WorldWideScience

Sample records for pretend play abilities

  1. Pretend Play and Creative Processes

    Science.gov (United States)

    Russ, Sandra W.; Wallace, Claire E.

    2013-01-01

    The authors contend that many cognitive abilities and affective processes important in creativity also occur in pretend play and that pretend play in childhood affects the development of creativity in adulthood. They discuss a variety of theories and observations that attempt to explain the importance of pretend play to creativity. They argue that…

  2. Pretend Play of Children with Cerebral Palsy

    Science.gov (United States)

    Pfeifer, Luzia Iara; Pacciulio, Amanda Mota; dos Santos, Camila Abrao; dos Santos, Jair Licio; Stagnitti, Karen Ellen

    2011-01-01

    Background and Purpose: Evaluate self-initiated pretend play of children with cerebral palsy. Method: Twenty preschool children participated in the study. Pretend play ability was measured by using the child-initiated pretend play assessment culturally adapted to Brazil. Results: There were significant negative correlations between the children's…

  3. Pretend Play in the Early Childhood Classroom

    Science.gov (United States)

    McEntire, Nancy

    2009-01-01

    This article presents and summarizes recent resources related to pretend play in the early childhood classroom. These include "Contemporary Perspectives on Play in Early Childhood Education" by Olivia N. Sarachoe and Bernard Spodek; "Dramatic Play: Bring It Back" by Tammy Benson; and "The Importance of Being Playful" by Elena Bodrova and Deborah…

  4. Pretending to Play or Playing to Pretend: The Case of Autism

    Science.gov (United States)

    Kasari, Connie; Chang, Ya-Chih; Patterson, Stephanie

    2013-01-01

    An article by Angeline S. Lillard and others published in the January 2013 issue of "Psychological Bulletin" about the impact of pretend play on child development raised a number of issues about play studies and child psychology. The article claimed that, contrary to current theories on the subject, the evidence of many studies does not…

  5. Wittgenstein, Pretend Play and the transferred use of Language

    NARCIS (Netherlands)

    Hark, M.R.M. ter

    This essay sketches the potential implications of Wittgensteinian thought for conceptualizations of socalled fictive mental states, e.g. mental calculating, imagination, pretend play, as they are currently discussed in developmental psychology and philosophy of mind. In developmental psychology the

  6. Predictors and Moderators of Spontaneous Pretend Play in Children with and without Autism Spectrum Disorder

    Directory of Open Access Journals (Sweden)

    Erin Kang

    2016-10-01

    Full Text Available Although pretend play has long been linked to children’s normative cognitive development, inconsistent findings call for greater rigor in examining this relation (Lillard et al., 2013. Spontaneous pretend play is often impacted in atypical development, notably in autism spectrum disorder (ASD. Since ASD traits exist along a continuum in the general population, investigating how pretend play varies across the range of ASD symptoms by indexing variations in ASD traits in both typically-developing and ASD populations may provide insight into how ASD symptoms may influence the relation between pretend play and associated processes in cognitive development. This study used rigorous observational methods to assess spontaneous pretend play. Specifically, 5-minute free-play sessions with two discrete toy sets were double-coded by blinded coders (coder assignment counterbalanced. Key facets of pretense development (attribution of pretend properties, object substitution, imaginary objects were examined. These facets of pretend play production were then analyzed in relation to ASD symptoms, as well as plausible, long-theorized correlates (Theory of Mind [ToM], verbal ability, familiarity, and interest in specific toys. Forty children (Mage = 6;5, SDage = 1.45; 29 male, six of whom met the threshold for ASD diagnosis via parent-reported ASD symptoms, participated in play sessions and completed measures of verbal IQ and ToM. Besides the measure of child ASD symptoms, parents completed a survey of their child’s interest in and familiarity with the play session toys. Overall, greater ToM predicted more attribution of pretend properties, and more interest in the toys presented predicted more object substitution. In terms of overall pretend play production, two results were counterintuitive. First, among children with more ASD symptoms, verbal ability marginally negatively predicted pretend play production. Second, among children with fewer ASD symptoms, To

  7. Adults’ influence on pretend play of young children

    Directory of Open Access Journals (Sweden)

    Yermolova T.V.

    2013-09-01

    Full Text Available The article analyzes modern approaches to determining the adult’s role in the development of child play activity and discusses the data of empirical studies concerning the impact of socio-cultural context on parent-child play. The article regards the direct and indirect influences of parents on the pretend play of their children, discloses the sources of individual and cross-cultural differences in the quantity and quality of parent-child pretend play, specifies gender differences in mothers’ and fathers’ play behavior. The article’s main focus is pretend play, providing the efficiency and timeliness of cognitive, emotional and social developments of children in early age.

  8. Ventriloquism as Early Literacy Practice: Making Meaning in Pretend Play

    Science.gov (United States)

    Bateman, Amanda

    2018-01-01

    This article discusses how children in New Zealand make meaning in their spontaneous pretend play from kindergarten (four years old) through to their first year of primary school (five years old). The findings discussed here are taken from a wider project investigating children's storytelling where 12 child participants were video recorded during…

  9. Pretend Play and the Cultural Foundations of Mathematics

    Science.gov (United States)

    Worthington, Maulfry; van Oers, Bert

    2016-01-01

    The aim of this study is to uncover the emergence of cultural mathematical understandings and communications in young children's spontaneous pretend play. It is based on Vygotskian cultural-historical perspectives and social-semiotic theory, informed by research into "funds of knowledge" and considers how children's informal knowledge of…

  10. How Is Theory of Mind Useful? Perhaps to Enable Social Pretend Play

    Science.gov (United States)

    Dore, Rebecca A.; Smith, Eric D.; Lillard, Angeline S.

