, severity, benefit and barrier scores in the students (p ≤ 0.01. Significant increases were also observed in knowledge and perceived benefit after the educational program (p ≤ 0.05. ANOVA statistical test showed significant difference in perceived benefit score in students of different universities (p = 0.05. Conclusions: Due to the positive effects of education on increasing knowledge and attitude of university students about BSE, the efficacy of the HBM in BSE education for female students was confirmed.

  19. An Examination of Mental Health Content in Course Work and Field Experiences in Connecticut Educational Leadership Preparation Programs

    Science.gov (United States)

    Papa, Dorothy P.

    2017-01-01

    This exploratory mixed method convergent parallel study examined Connecticut Educational leadership preparation programs for the existence of mental health content to learn the extent to which pre-service school leaders are prepared for addressing student mental health. Interviews were conducted with school mental health experts and Connecticut…

  20. The Influence of Competitive and Cooperative Group Game Play on State Hostility

    Science.gov (United States)

    Eastin, Matthew S.

    2007-01-01

    Most research on violent video game play suggests a positive relationship with aggression-related outcomes. Expanding this research, the current study examines the impact group size, game motivation, in-game behavior, and verbal aggression have on postgame play hostility. Consistent with previous research, group size and verbal aggression both…

  1. Time course of oxidative stress, inflammation and muscle damage markers for five days after a soccer match: effects of sex and playing position.

    Science.gov (United States)

    Souglis, Athanasios; Bogdanis, Gregory C; Chryssanthopoulos, Costas; Apostolidis, Nikolaos; Geladas, Nikos D

    2018-01-03

    This study examined the influence of sex and playing position on the time-course of selected oxidative stress, inflammation and muscle damage markers following an official soccer match. Sixty professional soccer players (30 male and 30 female) were divided into three groups, according to their playing position: defenders, midfielders and attackers. Each group consisted of 10 male and 10 female players. Sixty healthy volunteers (30 males and 30 females) served as control. Blood samples were taken before and after the match and daily for five days after the match. Analysis of variance revealed different responses over time between sex and playing positions, as shown by the 3-way interaction, for creatine kinase (CK), protein carbonyls (PC), catalase, fibrinogen (FIB), uric acid (UA), lactate dehydrogenase (LDH), reduced glutathione, C-reactive protein and interleukin-6 (IL-6) (p position, for all oxidative, inflammatory and muscle damage indices (psexes, midfielders had higher peaks in all indices compared with defenders (p sex and playing position influence the time-course of selected oxidative stress, inflammation and muscle damage markers following an official soccer game. This information should be taken into account by practitioners for the design of training programs following match play.

  2. Effect of Partner's Gender on Early Pretend Play: A Preliminary Study of Singapore Chinese Preschoolers

    Science.gov (United States)

    Jing, Mengguo; Li, Hui

    2015-01-01

    This study examined the developmental trend of pretend play behaviour and the effect of partner's gender in Singaporean preschoolers. Peer dyadic play among 70 children, ranging in age from three to five years, was observed in a standardised toy play context. Videotaped recordings of the play were analysed using two scales--the Smilansky Scale for…

  3. Cooperative learning with role play in Chinese pharmacology education.

    Science.gov (United States)

    Wang, Jun; Hu, Xiamin; Xi, Jinglei

    2012-03-01

    Cooperative learning (CL) and role play are both efficient educational tools for enhancing Chinese student active learning and communication skills. This study was designed to obtain student feedback on the format of CL together with role play in the study of pharmacology in Chinese pharmaceutical undergraduates. CL was used in the self-study of new drugs used clinically but neglected in textbook and class teaching, so that groups of students were assigned to become "specialists" in one area of new drugs. Then, these "specialists" taught their new-found knowledge to other groups in role play approach involving an interaction between the pharmacist and a patient. Student perceptions of CL together with role play were examined using an eight-item survey instrument. Students were satisfied with CL together with role play. Majority of the students believed this teaching method enhanced their learning experience, made them gain more pharmacological expertise, increased the awareness of their career in future and self-educational abilities, and fostered their cooperation spirit and confidence. The materials on CL and role play were also believed pertinent. Only 63.4-76.5% and 63.1-37.3% of the students thought "CL and role-play were very funny" and "I felt very relaxed during CL together with role-play", respectively. CL together with role play is an efficient educational tool for enhancing student active-learning and communication skills. But Chinese students will take some time to adapt to this new teaching method.

  4. Play and recreation in a developing country context: Assessing utility ...

    African Journals Online (AJOL)

    Play and recreation programming are increasingly becoming part of the modern city. This study explored the level of access to, satisfaction with, and perceptions of quality of Jardin Public Gardens, the only public open green space in Bujumbura, Burundi's capital. The study evaluated distance, age, perceived quality, and ...

  5. Does playing blindfold chess reduce the quality of game: comments on chabris and hearst (2003).

    Science.gov (United States)

    Jeremic, Veljko; Vukmirovic, Dragan; Radojicic, Zoran

    2010-01-01

    Blindfold chess is a special type of chess game where both the board and pieces are not visible to its players. This paper aims to determine whether the quality of the game played blindfolded is lower than when played under normal conditions. The best chess program was used to analyze games played by the world's top Grandmasters under both conditions. We have analyzed the Monaco 1993-1998 data set introduced by Chabris and Hearst (2003). The results showed that although a larger number of mistakes occurred while playing blindfolded, no significant statistical difference between the rapid and blindfold games has been found. Nevertheless, by applying the same methodology to the Monaco 2002-2007 data set a substantial difference between the blindfold and the rapid chess game was noticed. In this paper, we have addressed the possible improvement of the chess game quality and the advances in chess programs that may be responsible for detecting more blunders. Copyright © 2009 Cognitive Science Society, Inc.

  6. We're Playing "Jeremy Kyle"! Television Talk Shows in the Playground

    Science.gov (United States)

    Marsh, Jackie; Bishop, Julia

    2014-01-01

    This paper focuses on an episode of play in a primary school playground in England, which featured a group of children re-enacting elements of the television talk show "The Jeremy Kyle Show". The episode is analysed in the light of work that has identified the key elements of the talk show genre and the children's play is examined in…

  7. [Play therapy--psychotherapy with play as the medium: II. New developments].

    Science.gov (United States)

    von Gontard, Alexander; Lehmkuhl, Gerd

    2003-02-01

    A wide array of new forms and combinations of play therapy have been developed. The aim of the second part of this paper is to present an overview of these newer approaches, including: focussed therapies for specific disorders; behavioural approaches like the Cognitive-Behavioral Play Therapy and the Parent-Child Interaction Therapy; various combinations with family therapy; and therapies especially for preschool children like Filial Therapy, Developmental Play Therapy and Thera-play. Following a phase of experiments and combinations, the empirical evaluation of many play-therapy forms is needed. Especially questions of the differential indication of specific play-therapies and their effectiveness in the therapeutical practice need to be studied.

  8. Analysing playing using the note-time playing path.

    Science.gov (United States)

    de Graaff, Deborah L E; Schubert, Emery

    2011-03-01

    This article introduces a new method of data analysis that represents the playing of written music as a graph. The method, inspired by Miklaszewski, charts low-level note timings from a sound recording of a single-line instrument using high-precision audio-to-MIDI conversion software. Note onset times of pitch sequences are then plotted against the score-predicted timings to produce a Note-Time Playing Path (NTPP). The score-predicted onset time of each sequentially performed note (horizontal axis) unfolds in performed time down the page (vertical axis). NTPPs provide a visualisation that shows (1) tempo variations, (2) repetitive practice behaviours, (3) segmenting of material, (4) precise note time positions, and (5) time spent on playing or not playing. The NTPP can provide significant new insights into behaviour and cognition of music performance and may also be used to complement established traditional approaches such as think-alouds, interviews, and video coding.

  9. Examining Students' Self-Perceived Competence and Comfort in an Experiential Play Therapy Counseling Course: A Single Group Pretest-Posttest Investigation

    Science.gov (United States)

    Flasch, Paulina; Taylor, Dalena; Clauber, Rikke Nynne; Robinson, Edward, III

    2017-01-01

    The current study utilized a single-group pretest-posttest design to evaluate students' self-perceived competence and comfort of using a variety of play therapy techniques and interventions with a range of client populations as a result of taking a one-week intensive course in Play Therapy. In an effort to conduct course evaluation and explore…

  10. An examination of stress, coping, and adaptation in nurses in a recovery and monitoring program.

    Science.gov (United States)

    Bowen, Marie Katherine; Taylor, Kathleen P; Marcus-Aiyeku, Ulanda; Krause-Parello, Cheryl A

    2012-10-01

    Addiction rates in nurses are higher than in the general population. The relationship between stress, coping, and adaptation in nurses (N = 82) enrolled in a recovery and monitoring program in the state of New Jersey was examined. Social support, a variable tested as a mediator of this relationship, was also examined. Participants completed the Perceived Stress Scale, Multidimensional Scale of Perceived Social Support, and Psychological General Well-Being Index. Negative relationships were found between stress and social support and stress and well-being, and a positive relationship was found between social support and well-being (all ps prevent potential untoward consequences. Ultimately, methods to strengthen social support and social networks will enhance the probability of sustained recovery, relapse prevention, and safe reentry into nursing practice. Implications for behavioral health providers and health care practitioners are discussed.

  11. Role of Measurement of the Maximum Intimal-Medial Thickness in the Brain Health Examination Program

    OpenAIRE

    上山, 憲司; 中川原, 譲二; 武田, 利兵衛; 中村, 博彦

    2005-01-01

    The maximum intimal-medial thickness (Max-IMT) of the carotid artery wall (Max-IMT) was measured by ultrasonography in 1,932 people checked in the brain health examination program in our hospital. We studied relationship Max-IMT and age, systolic blood pressure, presence of asymptomatic cerebral infarction. Five hundreds seventy-two people (29.9%) had atherosclerotic thickness of Max-IMT that was more than 1.1 mm. Normal Max-IMT that less than 1.0 mm was observed in 1,360 people (70.1%). More...

  12. A Multi-level Examination of how the Organizational Context Relates to Readiness to Implement Prevention and Evidence-Based Programming in Community Settings

    Science.gov (United States)

    Chilenski, Sarah M.; Olson, Jonathan R.; Schulte, Jill A.; Perkins, Daniel F.; Spoth, Richard

    2015-01-01

    Prior theoretical and empirical research suggests that multiple aspects of an organization’s context are likely related to a number of factors, from their interest and ability to adopt new programming, to client outcomes. A limited amount of the prior research has taken a more community-wide perspective by examining factors that associate with community readiness for change, leaving how these findings generalize to community organizations that conduct prevention or positive youth development programs unknown. Thus for the current study, we examined how the organizational context of the Cooperative Extension System (CES) associates with current attitudes and practices regarding prevention and evidence-based programming. Attitudes and practices have been found in the empirical literature to be key indicators of an organization’s readiness to adopt prevention and evidence-based programming. Based on multi-level mixed models, results indicate that organizational management practices distinct from program delivery may affect an organization’s readiness to adopt and implement new prevention and evidence-based youth programs, thereby limiting the potential public health impact of evidence-based programs. Openness to change, openness of leadership, and communication were the strongest predictors identified within this study. An organization’s morale was also found to be a strong predictor of an organization’s readiness. The findings of the current study are discussed in terms of implications for prevention and intervention. PMID:25463014

  13. Description of an ethics curriculum for a medicine residency program.

    OpenAIRE

    Silverman, H J

    1999-01-01

    This paper examines the attempts to develop and implement an ethics curriculum for the Internal Medicine Residency Program at the University of Maryland Medical Center. The objectives of the curriculum were to enhance moral reasoning skills and to promote humanistic attitudes and behavior among the residents. The diverse methodologies used to achieve these objectives included case discussions, literature reading, role playing, writing, and videos. These activities occurred predominantly withi...

  14. Sociocultural factors associated with breast self-examination among Iranian women.

    Directory of Open Access Journals (Sweden)

    Seyed Abolhasan Naghibi

    2015-01-01

    Full Text Available Of the ways to fight breast cancer and reduce deaths hazard due to early detection is one of early detection programs in women's breast self- examination. Examining breast by oneself increase individuals knowledge of her breast health that helps in detecting breast cancer early. Different cultural, social, family and individual factors play roles in women's behavior about breast self- examination applying PEN-3 model in this study is to analyze factors influencing on breast self-examination. The research is a descriptive- analytical, cross-sectional type. Research community consists of women at fertility age of 20-49 in sari. Sample volume is 415 individuals and sampling method is cluster method. In this study, a 50-item questionnaire based on PEN-3 was used. Questions were answered by Likert scoring method. Questionnaire was gathered by personal presence of questioners. Data was analyzed via descriptive statistics and logistic regression methods. Based on the study findings, the most significant positive behaviors related to perceptual factors included effectiveness of disease background in family and relatives (73%, believing in breast self- examination for pursuing health (93% and the most important negative behaviors were shyness and modesty (83.9% and increased worry (78.9%. The most remarkable positive behaviors regarding enabling factors covered the skill to do breast examination oneself (35.2%, the availability of health and therapeutic centers (80.7% and the most significant negative behavior was being busy and lack of time (85.3%. The most important positive behavior about nurturing factors included family consent (68.9% and the most significant negative one was the inappropriate treatment of health and therapeutic personnel (61.8%. In this study, there is a meaningful difference between employment ages, education with PEN-3 model constituents. Since behaviors due to enabling and nurturing perceptual factors have been important in

  15. Will Undergraduate Students Play Games to Learn How to Conduct Library Research?

    Science.gov (United States)

    Markey, Karen; Swanson, Fritz; Jenkins, Andrea; Jennings, Brian; St. Jean, Beth; Rosenberg, Victor; Yao, Xingxing; Frost, Robert

    2009-01-01

    This exploratory study examines whether undergraduate students will play games to learn how to conduct library research. Results indicate that students will play games that are an integral component of the course curriculum and enable them to accomplish overall course goals at the same time they learn about library research. (Contains 1 table.)

  16. Toward More Joyful Learning: Integrating Play into Frameworks of Middle Grades Teaching

    Science.gov (United States)

    Conklin, Hilary G.