    2015-01-01

    It is often claimed that theory of mind is facilitated by pretend play. This perspective piece challenges that view, proposing instead that theory of mind might be useful for driving social pretend play, rather than the reverse. There is a fundamental similarity between pretend play and theory of mind. Pretend play involves projecting a different…

  11. Play on: Retrospective Reports of the Persistence of Pretend Play into Middle Childhood

    Science.gov (United States)

    Smith, Eric D.; Lillard, Angeline S.

    2012-01-01

    Piaget (1962) asserted that children stop engaging in pretend play when they enter the concrete operational stage because they become able to accommodate reality and no longer need to assimilate it to their wishes. Consistent also with the views of Vygotsky, discussion of pretend play in developmental psychology is typically confined to early…

  12. Dramatic pretend play games uniquely improve emotional control in young children.

    Science.gov (United States)

    Goldstein, Thalia R; Lerner, Matthew D

    2017-09-15

    Pretense is a naturally occurring, apparently universal activity for typically developing children. Yet its function and effects remain unclear. One theorized possibility is that pretense activities, such as dramatic pretend play games, are a possible causal path to improve children's emotional development. Social and emotional skills, particularly emotional control, are critically important for social development, as well as academic performance and later life success. However, the study of such approaches has been criticized for potential bias and lack of rigor, precluding the ability to make strong causal claims. We conducted a randomized, component control (dismantling) trial of dramatic pretend play games with a low-SES group of 4-year-old children (N = 97) to test whether such practice yields generalized improvements in multiple social and emotional outcomes. We found specific effects of dramatic play games only on emotional self-control. Results suggest that dramatic pretend play games involving physicalizing emotional states and traits, pretending to be animals and human characters, and engaging in pretend scenarios in a small group may improve children's emotional control. These findings have implications for the function of pretense and design of interventions to improve emotional control in typical and atypical populations. Further, they provide support for the unique role of dramatic pretend play games for young children, particularly those from low-income backgrounds. A video abstract of this article can be viewed at: https://youtu.be/2GVNcWKRHPk. © 2017 John Wiley & Sons Ltd.

  13. 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…

  14. 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…

  15. 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.

  16. Development of the Indigenous Child-Initiated Pretend Play Assessment: Selection of play materials and administration.

    Science.gov (United States)

    Dender, Alma; Stagnitti, Karen

    2011-02-01

    There is a need for culturally appropriate assessments for Australian Indigenous children. This article reports the selection of culturally appropriate and gender-neutral play materials, and changes in administration identified to develop further the Indigenous Child-Initiated Pretend Play Assessment (I-ChIPPA). Twenty-three typically developing children aged four to six years from the Pilbara region in Western Australia participated in the study. Children were presented with four sets of play materials and frequency counts were recorded for each time the child used one of the play materials in a pretend play action. Twelve of the 23 children came to play in pairs. Both boys and girls used the Pilbara toy set including the dark coloured dolls and Pilbara region animals, more frequently than the standardised play materials from the Child-Initiated Pretend Play Assessment (ChIPPA). This study reports the first steps in the development of the I-ChIPPA. Future development will include the refinement of the administration and scoring with pairs of children, and then validity testing the assessment. © 2010 The Authors. Australian Occupational Therapy Journal © 2010 Australian Association of Occupational Therapists.

  17. Teaching to Play Performing a Main Role -- Effective Method of Pretend Play Facilitation in Preschool-Age Children

    Science.gov (United States)

    Gmitrova, Vlasta

    2013-01-01

    We compared the efficiency of teacher's direct and indirect intervention into pretend play. Three hundred sixty-eight kindergarten children and 92 qualified kindergarten teachers were involved in the study. In the control group, a teacher indirectly initiated a play, creating a playing corner adjusted to the theme of the pretend play and during…

  18. "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…

  19. Quality of pre-school children's pretend play and subsequent development of semantic organization and narrative re-telling skills.

    Science.gov (United States)

    Stagnitti, Karen; Lewis, Fiona M

    2015-04-01

    This study investigated if the quality of pre-school children's pretend play predicted their semantic organization and narrative re-telling ability when they were in early primary school. It was hypothesized that the elaborateness of a child's play and the child's use of symbols in play were predictors of their semantic organization and narrative re-tell scores of the School Age Oral Language Assessment. Forty-eight children were assessed using the Child-Initiated Pretend Play Assessment when they were aged 4-5 years. Three-to-five years after this assessment their semantic organization and narrative re-telling skills were assessed. Results indicate that the elaborateness of a child's play and their ability to use symbols was predictive of semantic organization skills. Use of symbols in play was the strongest play predictor of narrative re-telling skills. The quality of a pre-school child's ability to elaborate complex sequences in pretend play and use symbols predicted up to 20% of a child's semantic organization and narrative re-telling skills up to 5 years later. The study provides evidence that the quality of pretend play in 4-5 year olds is important for semantic organization and narrative re-telling abilities in the school-aged child.

  20. Development of Self-Recognition, Personal Pronoun Use, and Pretend Play During the 2nd Year

    Science.gov (United States)

    Lewis, Michael; Ramsay, Douglas

    2004-01-01

    This study examined the relation of visual self-recognition to personal pronoun use and pretend play. For a longitudinal sample (N66) at the ages when self-recognition was emerging (15, 18, and 21 months), self-recognition was related to personal pronoun use and pretend play such that children showing self-recognition used more personal pronouns…

  1. Theory of Mind Deficit Is Associated with Pretend Play Performance, but Not Playfulness, in Children with Autism Spectrum Disorder

    Directory of Open Access Journals (Sweden)

    Ping-Chen Chan

    2016-12-01

    Conclusion: The findings support the idea that children with ASD who have better ToM might be able to develop better pretend play, but not better playfulness, which might be more strongly related to their autistic severity.