    2014-01-01

    Recent efforts to define qualities of effective teaching practice have done little to capture the role of play, imagination, and creativity in classroom teaching. Drawing on theories of play and data from a two-year case study that included classroom observations, interviews, artifact collection, and surveys, the author examines the ways in which…

  17. Designing PV Incentive Programs to Promote Performance: A Reviewof Current Practice

    Energy Technology Data Exchange (ETDEWEB)

    Barbose, Galen; Wiser, Ryan; Bolinger, Mark

    2007-06-01

    Increasing levels of financial support for customer-sited photovoltaic (PV) systems, provided through publicly-funded incentive programs, has heightened concerns about the long-term performance of these systems. Given the barriers that customers face to ensuring that their PV systems perform well, and the responsibility that PV incentive programs bear to ensure that public funds are prudently spent, these programs should, and often do, play a critical role in ensuring that PV systems receiving incentives perform well. To provide a point of reference for assessing the current state of the art, and to inform program design efforts going forward, we examine the approaches to encouraging PV system performance used by 32 prominent PV incentive programs in the U.S. We identify eight general strategies or groups of related strategies that these programs have used to address performance issues, and highlight important differences in the implementation of these strategies among programs.

  18. Video game play and anxiety during late adolescence: The moderating effects of gender and social context.

    Science.gov (United States)

    Ohannessian, Christine McCauley

    2018-01-15

    Few studies have examined factors that moderate the relationship between playing video games and adolescent psychological adjustment. Therefore, the primary goal of this study was to examine the relationship between playing video games and anxiety symptomatology in a sample of 441 11th and 12th grade students, while considering both gender and the social context (whether they played alone or with others). Participants (66% non-Hispanic White) were administered a survey (including measures of technology use and anxiety symptomatology) in school at baseline and one year later. Both gender and the social context moderated the relationship between playing video games and anxiety symptomatology. Boys who played video games the most had the lowest levels of anxiety, whereas girls who played video games the most had the highest levels of anxiety. This relationship was exacerbated in the context of playing with others. Although the study has a number of strengths including the longitudinal design and the diverse sample, the study relied on self-report data. In addition, the sample was limited to adolescents residing in the Mid-Atlantic United States. Therefore, caution should be taken in regard to generalizing the results. Findings from this study underscore the need to consider both gender and the social context when examining the relationship between playing video games and adolescent psychological adjustment. Copyright © 2017 Elsevier B.V. All rights reserved.

  19. Concepts of Play and Play Culture for the 21st Century

    DEFF Research Database (Denmark)

    Nørgård, Rikke Toft; Toft, Herdis; Karoff, Helle Skovbjerg

    2014-01-01

    , Associate professor Carsten Jessen, Aarhus University, Assistant professor Helle Skovbjerg Karoff, University of Aalborg and Assistant professor Rikke Toft Nørgård, Aarhus University. This panel represents and discusses different concepts of play and play culture in both diachronic and synchronic dimensions......BIN Norden conference 2014 Accepted panel ________________________________________ Concepts of Play and Play Culture for the 21st Century Participants in the panel are: Associate professor Herdis Toft, University of Southern Denmark (organizer), Professor Beth Juncker, University of Copenhagen....... For several centuries western theorists, for instance Baumgarten, Schiller, Huizinga, Caillois, Sutton Smith, Vygotsky, Bateson, Salen & Zimmerman, Flemming Mouritsen and later on the panel participants, have discussed the concept of play and play culture. They have presented their own theoretical...

  20. Metaphor, symbolic play, and logical thought in early childhood.

    Science.gov (United States)

    Seitz, J A

    1997-11-01

    Development of the ability to understand diverse types of metaphor was examined in terms of play context (symbolic vs. constructive-object play), Piagetian operational level (preoperational vs. concrete-operational), and medium of presentation (pictures vs. words). Forty 4-year-olds and 80 6-year-olds (40 preoperational, 40 concrete-operational) were presented with six different types of metaphorical relationships (color, shape, physiognomic, cross-modal, psychological-physical, and taxonomic matches) in both pictures and words in a match-to-sample design. Results indicated that (a) constructive-object play, rather than symbolic play, facilitated the understanding of perceptual and taxonomic metaphor, suggesting differences in early styles of metaphoric usage; (b) despite previous findings, the study failed to replicate a relationship between operativity and metaphoric understanding; and (c) younger children did significantly better in the pictorial medium, suggesting a picture-superiority effect for more perceptible metaphorical relations (perceptual and physiognomic), whereas older children showed a word-superiority effect for more conceptual metaphors (psychological-physical and taxonomic).

  1. Physical education in early education: An intervention program for reducing aggressive and social insecure behavior

    OpenAIRE

    Mouratidou, Katerina

    2016-01-01

    The present study aimed to examine the effect of a physical education program on the reduction of aggressive and social insecure behavior of young children. The sample comprised of 194 children, aged 4-5 years. The experimental group consisted of 99 children, while the rest 95 children formed the control group. The experimental group participated in an 8-week physical education program, based on physical activities and kinetic theatrical playing, while the control group was engaged in free-pl...

  2. Using Video Modeling with Substitutable Loops to Teach Varied Play to Children with Autism

    Science.gov (United States)

    Dupere, Sally; MacDonald, Rebecca P. F.; Ahearn, William H.

    2013-01-01

    Children with autism often engage in repetitive play with little variation in the actions performed or items used. This study examined the use of video modeling with scripted substitutable loops on children's pretend play with trained and untrained characters. Three young children with autism were shown a video model of scripted toy play that…

  3. Playing on the edge

    DEFF Research Database (Denmark)

    Cermak-Sassenrath, Daniel

    2018-01-01

    and specific ways. For instance, gambling for money, party and drinking games, professional play and show sports, art installations, violent and military propaganda computer games, pervasive/mobile gaming, live-action role playing, festivals, performances, and games such as Ghosting and Planking. It is argued......Everything gets more interesting, challenging, or intense the closer it gets to the edge, and so does play. How edgy can play become and still be play? Based on Huizinga’s notion of play, this chapter discusses how a wide range of playful activities pushes the boundaries of play in different...... that in concert with a number of characteristics that mark an activity as play, play is essentially a subjective perspective and individual decision of the player. Huizinga calls this attitude the play spirit, which informs a player’s actions and is in turn sustained by them. Edgy digital or mobile games do...

  4. Play Therapy: A Review

    Science.gov (United States)

    Porter, Maggie L.; Hernandez-Reif, Maria; Jessee, Peggy

    2009-01-01

    This article discusses the current issues in play therapy and its implications for play therapists. A brief history of play therapy is provided along with the current play therapy approaches and techniques. This article also touches on current issues or problems that play therapists may face, such as interpreting children's play, implementing…

  5. More than Red Ribbons: AIDS Plays and Schools.

    Science.gov (United States)

    Sheppard, Mark

    1995-01-01

    Describes how the inclusion of a scene from Steven Deitz's play "Lonely Planet" can touch those who have lost friends to AIDS. Relates how a group of students went to see a production of "Falsettos" which provided an opportunity for the students to examine their own attitudes about homosexuality and AIDS. (PA)

  6. Well Played: The Origins and Future of Playfulness

    Science.gov (United States)

    Gordon, Gwen

    2014-01-01

    In this article, the author synthesizes research from several disciplines to shed light on play's central role in healthy development. Gordon builds on research in attachment theory that correlates secure attachment in infancy with adult well-being to demonstrate how playfulness might be a lifelong outcome of secure attachment and a primary…

  7. Depression and play in early childhood. Play behavior of depressed and nondepressed 3- to 6-year olds in various play situations

    NARCIS (Netherlands)

    Mol Lous, A.; Wit, C.A.M. de; Bruyn, E.E.J. De; Riksen-Walraven, J.M.A.; Rost, H.

    2000-01-01

    The behavior of seven depressed and seven nondepressed 3- to 6-year-olds was compared in three play situations: solitary free play, interactive free play, and play narratives. Depressed children played significantly less than their nondepressed controls. This was mainly due to differences in

  8. Temperament Is Associated With Outdoor Free Play in Young Children: A TARGet Kids! Study.

    Science.gov (United States)

    Sharp, Julia R; Maguire, Jonathon L; Carsley, Sarah; Abdullah, Kawsari; Chen, Yang; Perrin, Eliana M; Parkin, Patricia C; Birken, Catherine S

    Outdoor free play is important for preschoolers' physical activity, health, and development. Certain temperamental characteristics are associated with obesity, nutrition, and sedentary behaviors in preschoolers, but the relationship between temperament and outdoor play has not been examined. This study examined whether there is an association between temperament and outdoor play in young children. Healthy children aged 1 to 5 years recruited to The Applied Research Group for Kids (TARGet Kids!), a community-based primary care research network, from July 2008 to September 2013 were included. Parent-reported child temperament was assessed using the Childhood Behavior Questionnaire. Outdoor free play and other potential confounding variables were assessed through validated questionnaires. Multivariable linear regression was used to determine the association between temperament and outdoor play, adjusted for potential confounders. There were 3393 children with data on outdoor play. The association between negative affectivity and outdoor play was moderated by sex; in boys, for every 1-point increase in negative affectivity score, mean outdoor play decreased by 4.7 minutes per day. There was no significant association in girls. Surgency was associated with outdoor play; for every 1-point increase in surgency/extraversion, outdoor play increased by 4.6 minutes per day. Young children's temperamental characteristics were associated with their participation in outdoor free play. Consideration of temperament could enhance interventions and strategies to increase outdoor play in young children. Longitudinal studies are needed to elucidate the relationship between children's early temperament and physical activity. Copyright © 2017 Academic Pediatric Association. Published by Elsevier Inc. All rights reserved.

  9. Play Therapy in Elementary Schools: A Best Practice for Improving Academic Achievement

    Science.gov (United States)

    Blanco, Pedro J.; Ray, Dee C.

    2011-01-01

    This pilot study of 1st graders who are academically at risk examined the effectiveness of child-centered play therapy (CCPT). The experimental group received biweekly, 30-minute play therapy sessions for 8 weeks. Findings indicated that these 1st graders participating in CCPT (n = 21) demonstrated a statistically significant increase on the Early…

  10. Personality profiles associated with different motivations for playing World of Warcraft.

    Science.gov (United States)

    Graham, Lindsay T; Gosling, Samuel D

    2013-03-01

    Gamers play massively multiplayer online role-playing games (MMORPGs) for a variety of reasons. For example, some gamers play primarily as a form of socialization, whereas others play to gain a sense of achievement. Past studies have shown that these motives are associated with individual differences such as gender and number of years spent playing online games. What other individual differences might affect why people play MMORPGs? Personality is known to be associated with in-game behaviors, raising the possibility of link between personality and gaming motives. The present study examines the relationship between gamers' Big Five personality traits and their motivations for playing World of Warcraft. Results reveal several links between a player's personality and gaming motivations. For instance, individuals playing to socialize tend to be high on extraversion, agreeableness, neuroticism, and openness, whereas individuals playing to gain a sense of achievement tend to be high on extraversion and neuroticism, but low on agreeableness and conscientiousness. Findings are discussed with respect to previous research on links between personality and motives in other MMORPGs and in terms of how and why the connections between personality and motives may differ across online and offline contexts.

  11. Play as Self-Realization: Toward a General Theory of Play

    Science.gov (United States)

    Henricks, Thomas S.

    2014-01-01

    In a wide-ranging essay that reviews the major theories of plays and relates them to significant notions of the self, the author addresses the question of why we play. He does so to argue that play is a biologically driven project of self-understanding and self-realization, one that humans--although they also share the experience with other…

  12. Human event observations in the individual plant examinations

    Energy Technology Data Exchange (ETDEWEB)

    Forester, J. [Sandia National Labs., Albuquerque, NM (United States)

    1995-04-01

    A major objective of the Individual Plant Examination Insights Program is to identify the important determinants of core damage frequency for the different reactor and containment types and plant designs as indicated in the IPEs. The human reliability analysis is a critical component of the probabilistic risk assessments which were done for the IPEs. The determination and selection of human actions for incorporation into the event and fault tree models and the quantification of their failure probabilities can have an important impact on the resulting estimates of CDF and risk. Two important goals of the NRCs IPE Insights Program are (1) to determine the extent to which human actions and their corresponding failure probabilities influenced the results of the IPEs and (2) to identify which factors played significant roles in determining the differences and similarities in the results of the HRA analyses across the different plants. To obtain the relevant information, the NRC`s IPE database, which contains information on plant design, CDF, and containment performance obtained from the IPEs, was used in conjunction with a systematic examination of the HRA analyses and results from the IPEs. Regarding the extent to which the results of the HRA analyses were significant contributors to the plants` CDFs, examinations of several different measures indicated that while individual human actions could have important influences on CDF for particular initiators, the HRA results did not appear to be the most significant driver of plant risk. Another finding was that while there were relatively wide variations in the calculated human error probabilities for similar events across plants, there was no evidence for any systematic variation as a function of the HRA methods used in the analyses. Much of the variability in HEP values can be explained by differences in plant characteristics and sequence-specific factors. Details of these results and other findings are discussed.

  13. Human event observations in the individual plant examinations

    International Nuclear Information System (INIS)

    Forester, J.

    1995-01-01

    A major objective of the Individual Plant Examination Insights Program is to identify the important determinants of core damage frequency for the different reactor and containment types and plant designs as indicated in the IPEs. The human reliability analysis is a critical component of the probabilistic risk assessments which were done for the IPEs. The determination and selection of human actions for incorporation into the event and fault tree models and the quantification of their failure probabilities can have an important impact on the resulting estimates of CDF and risk. Two important goals of the NRCs IPE Insights Program are (1) to determine the extent to which human actions and their corresponding failure probabilities influenced the results of the IPEs and (2) to identify which factors played significant roles in determining the differences and similarities in the results of the HRA analyses across the different plants. To obtain the relevant information, the NRC's IPE database, which contains information on plant design, CDF, and containment performance obtained from the IPEs, was used in conjunction with a systematic examination of the HRA analyses and results from the IPEs. Regarding the extent to which the results of the HRA analyses were significant contributors to the plants' CDFs, examinations of several different measures indicated that while individual human actions could have important influences on CDF for particular initiators, the HRA results did not appear to be the most significant driver of plant risk. Another finding was that while there were relatively wide variations in the calculated human error probabilities for similar events across plants, there was no evidence for any systematic variation as a function of the HRA methods used in the analyses. Much of the variability in HEP values can be explained by differences in plant characteristics and sequence-specific factors. Details of these results and other findings are discussed

  14. Human event observations in the individual plant examinations

    International Nuclear Information System (INIS)

    Forester, J.