  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. 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)…

  4. A Literacy Based Intervention to Increase the Pretend Play of Young Children with Visual Impairments

    Science.gov (United States)

    Greeley-Bennett, Catherine

    2016-01-01

    The purpose of this study was to examine the effect of a literacy-based intervention on the conventional pretend play skills of preschool children who are visually impaired. The intervention involved experience books, real objects, story-reading, and role-play, which are common strategies used to teach children with visual impairments. A…

  5. Universal, developmental, and variable aspects of young children's play: a cross-cultural comparison of pretending at home.

    Science.gov (United States)

    Haight, W L; Wang, X L; Fung, H H; Williams, K; Mintz, J

    1999-01-01

    Using longitudinal data from five Irish American families in the United States and nine Chinese families in Taiwan, in conjunction with an emerging body of evidence in the cultural psychology literature, we propose universal, culturally variable, and developmental dimensions of young children's pretend play. Possible universal dimensions include the use of objects, and the predominantly social nature of pretend play. Developmental dimensions include increases in the proportion of social pretend play initiated by the child, the proportion of partner initiations elaborated upon by the child, and caregivers' use of pretend play initiations to serve other, nonplay social functions. Culturally variable dimensions include the centrality of objects, the participation of specific play partners, the extent of child initiations of social pretend play with caregivers, the various functions of social pretend play in interaction, and specific themes. These findings raise the theoretical issue of how universal and variable dimensions of pretend play interact in specific communities to create distinctive development pathways.

  6. Using video modeling to teach reciprocal pretend play to children with autism.

    Science.gov (United States)

    MacDonald, Rebecca; Sacramone, Shelly; Mansfield, Renee; Wiltz, Kristine; Ahearn, William H

    2009-01-01

    The purpose of the present study was to use video modeling to teach children with autism to engage in reciprocal pretend play with typically developing peers. Scripted play scenarios involving various verbalizations and play actions with adults as models were videotaped. Two children with autism were each paired with a typically developing child, and a multiple-probe design across three play sets was used to evaluate the effects of the video modeling procedure. Results indicated that both children with autism and the typically developing peers acquired the sequences of scripted verbalizations and play actions quickly and maintained this performance during follow-up probes. In addition, probes indicated an increase in the mean number of unscripted verbalizations as well as reciprocal verbal interactions and cooperative play. These findings are discussed as they relate to the development of reciprocal pretend-play repertoires in young children with autism.

  7. Does Pretend Play Matter? Searching for Evidence: Comment on Lillard et al. (2013)

    Science.gov (United States)

    Bergen, Doris

    2013-01-01

    Lillard et al. (2013) have done a thorough review of published pretend play research from the past 50 plus years. However, they did not thoroughly address the reasons why this body of research has such flaws as well as the contradictory or minimal findings that call into question strongly held views and published assertions regarding the…

  8. Preschoolers' Cognitive and Emotional Self-Regulation in Pretend Play: Relations with Executive Functions and Quality of Play

    Science.gov (United States)

    Slot, Pauline Louise; Mulder, Hanna; Verhagen, Josje; Leseman, Paul P. M.

    2017-01-01

    The preschool period is marked by rapid growth of children's self-regulation and related executive functions. Self-regulation is considered an important aspect of school readiness and is related to academic and social--emotional outcomes in childhood. Pretend play, as part of the early childhood curriculum, is hypothesized to support…

  9. Preschoolers' cognitive and emotional self-regulation in pretend play : Relations with executive functions and quality of play

    NARCIS (Netherlands)

    Slot, Pauline Louise; Mulder, Hanna; Verhagen, Josje; Leseman, Paul

    2017-01-01

    The preschool period is marked by rapid growth of children's self-regulation and related executive functions. Self-regulation is considered an important aspect of school readiness and is related to academic and social–emotional outcomes in childhood. Pretend play, as part of the early childhood

  10. The power of possibility: causal learning, counterfactual reasoning, and pretend play.

    Science.gov (United States)

    Buchsbaum, Daphna; Bridgers, Sophie; Skolnick Weisberg, Deena; Gopnik, Alison

    2012-08-05

    We argue for a theoretical link between the development of an extended period of immaturity in human evolution and the emergence of powerful and wide-ranging causal learning mechanisms, specifically the use of causal models and Bayesian learning. We suggest that exploratory childhood learning, childhood play in particular, and causal cognition are closely connected. We report an empirical study demonstrating one such connection--a link between pretend play and counterfactual causal reasoning. Preschool children given new information about a causal system made very similar inferences both when they considered counterfactuals about the system and when they engaged in pretend play about it. Counterfactual cognition and causally coherent pretence were also significantly correlated even when age, general cognitive development and executive function were controlled for. These findings link a distinctive human form of childhood play and an equally distinctive human form of causal inference. We speculate that, during human evolution, computations that were initially reserved for solving particularly important ecological problems came to be used much more widely and extensively during the long period of protected immaturity.

  11. Origins of Individual Differences in Imitation: Links with Language, Pretend Play, and Socially Insightful Behavior in Two-Year-Old Twins

    Science.gov (United States)

    McEwen, Fiona; Happe, Francesca; Bolton, Patrick; Rijsdijk, Fruhling; Ronald, Angelica; Dworzynski, Katharina; Plomin, Robert

    2007-01-01

    Imitation, vocabulary, pretend play, and socially insightful behavior were investigated in 5,206 same- and opposite-sex 2-year-old twin pairs in the United Kingdom. Individual differences in imitative ability were due to modest heritability (30%), while environmental factors shared between twins (42%) and unique to each twin (28%) also made…

  12. What Do We Know about Pretend Play and Narrative Development? A Response to Lillard, Lerner, Hopkins, Dore, Smith, and Palmquist on "The Impact of Pretend Play on Children's Development: A Review of the Evidence"

    Science.gov (United States)

    Nicolopoulou, Ageliki; Ilgaz, Hande

    2013-01-01

    An article by Angeline S. Lillard and others in the January 2013 issue of "Psychological Bulletin" comprehensively reviewed and criticized the existing body of research on pretend play and children's development. Nicolopoulou and Ilgaz respond specifically to the article's critical review of research on play and narrative…

  13. Theory of mind predominantly associated with the quality, not quantity, of pretend play in children with autism spectrum disorder.

    Science.gov (United States)

    Lin, Shu-Kai; Tsai, Ching-Hong; Li, Hsing-Jung; Huang, Chien-Yu; Chen, Kuan-Lin

    2017-10-01

    This study aimed to clarify the relationships between theory of mind and pretend play in children with autism spectrum disorder, using refined assessments of theory of mind and pretend play while controlling for autistic behaviors and verbal comprehension. A total of 92 children with autism spectrum disorder aged 4-10 years were enrolled. In two visits, the children were assessed with the Theory of Mind Task Battery, the Child-Initiated Pretend Play Assessment, the Childhood Autism Rating Scale, and the Verbal Comprehension Index of the Wechsler Intelligence Scales, respectively, for their theory of mind, pretend play performance, autistic behaviors, and verbal comprehension. The hierarchical regression models showed that in addition to the contributions of the autistic behaviors and verbal comprehension scores, the theory of mind scores positively predicted (p autism spectrum disorder, when the children's autistic behaviors and verbal comprehension are considered. This study fills a gap in the previous literature and provides information useful for clinicians and researchers on the relationships between theory of mind and pretend play in children with autism spectrum disorder.

  14. El juego de aparentar y el desarrollo de los ninos pequenos (Pretend Play and Young Children's Development). ERIC Digest.

    Science.gov (United States)

    Bergen, Doris

    Although pretend play has long been part of the early childhood curriculum, recent emphasis on accountability in education seems to have led to a decline in the general understanding of the contribution that high-quality play can make to children's cognitive development in the early years. This Spanish-language Digest defines the cluster of…

  15. Variability of Self-Regulatory Strategies in Children with Intellectual Disability and Typically Developing Children in Pretend Play Situations

    Science.gov (United States)

    Nader-Grosbois, N.; Vieillevoye, S.

    2012-01-01

    Objective: This study has examined whether or not self-regulatory strategies vary depending on pretend play situations in 40 children with intellectual disability and 40 typically developing children. Method: Their cognitive, linguistic and individual symbolic play levels were assessed in order to match the children of the two groups. During two…

  16. Developmental Changes in Pretend Play from 22- to 34-Months in Younger Siblings of Children with Autism Spectrum Disorder.

    Science.gov (United States)

    Campbell, Susan B; Mahoney, Amanda S; Northrup, Jessie; Moore, Elizabeth L; Leezenbaum, Nina B; Brownell, Celia A

    2018-04-01

    Developmental trajectories of children's pretend play and social engagement, as well as parent sensitivity and stimulation, were examined in toddlers with an older sibling with autism spectrum disorder (ASD, high risk; HR) and toddlers with typically-developing older siblings (low risk; LR). Children (N = 168, 97 boys, 71 girls) were observed at 22, 28, and 34 months during free play with a parent and elicited pretend play with an examiner. At 28 and 34 months, children were asked to imagine the consequences of actions pantomimed by the examiner on a pretend transformation task. At 36 months children were assessed for ASD, yielding 3 groups for comparison: HR children with ASD, HR children without ASD (HR-noASD), and LR children. Children in all 3 groups showed developmental changes, engaging in more bouts of pretend play and obtaining higher scores on the elicited pretend and transformation tasks with age, but children with ASD lagged behind the other 2 groups on most measures. Children with ASD were also less engaged with their parents or the examiner during play interactions than either LR or HR-noASD children, with minimal developmental change evident. Parents, regardless of group, were highly engaged with their children, but parents of HR-noASD children received somewhat higher ratings on stimulation than parents of LR children. Most group differences were not accounted for by cognitive functioning. Instead, lower social engagement appears to be an important correlate of less advanced pretend skills, with implications for understanding the early development of children with ASD and for early intervention.

  17. Universal, Developmental, and Variable Aspects of Young Children's Play: A Cross-Cultural Comparison of Pretending at Home.

    Science.gov (United States)

    Haight, Wendy L.; Wang, Xiao-lei; Fung, Heidi Han-tih; Williams, Kimberley; Mintz, Judith

    1999-01-01

    This study used longitudinal data from five Irish American families and nine Chinese families in Taiwan, in conjunction with cultural psychology research evidence, to propose universal, culturally variable, and developmental dimensions of children's pretend play. Findings raise the theoretical issue of how universal and variable dimensions of…

  18. "No! The Lambs Can Stay Out Because They Got Cozies": Constructive and Destructive Sibling Conflict, Pretend Play, and Social Understanding.

    Science.gov (United States)

    Howe, Nina; Rinaldi, Christina M.; Jennings, Melissa; Petrakos, Harriet

    2002-01-01

    Investigated associations among constructive and destructive sibling conflict, pretend play, internal state language, and sibling relationship quality among sibling pairs with one kindergarten-age child. Found that specific resolution strategies were associated with conflict issues, aggression and internal state language, and that conflict issues…

  19. Concepts and Theories, Methods and Reasons: Why Do the Children (Pretend) Play? Reply to Weisberg, Hirsh-Pasek, and Golinkoff (2013); Bergen (2013); and Walker and Gopnik (2013)

    Science.gov (United States)

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

    2013-01-01

    We greatly appreciate the astute comments on Lillard et al. (2013) and the opportunity to reply. Here we point out the importance of keeping conceptual distinctions clear regarding play, pretend play, and exploration. We also discuss methodological issues with play research. We end with speculation that if pretend play did not emerge because it…

  20. Early Adopters: Playing New Literacies and Pretending New Technologies in Print-Centric Classrooms

    Science.gov (United States)

    Wohlwend, Karen E.