    1995-01-01

    A major objective of the Nuclear Regulatory Commission's (NRC) Individual Plant Examination (IPE) Insights Program is to identify the important determinants of core damage frequency (CDF) for the different reactor and containment types and plant designs as indicated in the IPEs. The human reliability analysis (HRA) is a critical component of the probabilistic risk assessments (PRAS) which were done for the IPES. The determination and selection of human actions for incorporation into the event and fault tree models and the quantification of their failure probabilities can have an important impact on the resulting estimates of CDF and risk. Therefore, two important goals of the NRCs IPE Insights Program are (1) to determine the extent to which human actions and their corresponding failure probabilities influenced the results of the IPEs and (2) to identify which factors played significant roles in determining the differences and similarities in the results of the HRA analyses across the different plants. To obtain the relevant information, the NRC's IPE database, which contains information on plant design, CDF, and containment performance obtained from the IPES, was used in conjunction with a systematic examination of the HRA analyses and results from the IPES. Regarding the extent to which the results of the HRA analyses were significant contributors to the plants' CDFs, examinations of several different measures indicated that while individual human actions could have important influences on CDF for particular initiators, the HRA results did not appear to be the most significant driver of plant risk (CDF). Another finding was that while there were relatively wide variations in the calculated human error probabilities (HEPs) for similar events across plants, there was no evidence for any systematic variation as a function of the HRA methods used in the analyses

  15. A National Survey Examining Manuscript Dissertation Formats Among Nursing PhD Programs in the United States.

    Science.gov (United States)

    Graves, Janessa M; Postma, Julie; Katz, Janet R; Kehoe, Leanne; Swalling, Eileen; Barbosa-Leiker, Celestina

    2018-03-08

    Among research-focused nursing doctoral (PhD) programs in the United States, the traditional dissertation format has recently given way to a series of publication-ready manuscripts, often bookended by introduction and conclusion chapters. To help programs make decisions about the use of these formats, this study undertook a national survey of programs offering PhDs in nursing. The purpose of this study was to explore the advantages and disadvantages of the traditional format versus manuscript option for dissertations among nursing PhD programs in the United States. Cross-sectional census survey of U.S. nursing PhD programs. A web-based survey was administered to all U.S. nursing PhD programs. Respondents indicated formats offered, factors contributing to decisions of which formats to offer, and lessons learned. Descriptive statistics and inductive content analyses were used for analysis. Of 121 eligible institutions, 79 provided eligible responses (66.7%). The majority (59%) offered both formats; 11% offered the manuscript option only, and 24% offered the traditional format only. Faculty support (or lack thereof) contributed to adoption (or not) of the manuscript option. Respondents' approaches to the manuscript option (e.g., number of papers) and advice are summarized. Manuscript option dissertations are commonly offered and provide benefits to students and faculty; however, thoughtful implementation is critical. Programs need to agree upon clear expectations and have graduate school support (e.g., formatting). Faculty need mentorship in advising manuscript option students who choose to use this format, and the time and support. Finally, students need additional writing skills that could be provided through coursework or via individual work with mentors. As nursing education continues to expand further into doctoral research, programs must examine dissertation formats in order to both prepare future nurse scholars and disseminate nursing research that is critical

  16. Eighteen-month follow-up of a play-based intervention to improve the social play skills of children with attention deficit hyperactivity disorder.

    Science.gov (United States)

    Wilkes-Gillan, Sarah; Bundy, Anita; Cordier, Reinie; Lincoln, Michelle

    2014-10-01

    There is a well-documented need for interventions to successfully address the social difficulties of children with attention deficit hyperactivity disorder. This study aimed to further the development of a previously conducted pilot of a play-based intervention. To achieve this, children's social play outcomes pre-post and 18-month following the intervention were examined by raters unaware of the study's purpose. Additionally, parents' experiences of the intervention were explored. Participants included five children with attention deficit hyperactivity disorder who had participated in a play-based intervention and their typically developing playmates; parents of children with attention deficit hyperactivity disorder also participated. Children and their playmates attended an 18-month follow-up play session and parents participated in semi-structured interviews. The Test of Playfulness was used to measure children's play outcomes in the context of social play with a peer, pre-post and 18-months following the intervention. Wilcoxon signed-ranks (Z) and Cohen's-d were used to measure effect. Thematic analysis was used to analyse reoccurring themes from parents' interviews. Children's social play outcomes improved pre-post intervention (Z = 2.02; P = 0.04; d = 1.6) and were maintained 18-month post intervention (Z = 0.14; P = 0.89; d = -0.4). Core themes included: the intervention as an enjoyable experience, a common language for talking about play/social interactions, an observable change in children's skills, transference of skills and the need for support to refresh learnt lessons over time. The intervention demonstrated preliminary and long-term efficacy in developing the social play skills of children with attention deficit hyperactivity disorder. Further research is required to optimise intervention feasibility and parent involvement prior to conducting a large-scale research. © 2014 Occupational Therapy Australia.

  17. Relationships between electronic game play, obesity, and psychosocial functioning in young men.

    Science.gov (United States)

    Wack, Elizabeth; Tantleff-Dunn, Stacey

    2009-04-01

    Most estimates suggest that American youth are spending a large amount of time playing video and computer games, spurring researchers to examine the impact this media has on various aspects of health and psychosocial functioning. The current study investigated relationships between frequency of electronic game play and obesity, the social/emotional context of electronic game play, and academic performance among 219 college-aged males. Current game players reported a weekly average of 9.73 hours of game play, with almost 10% of current players reporting an average of 35 hours of play per week. Results indicated that frequency of play was not significantly related to body mass index or grade point average. However, there was a significant positive correlation between frequency of play and self-reported frequency of playing when bored, lonely, or stressed. As opposed to the general conception of electronic gaming as detrimental to functioning, the results suggest that gaming among college-aged men may provide a healthy source of socialization, relaxation, and coping.

  18. The Work of Play: How Video Games Affect Social Interactions for Children with Autism Spectrum Disorder

    Science.gov (United States)

    Hiltz, Virginia A.

    2017-01-01

    This study examines the differences in play behaviors demonstrated by children with Autism Spectrum Disorder (ASD) when they engage in play with typically developing (TD) peers. Pairs of elementary school students, ages eight to 11, engaged in play in three settings: typical school recess, facilitated play led by adults, and kinetic technology…

  19. An Exploratory Case Study of Young Children's Interactive Play Behaviours with a Non-English Speaking Child

    Science.gov (United States)

    Lee, Joohi; Md-Yunus, Sham'ah; Son, Won In; Meadows, Michelle

    2009-01-01

    This study is an examination of preschool-age English speaking children's interactive play behaviours with a non-English speaking child (NEC). The play types of a NEC were reported using the Parten's categories of solitary, parallel and interactive play. In addition, English-speaking children's interactive play with a NEC were reported in this…

  20. 13 CFR 108.690 - Examinations.

    Science.gov (United States)

    2010-01-01

    ....690 Business Credit and Assistance SMALL BUSINESS ADMINISTRATION NEW MARKETS VENTURE CAPITAL (âNMVCâ) PROGRAM Recordkeeping, Reporting, and Examination Requirements for NMVC Companies Examinations of Nmvc Companies by Sba for Regulatory Compliance § 108.690 Examinations. All NMVC companies must submit to annual...

  1. Physiological characteristics of badminton match play.

    Science.gov (United States)

    Faude, Oliver; Meyer, Tim; Rosenberger, Friederike; Fries, Markus; Huber, Günther; Kindermann, Wilfried

    2007-07-01

    The present study aimed at examining the physiological characteristics and metabolic demands of badminton single match play. Twelve internationally ranked badminton players (eight women and four men) performed an incremental treadmill test [VO(2peak = )50.3 +/- 4.1 ml min(-1) kg(-1) (women) and 61.8 +/- 5.9 ml min(-1) kg(-1) (men), respectively]. On a separate day, they played a simulated badminton match of two 15 min with simultaneous gas exchange (breath-by-breath) and heart rate measurements. Additionally, blood lactate concentrations were determined before, after 15 min and at the end of the match. Furthermore, the duration of rallies and rests in between, the score as well as the number of shots per rally were recorded. A total of 630 rallies was analysed. Mean rally and rest duration were 5.5 +/- 4.4 s and 11.4 +/- 6.0 s, respectively, with an average 5.1 +/- 3.9 shots played per rally. Mean oxygen uptake (VO(2)), heart rate (HR), and blood lactate concentrations during badminton matches were 39.6 +/- 5.7 ml min(-1) kg(-1) (73.3% VO(2peak)), 169 +/- 9 min(-1) (89.0% HR(peak)) and 1.9 +/- 0.7 mmol l(-1), respectively. For a single subject 95% confidence intervals for VO(2) and HR during match play were on average 45.7-100.9% VO(2peak) and 78.3-99.8% HR(peak). High average intensity of badminton match play and considerable variability of several physiological variables demonstrate the importance of anaerobic alactacid and aerobic energy production in competitive badminton. A well-developed aerobic endurance capacity seems necessary for fast recovery between rallies or intensive training workouts.

  2. Play and play occupation: a survey of paediatric occupational therapy practice in Ireland

    Directory of Open Access Journals (Sweden)

    Alice Moore

    2017-04-01

    Full Text Available Purpose - Play occupation has been identified as an essential part of children’s lives, and it subsequently features in paediatric occupational therapy. However, few studies address the current place of play and play occupation in occupational therapy practice. This study aims to address this gap in knowledge by exploring paediatric occupational therapists’ perspectives on the place of play and play occupation in occupational therapy practice in Ireland. Design/methodology/approach - A cross-sectional online survey was conducted to gather data about the current use of play in the occupational therapy for children under 12 years. Convenience sampling and snowball recruitment techniques were used to recruit paediatric occupational therapists. Data were analysed using descriptive statistics and qualitative content analysis. Findings - In total, 65 therapists responded to the survey (estimated response rate, 32%. Results are organised into four sections: demographics and practice context, play assessment practices, use of play in practice and perceived barriers to play-centred practice. Respondents reported that they valued play as a childhood occupation. However, the survey findings identified that the primary focus was on play as a means to an end. Lack of education on play (research, theory and interventions and pressures in the workplace have been identified as barriers to play-centred practice. Research limitations/implications - Findings indicate that there is a mismatch between therapists valuing play as an occupation and how play is used in occupational therapy practice. Unless clarifications are made about play occupation as being different to skills acquisition in childhood, play occupation will continue to get overlooked as an authentic concern of occupation-centred practice. Thus, play as occupation deserves further attention from educators, researchers and practitioners as a means of strengthening occupation-centred practice, in

  3. "To Be a Scientist Sometimes You Have to Break Down Stuff about Animals": Examining the Normative Scientific Practices of a Summer Herpetological Program for Children

    Science.gov (United States)

    Scott, Catherine Marie

    2016-01-01

    When studying informal science programs, researchers often overlook the opportunities enabled and constrained in each program and the practices reinforced for participants. In this case study, I examined the normative scientific practices reinforced in one-week-long "Herpetology" (the study of reptiles and amphibians) program for…

  4. Problematic Video Game Play and ADHD Traits in an Adult Population.

    Science.gov (United States)

    Panagiotidi, Maria

    2017-05-01

    This study examined the relationship between problematic video game play (PVGP), video game usage, and attention deficit hyperactivity disorder (ADHD) traits in an adult population. A sample of 205 healthy adult volunteers completed the Adult ADHD Self-Report Scale (ASRS), a video game usage questionnaire, and the Problem Video Game Playing Test (PVGT). A significant positive correlation was found between the ASRS and the PVGT. More specifically, inattention symptoms and time spent playing video games were the best predictors of PVGP. No relationship was found between frequency and duration of play and ADHD traits. Hyperactivity symptoms were not associated with PVGP. Our results suggest that there is a positive relationship between ADHD traits and problematic video game play. In particular, adults with higher level of self-reported inattention symptoms could be at higher risk of PVGP.

  5. Effects of playing video games on perceptions of one's humanity.

    Science.gov (United States)

    Greitemeyer, Tobias

    2013-01-01

    According to self-perception theory, individuals infer their characteristics by observing their own behavior. In the present research, the hypothesis is examined whether helping behavior increases perceptions of one's own humanity even when help is given that does not benefit a real person. In fact, two studies revealed that playing a prosocial video game (where the goal is to help and care for other game characters) led to increased perceptions of the player's own humanity (in particular, for positive humanity traits). Results also revealed that playing a violent, relative to a neutral, video game decreased perceptions of humanity on positive humanity traits and increased perceptions of humanity on negative humanity traits. Taken together, it appears that being helpful while playing video games leads to the perception of being more human, whereas being harmful while playing video games leads players to perceive themselves negatively.

  6. Examination of Sign Language Education According to the Opinions of Members from a Basic Sign Language Certification Program

    Science.gov (United States)

    Akmese, Pelin Pistav

    2016-01-01

    Being hearing impaired limits one's ability to communicate in that it affects all areas of development, particularly speech. One of the methods the hearing impaired use to communicate is sign language. This study, a descriptive study, intends to examine the opinions of individuals who had enrolled in a sign language certification program by using…

  7. Relations between parents' interactive style in dyadic and triadic play and toddlers' symbolic capacity.

    Science.gov (United States)

    Keren, M; Feldman, R; Namdari-Weinbaum, I; Spitzer, S; Tyano, S

    2005-10-01

    Play has a major role in the evaluation and treatment of young children referred to mental health clinicians. The present study examined parental correlates of preschoolers' symbolic play during dyadic and triadic play interactions. Boys' play contained more aggressive themes, and girls' contained more nurturing themes. Mothers displayed more caring themes during play with both sons and daughters, and fathers displayed more repair and construction themes. Mothers' and fathers' facilitative- creative interaction style in dyadic play predicted the level of the child's symbolic play. Co-parenting style marked by cooperation and autonomy predicted symbolic play during a triadic family session. Child intelligence predicted symbolic play beyond the parent's style during triadic but not dyadic interactions. The findings have implications for early intervention directed at increasing symbolic play in young children.

  8. Examining the Factors Associated with Paid Employment of Clients Enrolled in First Episode of Psychosis Programs

    Directory of Open Access Journals (Sweden)

    Carolyn S. Dewa

    2012-01-01

    Full Text Available Schizophrenia is one of the most debilitating mental disorders. For a significant portion of individuals who suffer from this disorder, onset occurs in young adulthood, arresting important social and educational development that is necessary for future successful labor force participation. The purpose of this paper is to contribute to the literature about clients enrolled in first episode psychosis programs and psychosocial outcomes by examining the factors associated with paid employment among young adults who have experienced their first psychotic episodes. In this paper, we consider the association of socioeconomic factors to employment. Our results suggest that in addition to treatment, socioeconomic factors such as receipt of public disability benefits and educational attainment are associated with employment status. These results can help to inform future directions for the enhancement of psychosocial programs in FEP models to promote paid employment.