    2009-01-01

    In this article, semiotic analysis of children's practices and designs with video game conventions considers how children use play and drawing as spatializing literacies that make room to import imagined technologies and user identities. Microanalysis of video data of classroom interactions collected during a three year ethnographic study of…

  1. Masekitlana re-membered: A performance-based ethnography of South African black children’s pretend play

    Directory of Open Access Journals (Sweden)

    Esther Ofenste Phetlhu

    2014-07-01

    Full Text Available The extensive empirical research inspired by Piaget and Vygotsky’s theories of make-believe play has been criticised for restricting data to western, urban, middle-class children. We seek to redress this bias by researching a traditional black South African Pedi children’s game Masekitlana. Our data relies on embodied memories enacted by Mapelo (one of the authors, and interviews of two other informants. The analytical framework draws upon ‘emergent methods’ in ethnography such as performance ethnography, autoethnography and memory elicitation through ‘bodynotes’ within a Vygotskyian orientation to play. The findings show that Masekitlana shares features common to all pretend play, but others unique to it  including: i extended monologue, ii metacommunicative frames for realistic thinking, and iii a complex relation between social and solitary play. These findings support Vygotsky. However, ‘the long childhood’ of Masekitlana suggests that the stages theory of Piaget, as well as  Vygotskyian ideas that have come down to us via Cole & Scribner and Valsiner, require revision in the light of Bruner’s two modes of cognition, and Veresov’s reinterpretation of the theatre movement, within which Vygotsky’s central ideas are embedded.

  2. O faz-de-conta em crianças com deficiência visual: identificando habilidades Pretend play in visually impaired children: identification of bilities

    Directory of Open Access Journals (Sweden)

    Luciana Hueara

    2006-12-01

    visually impaired children during interactions in small groups. The project was developed with four children, aged 4-7 years, with a diagnosis of visual impairment (low vision or blindness, some of them with additional organic problems. Most of them were enrolled in preschool; some of them presented developmental alterations and/or school difficulties. The study comprised six sessions (about 25 minutes each session with two groups of children. The available toys were typical of pretend play activities (miniature kitchen and bedroom pieces, cars and dolls, etc. The sessions were taped, transcribed and analyzed. Episodes which were representative of children's abilities were selected. Analysis allowed for the identification of children's capacities such as: a recognition of objects and construction of scenes; b creation of narratives and episodes of pretend play; c exploration of objects by a child who usually refused any kind of contact; d joint construction of meanings. Pretend play situations allowed the recognition of abilities which would normally remain unnoticed in daily or guided activities. Peer interaction and a relatively free play situation, mediated by adults, promoted an environment that was favorable to multiple kinds of elaboration by the children. This proposal, which focused on the process of construction of knowledge and abilities, rather than characterizing the children as to their impairments, enabled the description and enhanced their development.

  3. A Comparison of Least-to-Most Prompting and Video Modeling for Teaching Pretend Play Skills to Children with Autism Spectrum Disorder

    Science.gov (United States)

    Ulke-Kurkcuoglu, Burcu

    2015-01-01

    The aim of this study is to compare effectiveness and efficiency of least-to-most prompting and video modeling for teaching pretend play skills to children with autism spectrum disorder. The adapted alternating treatment model, a single-subject design, was used in the study. Three students, one girl and two boys, between the ages of 5-6…

  4. Effectiveness and Efficiency of Peer and Adult Models Used in Video Modeling in Teaching Pretend Play Skills to Children with Autism Spectrum Disorder

    Science.gov (United States)

    Sani-Bozkurt, Sunagul; Ozen, Arzu

    2015-01-01

    This study aimed to examine whether or not there was any difference in the effectiveness and efficiency of the presentation of video modeling interventions using peer and adult models in teaching pretend play skills to children with ASD and to examine the views of parents about the study. Participants were two boys and one girl, aged 5-6 years…

  5. Pretense and Possibility--A Theoretical Proposal about the Effects of Pretend Play on Development: Comment on Lillard et al. (2013)

    Science.gov (United States)

    Walker, Caren M.; Gopnik, Alison

    2013-01-01

    The review by Lillard et al. (2013) highlighted the need for additional research to better clarify the nature of the relationship between pretend play and development. However, the authors did not provide a proposal for how to structure the direction of this future work. Here, we provide a possible framework for generating additional research.…

  6. "This Is Spiderman's Mask." "No, It's Green Goblin's": Shared Meanings during Boys' Pretend Play with Superhero and Generic Toys

    Science.gov (United States)

    Parsons, Amy; Howe, Nina

    2013-01-01

    Preschool boys' pretense and coconstruction of shared meanings during two play sessions (superhero and generic toys) were investigated with 58 middle-class boys ("M" age = 54.95 mos.). The frequency of dyadic pretense and the coconstruction of shared meanings in the play were coded. The frequency of pretense did not vary across the two…

  7. Correlation Between Ability on Playing Tetris and GPA

    Directory of Open Access Journals (Sweden)

    Aprilia Ratna Christanti

    2014-10-01

    Full Text Available The goal of this study is to determine the correlation between ability on playing Tetris and GPA of Soegijapranata Catholic University, Department of Information System students against the dexterity in playing Tetris. The research has been done using experiment method on ten Information System students who have various grade points. They played Tetris, 30 minutes each, for three consecutive days. The results showed that: First, eight out of the ten students improved their agility. It can be seen from the increasing scores and levels; Second, the coefficient correlation between student grade point and dexterity in playing Tetris is by 62%. Keywords Ability, grade point average, Tetris