  9. Assessment of Examinations in Computer Science Doctoral Education

    Science.gov (United States)

    Straub, Jeremy

    2014-01-01

    This article surveys the examination requirements for attaining degree candidate (candidacy) status in computer science doctoral programs at all of the computer science doctoral granting institutions in the United States. It presents a framework for program examination requirement categorization, and categorizes these programs by the type or types…

  10. Playing Hopscotch in Inclusive Education Reform: Examining Promises and Limitations of Policy and Practice in the US

    Science.gov (United States)

    Waitoller, Federico R.; Thorius, Kathleen King

    2015-01-01

    In this article, we provide commentary on the "state of play" of inclusive education in the United States. We focus on the promises and limitations of inter-related accountability- and market-driven policies and Response to Intervention (RTI) (Vaughn and Fuchs, 2003). We argue that these policies and practice have "hopscotched"…

  11. 30 CFR 850.14 - Examination.

    Science.gov (United States)

    2010-07-01

    ... 30 Mineral Resources 3 2010-07-01 2010-07-01 false Examination. 850.14 Section 850.14 Mineral..., EXAMINATION, AND CERTIFICATION OF BLASTERS PERMANENT REGULATORY PROGRAM REQUIREMENTS-STANDARDS FOR CERTIFICATION OF BLASTERS § 850.14 Examination. (a) The regulatory authority shall ensure that candidates for...

  12. The play grid

    DEFF Research Database (Denmark)

    Fogh, Rune; Johansen, Asger

    2013-01-01

    In this paper we propose The Play Grid, a model for systemizing different play types. The approach is psychological by nature and the actual Play Grid is based, therefore, on two pairs of fundamental and widely acknowledged distinguishing characteristics of the ego, namely: extraversion vs. intro...

  13. Alibis for Adult Play

    Science.gov (United States)

    2017-01-01

    The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be “caught” playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman’s theory of the interaction order to unpack conditions and strategies for nonembarrassing adult play. It identifies established frames, segregated audiences, scripts supporting smooth performance, managing audience awareness, role distancing, and, particularly, alibis for play: Adults routinely provide alternative, adult-appropriate motives to account for their play, such as child care, professional duties, creative expression, or health. Once legitimized, the norms and rules of play themselves then provide an alibi for behavior that would risk being embarrassing outside play.

  14. Reading Aloud, Play, and Social-Emotional Development.

    Science.gov (United States)

    Mendelsohn, Alan L; Cates, Carolyn Brockmeyer; Weisleder, Adriana; Berkule Johnson, Samantha; Seery, Anne M; Canfield, Caitlin F; Huberman, Harris S; Dreyer, Benard P

    2018-04-09

    To determine impacts on social-emotional development at school entry of a pediatric primary care intervention (Video Interaction Project [VIP]) promoting positive parenting through reading aloud and play, delivered in 2 phases: infant through toddler (VIP birth to 3 years [VIP 0-3]) and preschool-age (VIP 3 to 5 years [VIP 3-5]). Factorial randomized controlled trial with postpartum enrollment and random assignment to VIP 0-3, control 0 to 3 years, and a third group without school entry follow-up (Building Blocks) and 3-year second random assignment of VIP 0-3 and control 0 to 3 years to VIP 3-5 or control 3 to 5 years. In the VIP, a bilingual facilitator video recorded the parent and child reading and/or playing using provided learning materials and reviewed videos to reinforce positive interactions. Social-emotional development at 4.5 years was assessed by parent-report Behavior Assessment System for Children, Second Edition (Social Skills, Attention Problems, Hyperactivity, Aggression, Externalizing Problems). VIP 0-3 and VIP 3-5 were independently associated with improved 4.5-year Behavior Assessment System for Children, Second Edition T-scores, with effect sizes (Cohen's d) ∼-0.25 to -0.30. Receipt of combined VIP 0-3 and VIP 3-5 was associated with d = -0.63 reduction in Hyperactivity ( P = .001). VIP 0-3 resulted in reduced "Clinically Significant" Hyperactivity (relative risk reduction for overall sample: 69.2%; P = .03; relative risk reduction for increased psychosocial risk: 100%; P = .006). Multilevel models revealed significant VIP 0-3 linear effects and age × VIP 3-5 interactions. Phase VIP 0-3 resulted in sustained impacts on behavior problems 1.5 years after program completion. VIP 3-5 had additional, independent impacts. With our findings, we support the use of pediatric primary care to promote reading aloud and play from birth to 5 years, and the potential for such programs to enhance social-emotional development. Copyright © 2018 by the

  15. Alibis for Adult Play: A Goffmanian Account of Escaping Embarrassment in Adult Play.

    Science.gov (United States)

    Deterding, Sebastian

    2018-05-01

    The social meanings of play sit at odds with norms of responsible and productive adult conduct. To be "caught" playing as an adult therefore risks embarrassment. Still, many designers want to create enjoyable, nonembarrassing play experiences for adults. To address this need, this article reads instances of spontaneous adult play through the lens of Erving Goffman's theory of the interaction order to unpack conditions and strategies for nonembarrassing adult play. It identifies established frames, segregated audiences, scripts supporting smooth performance, managing audience awareness, role distancing, and, particularly, alibis for play: Adults routinely provide alternative, adult-appropriate motives to account for their play, such as child care, professional duties, creative expression, or health. Once legitimized, the norms and rules of play themselves then provide an alibi for behavior that would risk being embarrassing outside play.

  16. Examining the Effectiveness of the Smoking Prevention Program "I Do Not Smoke, I Exercise" in Elementary and Secondary School Settings.

    Science.gov (United States)

    Kolovelonis, Athanasios; Goudas, Marios; Theodorakis, Yannis

    2016-11-01

    The aim of the study was to examine the effectiveness of the smoking prevention program "I do not smoke, I exercise" implemented with elementary and secondary school students. "I do not smoke, I exercise" is a theory-based smoking prevention program that promotes exercise as an alternative of smoking. The program consists of eight sessions implemented weekly. Participants were 338 Greek students (135 elementary and 203 secondary students) who were pre- and posttested in smoking, program, and exercise-related measures. The results showed that the program had significant effects on elementary students' attitudes toward smoking, intention to smoke, subjective norms, attitudes toward the application of the program, and knowledge about the health consequences of smoking. For secondary students, significant effects were found on students' perceived behavioral control and knowledge about the health consequences of smoking, while very few students reported a smoking experience before and after the intervention. Therefore the program "I do not smoke, I exercise" may have positive effects on variables related with smoking behavior. Differences in the program's impact on elementary and secondary students were identified. All these are discussed with reference to the need of implementing smoking prevention programs in schools contexts. © 2016 Society for Public Health Education.

  17. Playing Shakespeare.

    Science.gov (United States)

    Bashian, Kathleen Ryniker

    1993-01-01

    Describes a yearlong project at 12 Catholic middle schools in the Diocese of Arlington, Virginia, to incorporate the plays of William Shakespeare into the curriculum. Teachers attended university lectures and directed students in performances of the plays. Concludes that Shakespeare can be understood and enjoyed by middle school students. (BCY)

  18. Effects of Playing versus Observing Violent versus Nonviolent Video Games on Children's Aggression.

    Science.gov (United States)

    Graybill, Daniel; And Others

    1987-01-01

    Examined short-term effects of playing versus observing violent versus nonviolent video games on the aggression of elementary school children. Children (N=146) played or observed games for 14 minutes, then completed three measures of aggression. Found no differences between violent and nonviolent conditions on measures of aggression. (Author/NB)

  19. Pretend Play, Coping, and Subjective Well-Being in Children: A Follow-Up Study

    Science.gov (United States)

    Fiorelli, Julie A.; Russ, Sandra W.

    2012-01-01

    Researchers, the authors state, link play to cognitive and affective processes important for a child's development and overall well-being. In this article, the authors examine the relationships involving pretend play, coping, and subjective well-being (the last of which they conceptualize as positive affect--positive mood--and life satisfaction)…

  20. The Dramaturgy of Fact: The Testament of History in Two Anti-War Plays.

    Science.gov (United States)

    Shafer, George

    1978-01-01

    The dramaturgical dimensions of the "theater of fact" as found in two anti-war plays, "Discourse on Viet Nam" by Peter Weiss and "Xa: A Vietnam Primer" by the ProVisional Theatre are examined. In these plays the author finds that Vietnamese history becomes rhetorical testament in arguments against United States…

  1. Early puzzle play: a predictor of preschoolers' spatial transformation skill.

    Science.gov (United States)

    Levine, Susan C; Ratliff, Kristin R; Huttenlocher, Janellen; Cannon, Joanna

    2012-03-01

    Individual differences in spatial skill emerge prior to kindergarten entry. However, little is known about the early experiences that may contribute to these differences. The current study examined the relation between children's early puzzle play and their spatial skill. Children and parents (n = 53) were observed at home for 90 min every 4 months (6 times) between 2 and 4 years of age (26 to 46 months). When children were 4 years 6 months old, they completed a spatial task involving mental transformations of 2-dimensional shapes. Children who were observed playing with puzzles performed better on this task than those who did not, controlling for parent education, income, and overall parent word types. Moreover, among those children who played with puzzles, frequency of puzzle play predicted performance on the spatial transformation task. Although the frequency of puzzle play did not differ for boys and girls, the quality of puzzle play (a composite of puzzle difficulty, parent engagement, and parent spatial language) was higher for boys than for girls. In addition, variation in puzzle play quality predicted performance on the spatial transformation task for girls but not for boys. Implications of these findings as well as future directions for research on the role of puzzle play in the development of spatial skill are discussed. PsycINFO Database Record (c) 2012 APA, all rights reserved.

  2. Early Puzzle Play: A predictor of preschoolers’ spatial transformation skill

    Science.gov (United States)

    Levine, S.C.; Ratliff, K.R.; Huttenlocher, J.; Cannon, J.

    2011-01-01

    Individual differences in spatial skill emerge prior to kindergarten entry. However, little is known about the early experiences that may contribute to these differences. The current study examines the relation between children’s early puzzle play and their spatial skill. Children and parents (n = 53) were observed at home for 90 minutes every four months (six times) between 2 and 4 years of age (26 to 46 months). When children were 4 years 6 months old, they completed a spatial task involving mental transformations of 2D shapes. Children who were observed playing with puzzles performed better on this task than those who did not, controlling for parent education, income, and overall parent word types. Moreover, among those children who played with puzzles, frequency of puzzle play predicted performance on the spatial transformation task. Although the frequency of puzzle play did not differ for boys and girls, the quality of puzzle play (a composite of puzzle difficulty, parent engagement, and parent spatial language) was higher for boys than girls. In addition, variation in puzzle play quality predicted performance on the spatial transformation task for girls but not boys. Implications of these findings as well as future directions for research on the role of the role of puzzle play in the development of spatial skill are discussed. PMID:22040312

  3. Individual, social and physical environmental correlates of children's active free-play: a cross-sectional study

    Directory of Open Access Journals (Sweden)

    Ball Kylie

    2010-02-01

    Full Text Available Abstract Background Children's unstructured outdoor free-play (or active free-play has the potential to make an important contribution to children's overall physical activity levels. Limited research has, however, examined physical activity in this domain. This study examined associations between individual, social and physical environmental factors and the frequency with which children play in particular outdoor locations outside school hours. This study also investigated whether the frequency of playing in outdoor locations was associated with children's overall physical activity levels. Methods Participants including 8-9 year old children and their parents (n = 187 were recruited from a selection of primary schools of varying socioeconomic status across metropolitan Melbourne, Australia. Parents completed a survey and children's overall physical activity levels were measured by accelerometry. Regression models examined the odds of children playing in various outdoor settings according to particular correlates. Results Inverse associations were found between preference for activities not involving physical activity, and the likelihood of children playing in the yard at home on the weekend (OR = 0.65; CI = 0.45,0.95. Positive correlates of children playing in their own street included: parental perceptions that it was safe for their child to play in their street (weekdays [OR = 6.46; CI = 2.84,14.71], weekend days [OR = 6.01; CI = 2.68,13.47]; children having many friends in their neighbourhood (OR = 2.63; CI = 1.21,5.76; and living in a cul-de-sac (weekdays [OR = 3.99; CI = 1.65,9.66], weekend days [OR = 3.49; CI = 1.49,8.16]. Positive correlates of more frequent play in the park/playground on weekdays included family going to the park together on a weekly basis on weekdays (OR = 6.8; CI = 3.4,13.6; and on weekend days (OR = 7.36; CI = 3.6,15.0. No differences in mean mins/day of moderate-vigorous physical activity were found between children

  4. Purely Functional Structured Programming

    OpenAIRE

    Obua, Steven

    2010-01-01

    The idea of functional programming has played a big role in shaping today's landscape of mainstream programming languages. Another concept that dominates the current programming style is Dijkstra's structured programming. Both concepts have been successfully married, for example in the programming language Scala. This paper proposes how the same can be achieved for structured programming and PURELY functional programming via the notion of LINEAR SCOPE. One advantage of this proposal is that m...

  5. Role-play as a pedagogical method to prepare students for practice: The students’ voice

    Directory of Open Access Journals (Sweden)

    Ulrika Westrup

    2013-05-01

    Full Text Available In this article we discuss how and why role-play supports students in gaining insights into complex leadership situations. We give voice to the students by illustrating their experiences in a role-playing activity involving a human resource management issue designed, performed, and evaluated as part of a management program. The results show that the role-playing supports the students by stimulating them to understand the issue from various perspectives, hence performing an overall change of perspectives. The role-playing exercise also enabled the students to create a collective understanding of the situation. The active social interactions and conversations of role-playing contributed to establishing a sense of community among the students. We argue that role-play could be a viable and forceful pedagogical method whereby teachers give their students the opportunity to prepare for practice. However, to implement role-play as an alternative method of learning requires that the method is a part of the institutional learning space.