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

    Science.gov (United States)

    Gold, Zachary Samuel

    Engineering play is a new perspective on preschool education that views constructive play as an engineering design process that parallels the way engineers think and work when they develop engineered solutions to human problems (Bairaktarova, Evangelou, Bagiati, & Brophy, 2011). Early research from this perspective supports its use in framing play as a key learning context. However, no research to date has examined associations between engineering play and other factors linked with early school success, such as executive function, mathematical ability, and spatial ability. Additionally, more research is needed to further validate a new engineering play observational measure. This study had two main goals: (1) to gather early validity data on the engineering play measure as a potentially useful instrument for documenting the occurrence of children's engineering play behaviors in educational contexts, such as block play. This was done by testing the factor structure of the engineering play behaviors in this sample and their association with preschoolers' planning, a key aspect of the engineering design process; (2) to explore associations between preschoolers' engineering play and executive function, mathematical ability, and spatial ability. Participants included 110 preschoolers (62 girls; 48 boys; M = 58.47 months) from 10 classrooms in the Midwest United States coded for their frequency of engagement in each of the nine engineering play behaviors. A confirmatory factor analysis resulted in one engineering play factor including six of the engineering play behaviors. A series of marginal regression models revealed that the engineering play factor was significantly and positively associated with the spatial horizontal rotation transformation. However, engineering play was not significantly related to planning ability, executive function, informal mathematical abilities, or other spatial transformation skills. Follow-up analyses revealed significant positive

  9. Using Pretend Play to Promote Foundations for Text Comprehension: Examples from a Program for Children Who Are Deaf and Hard of Hearing

    Science.gov (United States)

    Westby, Carol; Wilson, Deborah

    2017-01-01

    This review article starts with an overview of changing education paradigms and the literature on cognitive and linguistic relationships in imaginative play related to comprehension of oral and written texts. Strategies for developing the cognitive and linguistic foundations for text comprehension through play are described. A review of current…

  10. Young Children's Creativity and Pretend Play.

    Science.gov (United States)

    Saracho, Olivia N.

    2002-01-01

    This article discusses commonalities among experts' descriptions of creative individuals, including rational thinking, high levels of emotional development, talent, and higher levels of consciousness. Maintains that creativity studies justify the development of educational creativity training programs. Asserts that teachers can promote children's…

  11. Impact of Psychological Variables on Playing Ability of University Level Soccer Players

    Directory of Open Access Journals (Sweden)

    Ertan Tufekcioglu

    2014-10-01

    Full Text Available The purpose of the study was to find out the relationship between psychological variables and soccer playing ability among the university level male players. 42 soccer players representing different universities who participated in inter university competitions were selected as the subjects of the study. The dependent variable was soccer playing ability and independent variables were the selected psychological variables. Soccer playing ability was determined through a 10 point scale at the time of competitions. Psychological variables included achievement motivation, anxiety, self-concept and aggression. The data was statistically analyzed using Karl Pearson’s correlation coefficient and multiple regression analysis using SPSS. It was concluded that soccer playing ability has a positive correlation with achievement motivation and self-concept whereas anxiety and aggression have a negative correlation with soccer playing ability.

  12. Student Musicians' Ear-Playing Ability as a Function of Vernacular Music Experiences

    Science.gov (United States)

    Woody, Robert H.; Lehmann, Andreas C.

    2010-01-01

    This study explored the differences in ear-playing ability between formal "classical" musicians and those with vernacular music experience (N = 24). Participants heard melodies and performed them back, either by singing or playing on their instruments. The authors tracked the number of times through the listen-then-perform cycle that each…

  13. Effects of playing mathematics computer games on primary school students' multiplicative reasoning ability

    NARCIS (Netherlands)

    Bakker, Marjoke; Van den Heuvel-Panhuizen, M.; Robitzsch, Alexander

    2015-01-01

    This study used a large-scale cluster randomized longitudinal experiment (N=719; 35schools) to investigate the effects of online mathematics mini-games on primary school students' multiplicative reasoning ability. The experiment included four conditions: playing at school, integrated in a lesson

  14. Study protocol: effect of playful training on functional abilities of older adults - a randomized controlled trial

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Lund, Henrik Hautop

    2017-01-01

    of community dwelling elderly as a result of short-term playing with an exergame system in the form of interactive modular tiles. Such playful training may be motivational to perform and viewed by the subjects to offer life-fulfilling quality, while providing improvement in physical abilities, e.g. related...... to prevent fall accidents. The RCT will test for a variety of health parameters of community-dwelling elderly playing on interactive modular tiles.Methods: The study will be a single blinded, randomized controlled trial with 60 community-dwelling adults 70+ years. The trial will consist an intervention group...... paired t-test, otherwise using Wilcoxon signed-rank test. "Intention to treat" analysis will be done.Discussion: The trial tests for increased mobility, agility, balancing and general fitness of community-dwelling elderly as a result of playing, in this case on modular interactive tiles. A positive...

  15. Age matters: The effect of onset age of video game play on task-switching abilities.

    Science.gov (United States)

    Hartanto, Andree; Toh, Wei Xing; Yang, Hwajin

    2016-05-01

    Although prior research suggests that playing video games can improve cognitive abilities, recent empirical studies cast doubt on such findings (Unsworth et al., 2015). To reconcile these inconsistent findings, we focused on the link between video games and task switching. Furthermore, we conceptualized video-game expertise as the onset age of active video-game play rather than the frequency of recent gameplay, as it captures both how long a person has played video games and whether the individual began playing during periods of high cognitive plasticity. We found that the age of active onset better predicted switch and mixing costs than did frequency of recent gameplay; specifically, players who commenced playing video games at an earlier age reaped greater benefits in terms of task switching than did those who started at a later age. Moreover, improving switch costs required a more extensive period of video-game experience than did mixing costs; this finding suggests that certain cognitive abilities benefit from different amounts of video game experience.