  6. Relative Effectiveness of Operant Conditioning and Play Therapy in Childhood Schizophrenia

    Science.gov (United States)

    Ney, Philip G.; And Others

    1971-01-01

    An experimental study designed to examine the relative effectiveness of operant conditioning and play therapy in improving the communication and social functioning of psychotic children was presented and discussed. (Author)

  7. Annotation and Anonymity: Playful Photo-Sharing by Visiting Groups of Teenagers

    OpenAIRE

    Rowland, Duncan; Appiah-Kubi, Kwamena; Shipp, Victoria; Mortier, Richard Michael; Benford, Steve

    2015-01-01

    This paper investigates the playful photo taking behaviour of teenagers during group visits to two touristic public events (an airshow and a guided tour of a museum). These studies provide the feedback for the iterative development of a smartphone based anonymous image annotation and sharing application. The resulting implications for the design of such photo systems are examined, specifically the appropriateness of opportunistic upload for social media. Playfulness in photography has many im...

  8. Play and Adversity: How the Playful Mammalian Brain Withstands Threats and Anxieties

    Science.gov (United States)

    Siviy, Stephen M.

    2010-01-01

    Most mammals play, but they do so in a dangerous world. The dynamic relationship between the stresses created by their world and the activity of play helps to explain the evolution of play in mammals, as the author demonstrates in evidence garnered from experiments that introduce elements of fear to rats at play. The author describes the resulting…

  9. Daily Violent Video Game Playing and Depression in Preadolescent Youth

    Science.gov (United States)

    Peskin, Melissa F.; Baumler, Elizabeth R.; Cuccaro, Paula M.; Elliott, Marc N.; Davies, Susan L.; Lewis, Terri H.; Banspach, Stephen W.; Kanouse, David E.; Schuster, Mark A.

    2014-01-01

    Abstract Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004–2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for ≥2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for <2 hours per day (p<0.001). The magnitude of this association was small (Cohen's d=0.16), but this association was consistent across all racial/ethnic subgroups and among boys (Cohen's d values ranged from 0.12 to 0.25). Our findings indicate that there is an association between daily exposure to violent video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications. PMID:25007237

  10. Unique programming: an examination of the benefits of a free choice program

    Science.gov (United States)

    Dorothy L. Schmalz; Deborah L. Kerstetter; Harry C. Zinn

    2002-01-01

    This study was an investigation of a free choice program and the benefits free choice yields on the developing characteristics of self-esteem and intrinsic motivation among adolescent girls. Both quantitative and qualitative data were collected at Brown Ledge Camp, an all girls summer camp outside of Burlington, Vermont, during the summer of 2000. Quantitative results...

  11. Young Children's Role-Playing for Enhancing Personal Intelligences in Multiple Intelligences Theory

    Science.gov (United States)

    Wee, Su-Jeong; Shin, Hwa-Sik; Kim, Myung-Hee

    2013-01-01

    This article examines young children's role-play in an effort to develop methods with which teachers can enhance children's interpersonal and intrapersonal intelligences. Examining how MI practice is applied in different cultural and social contexts is important because it can provide new insights on enriching and enhancing curricula and…

  12. Play, Creativity and Digital Cultures. Routledge Research in Education

    Science.gov (United States)

    Willett, Rebekah, Ed.; Robinson, Muriel, Ed.; Marsh, Jackie, Ed.

    2011-01-01

    Recent work on children's digital cultures has identified a range of literacies emerging through children's engagement with new media technologies. This edited collection focuses on children's digital cultures, specifically examining the role of play and creativity in learning with these new technologies. The chapters in this book were contributed…

  13. The Ecology of Role Play: Intentionality and Cultural Evolution

    Science.gov (United States)

    Papadopoulou, Marianna

    2012-01-01

    This study examines the evolutionary function of children's pretence. The everyday, cultural environment that children engage with is of a highly complex structure. Human adaptation, thus, becomes, by analogy, an equally complex process that requires the development of life skills. Whilst in role play children engage in "mimesis" and…

  14. A Quantitative Content Analysis of Leveled Vocabulary Embedded within Massively Multiplayer Online Role-Playing Games (MMORPGs)

    Science.gov (United States)

    Haas, Leslie

    2012-01-01

    This content analysis examined levels of vocabulary within massively multiplayer online role-playing games (MMORPGs). A total of six MMORPGs were studied; three were pay-to-play (P2P), and three were free-to-play (F2P). Sixty hours of game play (10 hours per game) provided the researcher with 50,240 embedded vocabulary words. Each MMORPG was…

  15. Damsels in Discourse: Girls Consuming and Producing Identity Texts through Disney Princess Play

    Science.gov (United States)

    Wohlwend, Karen E.

    2009-01-01

    Drawing upon theories that reconceptualize toys and artifacts as identity texts, this study employs mediated discourse analysis to examine children's videotaped writing and play interactions with princess dolls and stories in one kindergarten classroom. The study reported here is part of a three-year ethnographic study of literacy play in U.S.…

  16. Scientific Playworlds: a Model of Teaching Science in Play-Based Settings

    Science.gov (United States)

    Fleer, Marilyn

    2017-09-01

    Eminent scientists, like Einstein, worked with theoretical contradiction, thought experiments, mental models and visualisation—all characteristics of children's play. Supporting children's play is a strength of early childhood teachers. Promising research shows a link between imagination in science and imagination in play. A case study of 3 preschool teachers and 26 children (3.6-5.9 years; mean age of 4.6 years) over 6 weeks was undertaken, generating 59.6 h of digital observations and 788 photographs of play practices. The research sought to understand (1) how imaginative play promotes scientific learning and (2) examined how teachers engaged children in scientific play. Although play pedagogy is a strength of early childhood teachers, it was found that transforming imaginary situations into scientific narratives requires different pedagogical characteristics. The study found that the building of collective scientific narratives alongside of discourses of wondering were key determinants of science learning in play-based settings. Specifically, the pedagogical principles of using a cultural device that mirrors the science experiences, creating imaginary scientific situations, collectively building scientific problem situations, and imagining the relations between observable contexts and non-observable concepts, changed everyday practices into a scientific narrative and engagement. It is argued that these unique pedagogical characteristics promote scientific narratives in play-based settings. An approach, named as Scientific Playworlds, is presented as a possible model for teaching science in play-based settings.

  17. 42 CFR 493.945 - Cytology; gynecologic examinations.

    Science.gov (United States)

    2010-10-01

    ... 42 Public Health 5 2010-10-01 2010-10-01 false Cytology; gynecologic examinations. 493.945 Section... Nonwaived Testing Proficiency Testing Programs by Specialty and Subspecialty § 493.945 Cytology; gynecologic... gynecologic examinations (Pap smears) in cytology, a program must provide test sets composed of 10- and 20...

  18. Time perspective as a predictor of massive multiplayer online role-playing game playing.

    Science.gov (United States)

    Lukavska, Katerina

    2012-01-01

    This article focuses on the relationship between the time perspective (TP) personality trait and massive multiplayer online role-playing game (MMORPG) playing. We investigate the question of frequency of playing. The TP was measured with Zimbardo's TP Inventory (ZTPI), which includes five factors-past negative, past positive, present hedonistic, present fatalistic, and future. The study used data from 154 MMORPG players. We demonstrated that TP partially explained differences within a group of players with respect to the frequency of playing. Significant positive correlations were found between present factors and the amount of time spent playing MMORPGs, and significant negative correlation was found between the future factor and the time spent playing MMORPGs. Our study also revealed the influence of future-present balance on playing time. Players who scored lower in future-present balance variables (their present score was relatively high compared with their future score) reported higher values in playing time. In contrast to referential studies on TP and drug abuse and gambling, present fatalistic TP was demonstrated to be a stronger predictor of extensive playing than present hedonistic TP, which opened the question of motivation for playing. The advantage of our study compared with other personality-based studies lies in the fact that TP is a stable but malleable personality trait with a direct link to playing behavior. Therefore, TP is a promising conceptual resource for excessive playing therapy.

  19. Using ecological theory to evaluate the effectiveness of an indigenous community intervention: A study of Sexual Assault Nurse Examiner (SANE) programs.

    Science.gov (United States)

    Campbell, Rebecca; Patterson, Debra; Fehler-Cabral, Giannina

    2010-12-01

    In recent years, there has been renewed interest among community psychologists in indigenous interventions, which are programs created by local practitioners (rather than researchers) already rooted in their communities. Indigenous interventions have strong ecological validity, but their effectiveness is often unknown because so few are rigorously evaluated. The goal of this project was to use Kelly and Trickett's ecological theory as a conceptual framework for evaluating an indigenous intervention and its mediating mechanisms of effectiveness. The focal intervention was a midwestern Sexual Assault Nurse Examiner (SANE) program, which provides post-assault medical care, crisis intervention, and medical forensic exams for sexual assault survivors. Prior studies of SANE programs have suggested that these interventions may help increase sexual assault prosecution rates. In this case example, we used a mixed methods design to determine if this program contributed to increased prosecution rates, and if so, why. Based on qualitative interviews with key stakeholders, we found substantial evidence for the Principle of Interdependence such that the SANE program strengthened the interconnections between the legal and medical systems, which contributed to increased prosecution. The intervention was effective in these outcomes because it promoted Cycling of Resources throughout the systems and fostered Adaptation of new roles for legal and medical personnel. Moving beyond this specific case example, this paper also examines cross-cutting advantages and struggles of using an ecological approach in the evaluation of indigenous community interventions.

  20. Playing spades: The rich resources of African American young men

    Science.gov (United States)

    Schademan, Alfred R.

    Research has shown that African American young men as a demographic group occupy the lowest levels of academic performance in both science and mathematics. In spite of this educational problem, little research has been conducted on the knowledge related to these disciplines that these young men learn and develop through everyday cultural practices. Such knowledge is needed in order to: (1) combat the deficit views that many teachers currently hold of African American young men, and (2) inform teachers interested in implementing pedagogies in their classrooms that draw upon the knowledge of African American young men. To add to our knowledge in this field, this study examines the resources that African American young men learn, use, and develop through a card game called Spades. Specifically, the study identifies and analyzes the models and model-based reasoning that the players use in order to win games. The study focuses upon modeling as it is central to both science and mathematics. To imbed player models and reasoning in context, the study employs a syncretic theoretical framework that examines how Spades has changed over time and how it is currently played in a high school setting. The qualitative study uses ethnographic methods combined with play-by-play analyses to reconstruct games and examine player strategies and reasoning that guide their decisions. The study found that the players operate from a number of different models while playing the game. Specifically, the players consider multiple variables and factors, as well as their mathematical relationships, to predict future occurrences and then play cards accordingly. Further, the players use a number of resources to win games including changing the game to maintain a competitive edge, counting cards, selectively memorizing cards played, assessing risk, bluffing, reading partners as well as opponents, reneging, estimating probabilities, and predicting outcomes. The player models and resources bear

  1. Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior.

    Science.gov (United States)

    Ewoldsen, David R; Eno, Cassie A; Okdie, Bradley M; Velez, John A; Guadagno, Rosanna E; DeCoster, Jamie

    2012-05-01

    Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoner's dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors-a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.

  2. The Children's Play Therapy Instrument (CPTI). Description, development, and reliability studies.

    Science.gov (United States)

    Kernberg, P F; Chazan, S E; Normandin, L

    1998-01-01

    The Children's Play Therapy Instrument (CPTI), its development, and reliability studies are described. The CPTI is a new instrument to examine a child's play activity in individual psychotherapy. Three independent raters used the CPTI to rate eight videotaped play therapy vignettes. Results were compared with the authors' consensual scores from a preliminary study. Generally good to excellent levels of interrater reliability were obtained for the independent raters on intraclass correlation coefficients for ordinal categories of the CPTI. Likewise, kappa levels were acceptable to excellent for nominal categories of the scale. The CPTI holds promise to become a reliable measure of play activity in child psychotherapy. Further research is needed to assess discriminant validity of the CPTI for use as a diagnostic tool and as a measure of process and outcome.

  3. Examination of Young Children's Gender-Doing and Gender-Bending in Their Play Dynamics: A Cross-Cultural Exploration

    Science.gov (United States)

    Hyun, Eunsook; Choi, Dong Haw

    2004-01-01

    The purpose of the study was to explore how young children express their perception of gender dynamics (e.g., gender-bending and gender-doing) in their play. A total of 84 children (52 boys and 32 girls) and 4 teachers from the U.S. and South Korea participated in the study. To capture perspectives from the children, qualitative data were…

  4. Does Playing Pay? The Fitness-Effect of Free Play during Childhood

    Directory of Open Access Journals (Sweden)

    Werner Greve

    2014-04-01

    Full Text Available Evolutionary developmental psychology claims that the sequences and processes of human development, in fact the mere fact of ontogeny itself, have to be viewed as evolutionary products. However, although the functional benefits of childish behavior (child playing for cognitive and emotional development have been shown repeatedly, claiming evolutionary adaptiveness of playing in childhood suggests that childish play supports evolutionary success in mature stages of development. This hypothesis is tested in a study with N = 134 adults (93 females; age range 20–66 years. Participants were asked to recollect their play experiences during childhood in detail, and to report their current developmental status with respect to several aspects of social success. Results show that the opportunity for and the promotion of free play in childhood significantly predict some indicators of social success. Additional analyses strive to explore mediating processes for this relationship. In particular, the mediating role of individual adaptivity (flexibility of goal adjustment is investigated. Results suggest that freely playing in childhood promotes developmental resources, in particular individual adaptivity in adulthood, which, in turn, promote developmental success.

  5. Does playing pay? The fitness-effect of free play during childhood.

    Science.gov (United States)

    Greve, Werner; Thomsen, Tamara; Dehio, Cornelia

    2014-04-29

    Evolutionary developmental psychology claims that the sequences and processes of human development, in fact the mere fact of ontogeny itself, have to be viewed as evolutionary products. However, although the functional benefits of childish behavior (child playing) for cognitive and emotional development have been shown repeatedly, claiming evolutionary adaptiveness of playing in childhood suggests that childish play supports evolutionary success in mature stages of development. This hypothesis is tested in a study with N=134 adults (93 females; age range 20-66 years). Participants were asked to recollect their play experiences during childhood in detail, and to report their current developmental status with respect to several aspects of social success. Results show that the opportunity for and the promotion of free play in childhood significantly predict some indicators of social success. Additional analyses strive to explore mediating processes for this relationship. In particular, the mediating role of individual adaptivity (flexibility of goal adjustment) is investigated. Results suggest that freely playing in childhood promotes developmental resources, in particular individual adaptivity in adulthood, which, in turn, promote developmental success.