  16. Play Experience as Individual Ability and a Factor of Individual Resistance to Psychosomatic Disorders

    Directory of Open Access Journals (Sweden)

    Serikov A.V.,

    2017-12-01

    Full Text Available The paper analyzes the constructs of ‘play experience’ and ‘play experiencing ability’ from the perspective of cultural-historical psychology. The paper stresses the importance of education, play, art, wealth and cultural diversity in the formation of healthy and independent personality. The role of play experience as a healthful factor that allows an individual to acquire resistance to psychosomatic disorders is supported both theoretically and empirically. It is argued that the individual capable of play experience can transform the meaning of a situation (within his/her play experience and therefore eliminate its psychotraumatic effect which contributes to the development of psychosomatic disorders. The paper provides outcomes of an empirical research with 73 participants (40 female, 33 male; aged 18—45, with the average age of 25 years. The statistical analysis revealed a significant inverse correlation between the level of the individual’s play experiencing ability and the level of his/her somatization (rs = -0,435; p ≤ 0,01, which confirms the research hypothesis.

  17. Characterization of static balance abilities in elite soccer players by playing position and age.

    Science.gov (United States)

    Pau, Massimiliano; Ibba, Gianfranco; Leban, Bruno; Scorcu, Marco

    2014-01-01

    In this study, we investigated the static balance of adult and adolescent elite soccer players to understand how expertise and playing position influence postural control. Seventy-one national level players were tested using a force platform to acquire Center-of-Pressure (COP) data in uni- and bipedal stance and calculate sway area (SA), COP path length, velocity and displacements. The results show significant differences in postural sway related to age and playing position only for single-limb stance. In particular, midfielders exhibited significantly lower values of SA with respect to defenders (-48%, p = 0.001) and the under-15 players exhibited SA 42-64% higher than all the others (p = 0.001). In the light of planning training or rehabilitation programs specific for each player's role and age, sway measurements may supply useful, objective and reliable information only for the unipedal test as the bipedal standing appears not challenging enough to let differences in balance abilities emerge.

  18. Arthroscopic Shoulder Surgery in Female Professional Tennis Players: Ability and Timing to Return to Play.

    Science.gov (United States)

    Young, Simon W; Dakic, Jodie; Stroia, Kathleen; Nguyen, Michael L; Safran, Marc R

    2017-07-01

    To assess the outcome and time to return to previous level of competitive play after shoulder surgery in professional tennis players. Retrospective case series. Tertiary academic centre. The records of all female tennis players on the Women's Tennis Association (WTA) professional circuit between January 2008 and June 2010 were reviewed to identify players who underwent shoulder surgery on their dominant (serving) shoulder. Primary outcomes were the ability and time to return to professional play and if they were able to return to their previous level of function as determined by singles ranking. Preoperative and postoperative singles rankings were used to determine rate and completeness of return to preoperative function. During the study period, 8 professional women tennis players from the WTA tour underwent shoulder surgery on their dominant arm. Indications included rotator cuff debridement or repair, labral reconstruction for instability or superior labral anterior posterior lesion, and neurolysis of the suprascapular nerve. Seven players (88%) returned to professional play. The mean time to return to play was 7 months after surgery. However, only 25% (2 of 8) players achieved their preinjury singles rank or better by 18 months postoperatively. In total, 4 players returned to their preinjury singles ranking, with their peak singles ranking being attained at a mean of 2.4 years postoperatively. In professional female tennis players, a high return to play rate after arthroscopic shoulder surgery is associated with a prolonged and often incomplete return to previous level of performance. Thus, counseling the patient to this fact is important to manage expectations. Level IV-Case Series.

  19. Men's and women's reports of pretending orgasm.

    Science.gov (United States)

    Muehlenhard, Charlene L; Shippee, Sheena K

    2010-11-01

    Research shows that many women pretend or "fake" orgasm, but little is known about whether men pretend orgasm. The purpose of this study was to investigate (a) whether, how, and why men pretend orgasm and (b) what men's and women's reports of pretending orgasm reveal about their sexual scripts and the functions of orgasms within these scripts. Participants were 180 male and 101 female college students; 85% of the men and 68% of the women had experienced penile-vaginal intercourse (PVI). Participants completed a qualitative questionnaire anonymously. Both men (25%) and women (50%) reported pretending orgasm (28% and 67%, respectively, for PVI-experienced participants). Most pretended during PVI, but some pretended during oral sex, manual stimulation, and phone sex. Frequently reported reasons were that orgasm was unlikely, they wanted sex to end, and they wanted to avoid negative consequences (e.g., hurting their partner's feelings) and to obtain positive consequences (e.g., pleasing their partner). Results suggest a sexual script in which women should orgasm before men, and men are responsible for women's orgasms.