  6. Child's Play: Therapist's Narrative

    Science.gov (United States)

    Reddy, Rajakumari P.; Hirisave, Uma

    2014-01-01

    Play has been recognized as an essential component to children's healthy development. Schools of play therapy differ philosophically and technically, but they all embrace the therapeutic and developmental properties of play. This case report is an illustration of how a 6-year-old child with emotional disorder was facilitated to express concerns in child-centered play therapy. The paper discusses the therapist's narration of the child's play. PMID:24860228

  7. Confronting Prejudiced Comments: Effectiveness of a Role-Playing Exercise

    Science.gov (United States)

    Lawson, Timothy J.; McDonough, Tracy A.; Bodle, James H.

    2010-01-01

    We examined whether a role-playing exercise, similar to that developed by Plous (2000), increases students' ability to generate effective responses to prejudiced comments. We assessed social psychology students' (n = 23) ability to respond to prejudiced comments before and after the exercise, and compared their performance to that of 2 other…

  8. Provisions for Outdoor Play and Learning in Slovene Preschools

    Science.gov (United States)

    Kos, Marjanca; Jerman, Janez

    2013-01-01

    This study examined play and learning in the natural environment and on the playgrounds of Slovene preschools. It included 140 preschool teachers and 264 parents of children who attended preschools in 21 Slovene towns. Data were collected through questionnaires with questions referring to time spent outdoors, children's outdoor activities,…

  9. 13 CFR 108.692 - Examination fees.

    Science.gov (United States)

    2010-01-01

    ... 13 Business Credit and Assistance 1 2010-01-01 2010-01-01 false Examination fees. 108.692 Section...NMVCâ) PROGRAM Recordkeeping, Reporting, and Examination Requirements for NMVC Companies Examinations of Nmvc Companies by Sba for Regulatory Compliance § 108.692 Examination fees. (a) General. SBA will...

  10. Soil arsenic surveys of New Orleans: localized hazards in children's play areas.

    Science.gov (United States)

    Mielke, Howard W; Gonzales, Chris R; Cahn, Elise; Brumfield, Jessica; Powell, Eric T; Mielke, Paul W

    2010-10-01

    Arsenic (As) ranks first on the 2005 and 2007 hazardous substances priority lists compiled for the Comprehensive Environmental Response, Compensation, and Liability Act (CERCLA). This study describes two New Orleans soil As surveys: (1) a survey of composite soil samples from 286 census tracts and (2) a field survey of soil As at 38 play areas associated with the presence of chromated-copper-arsenate (CCA)-treated wood on residential and public properties. The survey of metropolitan New Orleans soils revealed a median As content of 1.5 mg/kg (range New Orleans probably exists in play areas across the nation. These findings support a precautionary program for testing soils and wood for hazardous substances at all play areas intended for children.

  11. The implementation of role play in education of pre-service vocational teacher

    Science.gov (United States)

    Hidayati, L.; Pardjono, P.

    2018-01-01

    This article aims to: 1) explain the enhancement of students’ understanding about models of learning through role-play approach, and 2) find out the students’ response to the implementation of role-playing. Role-play is a technique that allows students to explore realistic situations by interacting with other people in a managed way in order to develop experience and trial different strategies in a supported environment. This is a Classroom Action Research consisting 2 cycles, held in the Apparel Pre-service Teacher Education Programs, Universitas Negeri Surabaya in 2016, in the subject of Teaching and Learning Strategy. The number of research subject is 54 students. Data collected by giving test and questionnaire. The data analyzed by descriptive analysis. The result states that:1) Role-play succeeds to improve student understanding of learning models; 2) The student’s’ response shows that the role-play is an exciting activity, provide an opportunity for students to be creative, and easy to be applied. Role-play has flexibility for implemented at the university level, accelerates the student’s understanding of learning materials, trains the students’ independence, responsibility, awareness to others as important provisions to become a teacher.

  12. Seasonal and locational variations in children's play: implications for wellbeing.

    Science.gov (United States)

    Ergler, Christina R; Kearns, Robin A; Witten, Karen

    2013-08-01

    Physical activity, through independent outdoor play, has come to the fore as a way to improve children's health through it fostering healthy mental and social as well as physiological development. However, in many high-income countries children's autonomous play opportunities have diminished due to urban intensification and declining parental license. Regardless of this trend, children's play varies across countries, cities, cultures and seasons. This paper offers new insights into the complexities of play as a vital aspect of children's wellbeing. Within the context of New Zealand - whose citizens generally regard themselves as outdoor people - this paper explores why 'play' might resonate differently across localities and seasons. We contrast the play affordances provided by Auckland's central city (dominated by apartment living) with Beach Haven, a suburban area. We employed a multi-method approach and included 20 children and their parents who were recruited through school and summer holiday programs embracing different gender and ethnicities to reflect the general cultural mix of the respective neighbourhoods. We advance two arguments. First, we suggest that the rarity of children playing outdoors unsupervised normalises supervised indoor play and reduces children's opportunities to see outdoor play as an alternative to interior or supervised pastimes. Second, we follow Bourdieu's theory of practice to argue that the regard parents and children have towards outdoor play reflects locally constituted beliefs about what is seasonally 'appropriate' children's activity. We found that extra-curricular activities and supervised excursions are undertaken in the central city all year around and only vary between social groups by the type of destination. In the suburb, independent outdoor play in summer represents children's main business after school in ways that enhance their environmental literacy and potential future health gain. For others these symbolic values

  13. Play Therapy. ERIC Digest.

    Science.gov (United States)

    Landreth, Garry; Bratton, Sue

    Play therapy is based on developmental principles and, thus, provides, through play, developmentally appropriate means of expression and communication for children. Therefore, skill in using play therapy is an essential tool for mental health professionals who work with children. Therapeutic play allows children the opportunity to express…

  14. Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood.

    Science.gov (United States)

    Ream, Geoffrey L; Elliott, Luther C; Dunlap, Eloise

    2013-01-01

    This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether "role incompatibility," the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n = 702) recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four video gaming indicators-days/week played, school/work day play, nonschool/work day play, and problem play-had significant curvilinear relationships with age. The "shape" of video gaming's relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations.

  15. Guys and Dolls: A Qualitative Study of Teachers' Views of Gendered Play in Kindergarten

    Science.gov (United States)

    Lynch, M.

    2015-01-01

    Drawing on data collected for a larger study investigating kindergarten teachers' online discussions of play, the present qualitative study examines teachers' discussions of gender. Findings suggest that teachers' project onto their kindergarten students many of their own gender prejudices about play. These teachers reinforced gendered attitudes…

  16. The role of play

    NARCIS (Netherlands)

    Schouten, B.A.M.

    2011-01-01

    Play is seen as an activity that is fun, voluntary, offers escape, and is fundamentally exciting. Play is however, more than that; it is a working model of flexibility! There is a vital link between play, psychological development and learning. Moreover, the importance of play has gained importance

  17. Changes in Badminton Game Play across Developmental Skill Levels among High School Students

    Science.gov (United States)

    Wang, Jianyu; Liu, Wenhao

    2012-01-01

    The study examined changes in badminton game play across developmental skill levels among high school students in a physical education setting. Videotapes of badminton game play of 80 students (40 boys and 40 girls) in the four developmental skill levels (each skill level had 10 boys and 10 girls) were randomly selected from a database associated…

  18. Examine Your Skin

    Medline Plus

    Full Text Available ... We Are Be On Our PAGE MIF Staff Programs & Services Scientific Advisory Board Advisory Board Patrons & Sponsors ... us for One-on-One Support Donate Share Facebook Twitter Newsletter Examine Your Skin Watch the video ...

  19. Pragmatic evaluation of the Go2Play Active Play intervention on physical activity and fundamental movement skills in children.

    Science.gov (United States)

    Johnstone, Avril; Hughes, Adrienne R; Janssen, Xanne; Reilly, John J

    2017-09-01

    Active play is a novel approach to addressing low physical activity levels and fundamental movement skills (FMS) in children. This study aimed to determine if a new school-based, 'Go2Play Active Play' intervention improved school day physical activity and FMS. This was a pragmatic evaluation conducted in Scotland during 2015-16. Participants ( n  = 172; mean age = 7 years) were recruited from seven primary schools taking part in the 5-month intervention, plus 24 participants not receiving the intervention were recruited to act as a comparison group.189 participants had physical activity measured using an Actigraph GT3X accelerometer at baseline and again at follow-up 5 months later. A sub-sample of participants from the intervention ( n  = 102) and comparison ( n  = 21) groups had their FMS assessed using the Test of Gross Motor Development (TGMD-2) at baseline and follow-up. Changes in school day physical activity and FMS variables were examined using repeated measures ANOVA. The main effect was 'group' on 'time' from baseline to follow-up. Results indicated there was a significant interaction for mean counts per minute and percent time in sedentary behavior, light intensity physical activity and moderate to vigorous physical activity (MVPA) (all p  skills score and percentile (both p  = 0.02), but no significant interaction for object control skills score ( p  = 0.1) and percentile ( p  = 0.3). The Go2Play Active Play intervention may be a promising way of improving physical activity and FMS but this needs to be confirmed in an RCT.

  20. Social interactions in massively multiplayer online role-playing gamers.

    Science.gov (United States)

    Cole, Helena; Griffiths, Mark D

    2007-08-01

    To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs. The sample consisted of 912 self-selected MMORPG players from 45 countries. MMORPGs were found to be highly socially interactive environments providing the opportunity to create strong friendships and emotional relationships. The study demonstrated that the social interactions in online gaming form a considerable element in the enjoyment of playing. The study showed MMORPGs can be extremely social games, with high percentages of gamers making life-long friends and partners. It was concluded that virtual gaming may allow players to express themselves in ways they may not feel comfortable doing in real life because of their appearance, gender, sexuality, and/or age. MMORPGs also offer a place where teamwork, encouragement, and fun can be experienced.

  1. Game Play Participation of Amotivated Students during Sport Education

    Science.gov (United States)

    Wallhead, Tristan L.; Garn, Alex C.; Vidoni, Carla; Youngberg, Charli

    2013-01-01

    Sport Education has embedded pedagogical strategies proposed to reduce the prevalence of amotivation in physical education. The purpose of this study was to provide an examination of the game play participation rates of amotivated students within a Sport Education season. A sample of 395 high school students participated in a season of team…

  2. Playing with social identities

    DEFF Research Database (Denmark)

    Winther-Lindqvist, Ditte Alexandra

    2013-01-01

    as pretence, children’s play is understood as an activity involving rules of the social order (roles and positions) as well as identification processes (imagined situations). The theoretical argumentation builds on empirical examples obtained in two different Danish day-care centres. The chapter is informed...... by ethnographic observations and draws on illustrative examples with symbolic group play as well as game-play with rules (soccer) among 5 year old boys. Findings suggest that day-care children’s play, involves negotiation of roles, positioning and identification, and rules – and that these negotiations......This chapter offers support for Vygotsky’s claim that all play involves both an imagined situation as well as rules. Synthesising Schousboe’s comprehensive model of spheres of realities in playing (see Chapter 1, this volume) with Lev Vygotskys insight that all playing involve rules as well...

  3. Post irradiation examination technology exchange

    International Nuclear Information System (INIS)

    Sozawa, Shizuo; Ito, Masayasu; Taguchi, Taketoshi; Nakagawa, Tetsuya; Lee, Hyung-Kwon

    2012-01-01

    Under the KAERI and JAEA agreement, in a part of the program 18 (Post Irradiation Examination (PIE) and Evaluation Technique of Irradiated Materials), an eddy current test was proposed as a round robin test, and it has been being progressed in both organizations in order to enhance the post irradiation examination technology. Up to now, several data are obtained by both PIE facilities. In this paper, the round robin test program is shown, and also shown obtained data with discussion from applicability as a nondestructive test in the hot cell. (author)

  4. Modern Warfare: Video Game Playing and Posttraumatic Symptoms in Veterans.

    Science.gov (United States)

    Etter, Darryl; Kamen, Charles; Etter, Kelly; Gore-Felton, Cheryl

    2017-04-01

    Many of the current generation of veterans grew up with video games, including military first-person shooter (MFPS) video games. In MFPS games, players take the role of soldiers engaged in combat in environments modeled on real-life warzones. Exposure to trauma-congruent game content may either serve to exacerbate or to ameliorate posttraumatic symptoms. The current study examined the relationship between MFPS and other shooter video game playing and posttraumatic stress disorder (PTSD) symptoms among current and former members of the military (N = 111). Results indicated that video game play was very common, and 41.4% of participants reported playing MFPS or other shooter games (shooter players group). The shooter players group reported higher levels of PTSD symptoms than participants who did not play any video or shooter games (nonshooter/nonplayers group; d = 0.44); however, playing shooter games was not predictive of PTSD symptoms after accounting for personality, combat exposure, and social support variables. This may indicate that the same psychosocial factors predict both PTSD and shooter video game play. Although veterans may benefit from the development and use of clinical applications of video games in PTSD treatment, clinical attention should continue to focus on established psychosocial predictors of PTSD symptoms. Copyright © 2017 International Society for Traumatic Stress Studies.

  5. Prenatal phthalate exposure and reduced masculine play in boys.

    Science.gov (United States)

    Swan, S H; Liu, F; Hines, M; Kruse, R L; Wang, C; Redmon, J B; Sparks, A; Weiss, B

    2010-04-01

    Foetal exposure to antiandrogens alters androgen-sensitive development in male rodents, resulting in less male-typical behaviour. Foetal phthalate exposure is also associated with male reproductive development in humans, but neurodevelopmental outcomes have seldom been examined in relation to phthalate exposure. To assess play behaviour in relation to phthalate metabolite concentration in prenatal urine samples, we recontacted participants in the Study for Future Families whose phthalate metabolites had been measured in mid-pregnancy urine samples. Mothers completed a questionnaire including the Pre-School Activities Inventory, a validated instrument used to assess sexually dimorphic play behaviour. We examined play behaviour scores (masculine, feminine and composite) in relationship to (log(10)) phthalate metabolite concentrations in mother's urine separately for boys (N = 74) and girls (N = 71). Covariates (child's age, mother's age and education and parental attitude towards atypical play choices) were controlled using multivariate regression models. Concentrations of dibutyl phthalate metabolites, mono-n-butyl phthalate (MnBP) and mono-isobutyl phthalate (MiBP) and their sum, were associated with a decreased (less masculine) composite score in boys (regression coefficients -4.53,-3.61 and -4.20, p = 0.01, 0.07 and 0.04 for MnBP, MiBP and their sum respectively). Concentrations of two urinary metabolites of di(2-ethylhexyl) phthalate (DEHP), mono-(2-ethyl-5-oxohexyl) phthalate (MEOHP) and mono-(2-ethyl-5-hydroxyhexyl) phthalate (MEHHP) and the sum of these DEHP metabolites plus mono(2-ethylhexyl) phthalate were associated with a decreased masculine score (regression coefficients -3.29,-2.94 and -3.18, p = 0.02, 0.04 and 0.04) for MEHHP, MEOHP and the sum respectively. No strong associations were seen between behaviour and urinary concentrations of any other phthalate metabolites in boys, or between girls' scores and any metabolites. These data, although based on

  6. Why do Dolphins Play?

    Directory of Open Access Journals (Sweden)

    Stan A. Kuczaj

    2014-05-01

    Full Text Available Play is an important aspect of dolphin life, perhaps even an essential one. Play provides opportunities for dolphin calves to practice and perfect locomotor skills, including those involved in foraging and mating strategies and behaviors. Play also allows dolphin calves to learn important social skills and acquire information about the characteristics and predispositions of members of their social group, particularly their peers. In addition to helping dolphin calves learn how to behave, play also provides valuable opportunities for them to learn how to think. The ability to create and control play contexts enables dolphins to create novel experiences for themselves and their playmates under relatively safe conditions. The behavioral variability and individual creativity that characterize dolphin play yield ample opportunities for individual cognitive development as well as social learning, and sometimes result in innovations that are reproduced by other members of the group. Although adults sometimes produce innovative play, calves are the primary source of such innovations. Calves are also more likely to imitate novel play behaviors than are adults, and so calves contribute significantly to both the creation and transmission of novel play behaviors within a group. Not unexpectedly, then, the complexity of dolphin play increases with the involvement of peers. As a result, the opportunity to observe and/or interact with other dolphin calves enhances the effects of play on the acquisition and maintenance of flexible problem solving skills, the emergence and strengthening of social and communicative competencies, and the establishment of social relationships. It seems that play may have evolved to help young dolphins learn to adapt to novel situations in both their physical and social worlds, the beneficial result being a set of abilities that increases the likelihood that an individual survives and reproduces.

  7. The Play of Psychotherapy

    Science.gov (United States)

    Marks-Tarlow, Terry

    2012-01-01

    The author reviews the role of play within psychotherapy. She does not discuss the formal play therapy especially popular for young children, nor play from the Jungian perspective that encourages the use of the sand tray with adults. Instead, she focuses on the informal use of play during psychotherapy as it is orchestrated intuitively. Because…

  8. Towards a playful organization ideal-type : Values of a playful organizational culture

    NARCIS (Netherlands)

    Warmelink, H.J.G.

    2011-01-01

    Numerous organizations have embarked on playful endeavors such as serious gaming (playing games with a learning/training purpose) and ‘gamification’ (applying game technology and principles to make existing practices more game-like). One could consequently theorize about the dawn of playful or

  9. Head Start Program Quality: Examination of Classroom Quality and Parent Involvement in Predicting Children's Vocabulary, Literacy, and Mathematics Achievement Trajectories

    Science.gov (United States)

    Wen, Xiaoli; Bulotsky-Shearer, Rebecca J.; Hahs-Vaughn, Debbie L.; Korfmacher, Jon

    2012-01-01

    Guided by a developmental-ecological framework and Head Start's two-generational approach, this study examined two dimensions of Head Start program quality, classroom quality and parent involvement and their unique and interactive contribution to children's vocabulary, literacy, and mathematics skills growth from the beginning of Head Start…

  10. The Impact of Sexual Assault Nurse Examiner Programs on Criminal Justice Case Outcomes: A Multisite Replication Study.

    Science.gov (United States)

    Campbell, Rebecca; Bybee, Deborah; Townsend, Stephanie M; Shaw, Jessica; Karim, Nidal; Markowitz, Jenifer

    2014-05-01

    To address the underreporting and underprosecution of adult sexual assaults, communities throughout the United States have implemented multidisciplinary interventions to improve postassault care for victims and the criminal justice system response. One such model is the Sexual Assault Nurse Examiner (SANE) Program, whereby specially trained nurses provide comprehensive psychological, medical, and forensic services for sexual assault. In this study, we conducted a multisite evaluation of six SANE programs (two rural programs, two serving midsized communities, two urban) to assess how implementation of SANE programs affects adult sexual assault prosecution rates. At each site, most sexual assaults reported to law enforcement were never referred by police to prosecutors or were not charged by the prosecutor's office (80%-89%). Individually, none of the sites had a statistically significant increase in prosecution rates pre-SANE to post-SANE. However, when the data were aggregated across sites, thereby increasing statistical power, there was a significant effect such that cases were more likely to be prosecuted post-SANE as compared with pre-SANE. These findings suggest that the SANE intervention model does have a positive impact on sexual assault case progression in the criminal justice system. Nevertheless, there is still a pressing need for improvement as the vast majority of both pre-SANE and post-SANE resulted in nonreferral/no charges filed. © The Author(s) 2014.

  11. An Evaluation Study of an Executive Master of Business Administration (EMBA) Program in an Urban City: Examining the Transfer of Knowledge and Leadership Practices

    Science.gov (United States)

    Choi, Hye Lim

    2011-01-01

    This study examined the effectiveness of the Executive Master of Business Administration (EMBA) degree program in terms of transfer of knowledge and leadership practices. Based on a review of literature related to adult learning theories, EMBA programs, the importance of evaluation practices, and leadership practices, this study was designed to…

  12. Using the baseline environmental management report (BEMR) to examine alternate program scenarios

    International Nuclear Information System (INIS)

    Kristofferson, K.

    1995-01-01

    The US Department of Energy's (DOE) Office of Environmental Management (EM) released the first Baseline Environmental Management Report (BEMR) in March, 1995. The Congressionally-mandated report provides life-cycle cost estimates, tentative schedules, and projected activities necessary to complete DOE's Environmental Management Program. This ''base case'' estimate is based on current program assumptions and the most likely set of activities. However, since the future course of the Environmental Management Program depends upon a number of fundamental technical and policy choices, alternate program scenarios were developed. These alternate cases show the potential cost impacts of changing assumptions in four key areas: future land use, program funding and scheduling, technology development, and waste management configurations. Several cost and program evaluation tools were developed to support the analysis of these alternate cases. The objective of this paper is to describe the analytical tool kit developed to support the development of the 1995 Baseline Report and to discuss the application of these tools to evaluate alternate program scenarios

  13. Playing vs. nonplaying aerobic training in tennis: physiological and performance outcomes.

    Directory of Open Access Journals (Sweden)

    Vincent Pialoux

    Full Text Available This study compared the effects of playing and nonplaying high intensity intermittent training (HIIT on physiological demands and tennis stroke performance in young tennis players. Eleven competitive male players (13.4 ± 1.3 years completed both a playing and nonplaying HIIT session of equal distance, in random order. During each HIIT session, heart rate (HR, blood lactate, and ratings of perceived exertion (RPE were monitored. Before and after each HIIT session, the velocity and accuracy of the serve, and forehand and backhand strokes were evaluated. The results demonstrated that both HIIT sessions achieved an average HR greater than 90% HRmax. The physiological demands (average HR were greater during the playing session compared to the nonplaying session, despite similar lactate concentrations and a lower RPE. The results also indicate a reduction in shot velocity after both HIIT sessions; however, the playing HIIT session had a more deleterious effect on stroke accuracy. These findings suggest that 1 both HIIT sessions may be sufficient to develop maximal aerobic power, 2 playing HIIT sessions provide a greater physiological demand with a lower RPE, and 3 playing HIIT has a greater deleterious effect on stroke performance, and in particular on the accuracy component of the ground stroke performance, and should be incorporated appropriately into a periodization program in young male tennis players.

  14. Playing vs. Nonplaying Aerobic Training in Tennis: Physiological and Performance Outcomes

    Science.gov (United States)

    Pialoux, Vincent; Genevois, Cyril; Capoen, Arnaud; Forbes, Scott C.; Thomas, Jordan; Rogowski, Isabelle

    2015-01-01

    This study compared the effects of playing and nonplaying high intensity intermittent training (HIIT) on physiological demands and tennis stroke performance in young tennis players. Eleven competitive male players (13.4 ± 1.3 years) completed both a playing and nonplaying HIIT session of equal distance, in random order. During each HIIT session, heart rate (HR), blood lactate, and ratings of perceived exertion (RPE) were monitored. Before and after each HIIT session, the velocity and accuracy of the serve, and forehand and backhand strokes were evaluated. The results demonstrated that both HIIT sessions achieved an average HR greater than 90% HRmax. The physiological demands (average HR) were greater during the playing session compared to the nonplaying session, despite similar lactate concentrations and a lower RPE. The results also indicate a reduction in shot velocity after both HIIT sessions; however, the playing HIIT session had a more deleterious effect on stroke accuracy. These findings suggest that 1) both HIIT sessions may be sufficient to develop maximal aerobic power, 2) playing HIIT sessions provide a greater physiological demand with a lower RPE, and 3) playing HIIT has a greater deleterious effect on stroke performance, and in particular on the accuracy component of the ground stroke performance, and should be incorporated appropriately into a periodization program in young male tennis players. PMID:25816346

  15. Role-play facilitates children's mindreading of those with atypical color perception.

    Science.gov (United States)

    Furumi, Fumikazu; Koyasu, Masuo

    2014-01-01

    The present study examined the effects of role-play experience on children's mindreading ability. Forty-one primary school children (20 boys, 21 girls, mean age: 9.37 years, range: 8-11 years) were introduced to a communication task in which the use of mindreading was essential. During each trial, participants viewed a shelf, presented on a laptop, which contained several familiar objects, and they were instructed to touch an object on the shelf following an order issued by a "manager" who stood at the opposite side of the shelf. There were two managers: one was a monkey manager with normal color vision, and the other was a dog manager with restricted color vision. The monkey manager could see all the objects in the same colors as the participants, whereas the dog manager saw some objects in different colors. Participants were required to respond according to the manager's instruction. In the restricted color vision condition, the dog manager saw the colors of objects differently; thus, participants had to work out his intentions, according to his different perspective. In the normal color vision condition, all objects were in the same colors as those seen by the monkey manager. Before the test phase, participants in the role-play group were provided a role-play experience in which they assumed the role of the dog manager with restricted color vision. The experimental data were analyzed using a 2 × 2 mixed-design ANOVA (role-play condition × communication partner condition) to examine differences in the error rate. Both main effects and its interaction were significant. According to the post-hoc analyses, participants in the no-role-play condition made significantly more errors in the restricted color vision condition than in the normal color vision condition, whereas no such difference was found among participants in the role-play condition. These results suggest that role-play experience could facilitate mindreading of characters with restricted color vision.

  16. A Program Review

    Directory of Open Access Journals (Sweden)

    Jale Aldemir

    2014-08-01

    Full Text Available The purpose of this study was to discover the transformation preschool teacher candidates go through in their perceptions about teacher and teaching during their teacher education program. The participants of the study were 35 senior students enrolled in the preschool teacher education program at a university located in the Eastern Anatolian Region of Turkey. A qualitative survey instrument was conducted to examine the preservice teachers’ perceptions. The data collected from the survey were analyzed by adopting a constant comparative coding method. The study revealed a change in the participants’ perceptions about preschool education before and after they enrolled in the program. The hardest parts of teaching in preschool were the need of high level of energy, patience, and skills to manage the classroom while the most pleasurable sides were having fun, play opportunities, and the positive impact teachers make on children. The qualities of an ideal preschool program listed by the participants involved curriculum, physical environment, and social-emotional atmosphere while the themes regarding the ideal preschool teacher were revolved around the personal qualities, professional attitude, and professional knowledge and skills. Hence, the findings of this qualitative study can only be generalized in the context the study was conducted; however, the study could have important implications for preschool teacher education in Turkey and in other countries, and help the international readers perceive preschool teacher education from a different perspective.

  17. Does Changing Examiner Stations During UK Postgraduate Surgery Objective Structured Clinical Examinations Influence Examination Reliability and Candidates' Scores?

    Science.gov (United States)

    Brennan, Peter A; Croke, David T; Reed, Malcolm; Smith, Lee; Munro, Euan; Foulkes, John; Arnett, Richard

    2016-01-01

    Objective structured clinical examinations (OSCE) are widely used for summative assessment in surgery. Despite standardizing these as much as possible, variation, including examiner scoring, can occur which may affect reliability. In study of a high-stakes UK postgraduate surgical OSCE, we investigated whether examiners changing stations once during a long examining day affected marking, reliability, and overall candidates' scores compared with examiners who examined the same scenario all day. An observational study of 18,262 examiner-candidate interactions from the UK Membership of the Royal College of Surgeons examination was carried at 3 Surgical Colleges across the United Kingdom. Scores between examiners were compared using analysis of variance. Examination reliability was assessed with Cronbach's alpha, and the comparative distribution of total candidates' scores for each day was evaluated using t-tests of unit-weighted z scores. A significant difference was found in absolute scores differences awarded in the morning and afternoon sessions between examiners who changed stations at lunchtime and those who did not (p design and examiner experience in surgical OSCEs and beyond. Copyright © 2016 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  18. The Correlation of Playing Role-playing Games and Students' Reading Comprehension of Narrative Text

    OpenAIRE

    Putra, Praditya

    2014-01-01

    This research investigates the correlation of playing Role-Playing Games and students' reading comprehension of narrative text. Thirty (30) ninth grade students who play Role-Playing Games participated in this study. Their frequency in playing Role-Playing Games and their ability in reading comprehension of narrative text are analyzed by using correlation research design. Correlation research design was used in this study in order to find out the tendency of relation between students' frequen...

  19. Role-Playing Mitosis.

    Science.gov (United States)

    Wyn, Mark A.; Stegink, Steven J.

    2000-01-01

    Introduces a role playing activity that actively engages students in the learning process of mitosis. Students play either chromosomes carrying information, or cells in the cell membrane. (Contains 11 references.) (Author/YDS)

  20. Roles High School Principals Play in Establishing a Successful Character Education Initiative

    Science.gov (United States)

    Francom, Jacob A.

    2016-01-01

    Principal leadership is crucial to the success of a high school character education initiative. The purpose of this qualitative grounded theory research was to identify the roles that high school principals play in developing, implementing, and sustaining a high functioning character education program. Data were collected through interviews and…

  1. The Power of Outdoor Play and Play in Natural Environments

    Science.gov (United States)

    Kemple, Kristen M.; Oh, JiHyun; Kenney, Elizabeth; Smith-Bonahue, Tina

    2016-01-01

    Young children's outdoor play serves important and diverse purposes, including physical exercise and opportunities for growth in all developmental areas. Unfortunately, the amount of time that children spend engaged in unstructured, child-directed outdoor play has diminished significantly in the past generation. In this article, the authors…

  2. [Play therapy in hospital].

    Science.gov (United States)

    Gold, Katharina; Grothues, Dirk; Leitzmann, Michael; Gruber, Hans; Melter, Michael

    2012-01-01

    The following article presents an overview of current research studies on play therapy in the hospital. It highlights individual diagnoses for which play therapy has shown reasonable success. The aim of this review is to describe the current status of the scientific debate on play therapy for sick children in order to allow conclusions regarding the indications for which play therapy is or might be useful.

  3. Study design for a clinical trial to examine food price elasticity among participants in federal food assistance programs: A laboratory-based grocery store study

    Directory of Open Access Journals (Sweden)

    Zach Conrad

    2018-06-01

    Full Text Available We present a protocol for a study investigating the effect of food price changes on purchasing decisions among individuals participating in federal food assistance programs and among those not participating in these programs. We use a laboratory-based grocery store design, which provides greater control over factors influencing food purchasing than in situ experiments in actual grocery stores. We focus primarily, but not exclusively, on eggs because they are highly nutritious, easy to prepare, can be included in many different dishes, and are a part of a wide range of cultural food menus. The primary aim of this study is to compare the own-and cross-price elasticity of eggs between individuals participating in federal food assistance programs and those not participating in these programs. Our secondary aims are to 1 compare the own- and cross-price elasticity of eggs between overweight/obese individuals and non-overweight/obese individuals, 2 examine whether delay discounting moderates the effect of income on own- and cross-price elasticity, 3 examine whether subjective social status moderates the effect of participation in federal food assistance programs on the purchase of high nutrient-dense foods, and 4 examine whether usual psychological stress level moderates the effect of subjective social status on the purchase of high-nutrient dense foods. The results of this study will provide information about the drivers of food demand among low-income adults. A better understanding of these drivers is needed to develop effective nutrition interventions for this large population. Keywords: Price elasticity, Food assistance, Egg, Obesity, Social status, Stress

  4. Playing with the city

    DEFF Research Database (Denmark)

    Tosca, Susana; Marquez, Israel

    2017-01-01

    In this paper we introduce and describe the phenomenon of videogame street art as a specific kind of street art. We consider its materiality and significance, and conceptualize it in the light of a double manifestation of play: the playful appropriation of the city by the artist and the fact...... that street art encapsulates the act of playing videogames in a visual form. Digital play spills out of our computer screens and occupies the urban space with the explicit intention of involving spectators, who are invited to play in symbolic ways that actualize nostalgic memories of gaming and can be related...

  5. Expressivity in Open-ended Constructive Play: Building and Playing Musical Lego Instruments

    DEFF Research Database (Denmark)

    Jakobsen, Kasper; Stougaard, Jeppe; Petersen, Marianne Graves

    2016-01-01

    This paper presents the findings from a case study in designing for open-ended constructive play for children. The study is based on a workshop where more that 150 children in ages 3-13 built and played their own musical instruments from Lego. The children used different sensors for playing...

  6. To Play or Not to Play: Diverse Motives for Latino and Euro-American Parent-Child Play in a Children's Museum

    Science.gov (United States)

    DiBianca Fasoli, Allison

    2014-01-01

    A popular social discourse in the United States is that play is important for children's learning and that parental involvement maximizes play's learning potential. Past research has concluded that parents who hold this view of play are more likely to play with their children than those who do not. This study investigated the prevalence…

  7. Playful persuasion to support older adults’ social and physical activities

    NARCIS (Netherlands)

    Romero Herrera, N.A.; Sturm, Janienke; Bekker, M.M.; Valk, de L.C.T.; Kruitwagen, S.

    2010-01-01

    In this paper we describe a case study in which we examine how to develop playful persuasive solutions to motivate older adults to maintain or increase their social and physical activities. By including various stakeholders (older adults, family, and care givers) and by designing for transitions in

  8. Effects of Playing Violent versus Nonviolent Video Games on the Aggressive Ideation of Aggressive and Nonaggressive Children.

    Science.gov (United States)

    Graybill, Daniel; And Others

    1985-01-01

    Examines effects of playing violent and nonviolent video games on children's aggressive ideation. Children played a violent or nonviolent video game for eight minutes. Provides initial support, at least on a short-term basis, for notion that the playing of video games affects children's aggression fantasies. (Author/DST)

  9. Assessment of pretend play in Prader-Willi syndrome: a direct comparison to autism spectrum disorder.

    Science.gov (United States)

    Zyga, Olena; Russ, Sandra; Ievers-Landis, Carolyn E; Dimitropoulos, Anastasia

    2015-04-01

    Children with Prader-Willi syndrome (PWS) are at risk for autism spectrum disorder (ASD), including pervasive social deficits. While play impairments in ASD are well documented, play abilities in PWS have not been evaluated. Fourteen children with PWS and ten children with ASD were administered the Autism Diagnostic Observation Schedule (ADOS) (Lord et al. in Autism Diagnostic Observation Schedule manual. Western Psychological Services, Los Angeles, 2006) as part of a larger project. A modified Affect in Play Scale (APS; Russ in Play in child development and psychotherapy: toward empirically supported practice. Lawrence Erlbaum Associates Publishers, Mahwah, 2004; Pretend play in childhood: foundation of adult creativity. APA Books, Washington, 2014) was used to score ADOS play activities. Results indicate both groups scored below normative data on measures of imagination, organization, and affective expression during individual play. In addition, the inclusion of a play partner in both groups increased all scaled scores on the APS. These findings suggest children with PWS show impaired pretend play abilities similar to ASD. Further research is warranted and should focus on constructing and validating programs aimed at improving symbolic and functional play abilities within these populations.

  10. Facilitating Social Play for Children with PDDs: Effects of Paired Robotic Devices

    OpenAIRE

    Soichiro Matsuda; Soichiro Matsuda; Eleuda Nunez; Masakazu Hirokawa; Junichi Yamamoto; Kenji Suzuki

    2017-01-01

    Interacting with toys and other people is fundamental for developing social communication skills. However, children with autism spectrum disorder (ASD) are characterized by having a significant impairment in social interaction, which often leads to deficits in play skills. For this reason, methods of teaching play skills to young children with ASD have been well documented. Although previous studies have examined a variety of instructional strategies for teaching skills, few studies have eval...

  11. Block Play and Mathematics Learning in Preschool: The Effects of Building Complexity, Peer and Teacher Interactions in the Block Area, and Replica Play Materials

    Science.gov (United States)

    Trawick-Smith, Jeffrey; Swaminathan, Sudha; Baton, Brooke; Danieluk, Courtney; Marsh, Samantha; Szarwacki, Monika

    2017-01-01

    Block play has been included in early childhood classrooms for over a century, yet few studies have examined its effects on learning. Several previous investigations indicate that the complexity of block building is associated with math ability, but these studies were often conducted in adult-guided, laboratory settings. In the present…

  12. A Pilot Study Examining the Effectiveness of the PEERS Program on Social Skills and Anxiety in Adolescents with Autism Spectrum Disorder.

    Science.gov (United States)

    Hill, Trenesha L; Gray, Sarah A O; Baker, Courtney N; Boggs, Koren; Carey, Elizabeth; Johnson, Corinn; Kamps, Jodi L; Varela, R Enrique

    2017-10-01

    The Program for the Evaluation of the Enrichment of Relational Skills (PEERS), a social skills intervention for high functioning adolescents with autism spectrum disorder (ASD), has been proven efficacious in randomized control trials. However, the effectiveness of the PEERS program in community settings has not been studied. The present small-scale pilot study examined the effectiveness of the PEERS program in a community setting. Five adolescents and their caregivers participated in the PEERS intervention. Results indicated that the adolescents showed significant improvement in their social engagement, social cognition, social communication, social motivation, and knowledge of PEERS skills and concepts from pre- to post-intervention. Furthermore, adolescents showed significant reductions in their internalizing and autistic symptoms from pre- to post-intervention. The findings from this small-scale pilot study support the effectiveness of the PEERS program in community-based settings.

  13. Problem video game playing is related to emotional distress in adolescents.

    Science.gov (United States)

    Gonzálvez, María T; Espada, José P; Tejeiro, Ricardo

    2017-06-28

    Problem use of video games is an increasing risk behaviour. High exposure of adolescents to video games has been linked to a variety of disorders, but the relationship between problem video game playing and emotional welfare is unknown. The aim of the study is to analyse problem video game playing in a sample of adolescents and to determine whether there are differences between online and offline players, in addition to examining its relationship with anxiety and depressive symptomatology. A sample of adolescents (N = 380) completed self-reports measuring video game use and symptoms of anxiety and depression. We found that 7.4% of females and 30% of males can be considered as playing at problem levels. Online players were almost 12 times more likely to play at high frequency than offline players (χ2 (1, 267) = 72.72, p < .001, OR = 11.63, 95% CI [6.31, 21.43]). Males play more frequently, and play more online (χ2 (1, 267) = 50.85, p < .001, OR = 6.74, 95% CI [3.90, 11.64]), with a clear relationship between problem video game playing and anxiety (r = .24; p < .001). In females, there is a relationship between problem video game playing and depression (r = .19; p < .05). Our findings contribute to a better understanding of the psychological variables involved in problem video game playing. The implementation of strategies is suggested in order to prevent pathological gaming and associated problems.

  14. The Children's Play Therapy Instrument (CPTI): Description, Development, and Reliability Studies

    Science.gov (United States)

    Kernberg, Paulina F.; Chazan, Saralea E.; Normandin, Lina

    1998-01-01

    The Children's Play Therapy Instrument (CPTI), its development, and reliability studies are described. The CPTI is a new instrument to examine a child's play activity in individual psychotherapy. Three independent raters used the CPTI to rate eight videotaped play therapy vignettes. Results were compared with the authors' consensual scores from a preliminary study. Generally good to excellent levels of interrater reliability were obtained for the independent raters on intraclass correlation coefficients for ordinal categories of the CPTI. Likewise, kappa levels were acceptable to excellent for nominal categories of the scale. The CPTI holds promise to become a reliable measure of play activity in child psychotherapy. Further research is needed to assess discriminant validity of the CPTI for use as a diagnostic tool and as a measure of process and outcome.(The Journal of Psychotherapy Practice and Research 1998; 7:196–207) PMID:9631341

  15. Oral Anatomy Laboratory Examinations in a Physical Therapy Program

    Science.gov (United States)

    Fabrizio, Philip A.

    2013-01-01

    The process of creating and administering traditional tagged anatomy laboratory examinations is time consuming for instructors and limits laboratory access for students. Depending on class size and the number of class, sections, creating, administering, and breaking down a tagged laboratory examination may involve one to two eight-hour days.…

  16. Facilitating play through communication: significance of teeth exposure in the gorilla play face.

    Science.gov (United States)

    Waller, Bridget M; Cherry, Lyndsay

    2012-02-01

    Primate facial expressions (FEs) likely play an important role in primate society: through facial signals, individuals can potentially send and receive information and may benefit from coordinating their behavior accordingly. Many primates use a relaxed open mouth (ROM) facial display or “play face” (PF) during play behavior, where the mouth is open but teeth are covered. In addition to this conventional PF, however, Western Lowland gorillas (Gorilla gorilla gorilla) also use a full PF where the upper teeth are exposed. As the teeth are similarly exposed in the bared-teeth expression (which is a signal of appeasement, submission and/or affiliation), the full PF may be a blend of the PF and bared-teeth face, and have a different signal function to the PF alone. Focal animal sampling of captive Western Lowland gorillas (N=10) showed that the full PF was more often observed in intense rather than gentle play, and intense play bouts that featured the full PF were longer than those that featured only the PF. Both expressions were associated with an increase in affinitive behavior between sender and receiver postplay, but only the full PF was associated with an increase higher than that of play alone. Overall, the findings suggest that the full PF has an additional role in coordinating and maintaining play, possibly though reducing uncertainty in the receiver and confirming that play is only play.

  17. Final examination of IDMS corrosion coupons

    International Nuclear Information System (INIS)

    Imrich, K.J.; Jenkins, C.F.

    1993-01-01

    The metallurgical examination of corrosion coupons removed from the Integrated DWPF Melter System (IDMS) was performed as part of the IDMS Materials Evaluation Program. The findings and conclusions of the evaluation program are presented in this report

  18. Playing with the Multiple Intelligences: How Play Helps Them Grow

    Science.gov (United States)

    Eberle, Scott G.

    2011-01-01

    Howard Gardner first posited a list of "multiple intelligences" as a liberating alternative to the assumptions underlying traditional IQ testing in his widely read study "Frames of Mind" (1983). Play has appeared only in passing in Gardner's thinking about intelligence, however, even though play instructs and trains the verbal, interpersonal,…

  19. Examining the Permanence of the Effect of an Empathy Program for the Acquisition of Empathy Skills on Gifted Adolescents

    Science.gov (United States)

    Nedim Bal, Pervin

    2015-01-01

    This study aimed to examine the permanence of the effect of an Empathy Training Program, administered 8 months ago on gifted adolescents studying in 6th and 7th grades. The sample of this study consisted of 60 students with IQ scores of above 130 and studied in Enderun Gifted Children Center. Bryant's Empathy Scale for Children was administered to…

  20. Using Masculine Capital to Understand the Role of a Sport Program in the Lives of Men From a Western Canadian Inner City.

    Science.gov (United States)

    Holt, Nicholas L; Scherer, Jay; Koch, Jordan

    2015-10-01

    The purpose of this study was to examine the role of a sport program in the lives of homeless men with severe mental illnesses and addictions. Interviews were conducted with eight men who attended a floor hockey program, and data examined using categorical-content narrative methodology. Five themes captured the role of the floor hockey program in the men's lives: (a) relationships with program leader, (b) therapy, (c) community, (d) action, and (e) achievement. These themes were interpreted using theories of masculinity (Connell, 1995; Gough, 2014). Relationships with the program leader and other men, and ways in which they were allowed to play with physicality, provided opportunities to accumulate masculine capital (i.e., ways in which competence in traditionally masculine behaviors provides masculine credit). Practically, the findings suggest that sport program delivery for men such as those in this study can be enhanced by providing opportunities for accruing masculine capital.