  20. Study protocol: effect of playful training on functional abilities of older adults - a randomized controlled trial.

    Science.gov (United States)

    Jessen, Jari Due; Lund, Henrik Hautop

    2017-01-19

    Loss of functional capabilities due to inactivity is one of the most common reasons for fall accidents, and it has been well established that loss of capabilities can be effectively reduced by physical activity. Pilot studies indicate a possible improvement in functional abilities of community dwelling elderly as a result of short-term playing with an exergame system in the form of interactive modular tiles. Such playful training may be motivational to perform and viewed by the subjects to offer life-fulfilling quality, while providing improvement in physical abilities, e.g. related to prevent fall accidents. The RCT will test for a variety of health parameters of community-dwelling elderly playing on interactive modular tiles. The study will be a single blinded, randomized controlled trial with 60 community-dwelling adults 70+ years. The trial will consist an intervention group of 30 participants training with the interactive modular tiles, and a control group of 30 participants that will receive the usual care provided to non-patient elderly. The intervention period will be 12 weeks. The intervention group will perform group training (4-5 individuals for 1 h training session with each participant receiving 13 min training) on the interactive tiles twice a week. Follow-up tests include 6-min Walk Test (6MWT), the 8-ft Timed Up & Go Test (TUG), and the Chair-Stand Test (CS) from the Senior Fitness Test, along with balancing tests (static test on Wii Board and Line Walk test). Secondary outcomes related to adherence, motivation and acceptability will be investigated through semi-structured interviews. Data will be collected from pre- and post-tests. Data will be analyzed for statistically significant differences by checking that there is a Gaussian distribution and then using paired t-test, otherwise using Wilcoxon signed-rank test. "Intention to treat" analysis will be done. The trial tests for increased mobility, agility, balancing and general fitness of

  1. Group play therapy for improving mental coping ability in children with asthma

    Directory of Open Access Journals (Sweden)

    Qian WANG

    2012-08-01

    Full Text Available Objective To explore the role of group play therapy in the improvement of mental coping ability in children with asthma. Methods Forty-four asthmatic children with behavior problems were randomly divided into experimental group (n=25 and control group (n=19. All children received two tests. The tools in this research were Achenbach Child Behavior Checklist (CBCL and Coping with a Disease Questionnaire (CODI. Before intervention, both groups received pretest. Members from the experimental group were provided with counseling for 3 months, once every two weeks for a total of 6 times, while during this period the members of the control group had not any experimental intervention.After intervention, the two groups received posttest. Five patients dropped out, and 39 went through this research (20 in experimental group and 19 in control group. The effects of group play therapy on behavior problems and coping strategy of children with asthma were evaluated. Results There was no statistically significant differences in the general information (age, sex, education, parents' marriage status and family structure and basic score of CBCL and CODI between the two groups (P > 0.05. After intervention, the scores of social problems, social withdrawal, depression, compulsive behavior, aggressive behavior and immature and total behavior problem score dropped significantly in experimental group (P < 0.05 while there were no significant changes in control group. And the scores of acceptance, avoidance and emotional reaction increased significantly in experimental group (P < 0.05 while there were no significant changes in control group. Conclusions Group play therapy can improve the children's confidence and interpersonal adaptability and emotion management capacity, thus correcting deviant behavior, ameliorate coping strategy, improving mental coping capability, and promote the development of mental health in children with asthma.

  2. Effects of a classroom intervention with spatial play materials on children's object and viewer transformation abilities

    NARCIS (Netherlands)

    Vander Heyden, Karin; Huizinga, Mariette; Jolles, Jelle

    Children practice their spatial skills when playing with spatial toys, such as construction materials, board games, and puzzles. Sex and SES differences are observed in the engagement in such spatial play activities at home, which relate to individual differences in spatial performance. The current

  3. 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.

  4. The relation between early constructive play and mathematical word problem solving is mediated by spatial ability. A path analysis in sixth grade students.

    NARCIS (Netherlands)

    Oostermeijer, M.; Boonen, A.J.H.; Jolles, J.

    2014-01-01

    The scientific literature shows that constructive play activities are positively related to children's spatial ability. Likewise, a close positive relation is found between spatial ability and mathematical word problem-solving performances. The relation between children's constructive play and their

  5. Early Social, Imitation, Play, and Language Abilities of Young Non-Autistic Siblings of Children with Autism

    Science.gov (United States)

    Toth, Karen; Dawson, Geraldine; Meltzoff, Andrew N.; Greenson, Jessica; Fein, Deborah

    2007-01-01

    Studies are needed to better understand the broad autism phenotype in young siblings of children with autism. Cognitive, adaptive, social, imitation, play, and language abilities were examined in 42 non-autistic siblings and 20 toddlers with no family history of autism, ages 18-27 months. Siblings, as a group, were below average in expressive…

  6. Perceptual Training of Second-Language Vowels: Does Musical Ability Play a Role?

    Science.gov (United States)

    Ghaffarvand Mokari, Payam; Werner, Stefan

    2018-01-01

    The present study attempts to extend the research on the effects of phonetic training on the production and perception of second-language (L2) vowels. We also examined whether success in learning L2 vowels through high-variability intensive phonetic training is related to the learners' general musical abilities. Forty Azerbaijani learners of…

  7. Early Social, Imitation, Play, and Language Abilities of Young Non-Autistic Siblings of Children with Autism

    OpenAIRE

    Toth, Karen; Dawson, Geraldine; Meltzoff, Andrew N.; Greenson, Jessica; Fein, Deborah

    2007-01-01

    Studies are needed to better understand the broad autism phenotype in young siblings of children with autism. Cognitive, adaptive, social, imitation, play, and language abilities were examined in 42 non-autistic siblings and 20 toddlers with no family history of autism, ages 18–27 months. Siblings, as a group, were below average in expressive language and composite IQ, had lower mean receptive language, adaptive behavior, and social communication skills, and used fewer words, distal gestures,...

  8. ANTHROPOMETRIC AND STRENGTH CHARACTERISTICS OF TENPIN BOWLERS WITH DIFFERENT PLAYING ABILITIES

    Directory of Open Access Journals (Sweden)

    Rizal Razman

    2012-01-01

    Full Text Available The primary purpose of this study was to investigate the strength and anthropometric characteristics of elite and semi-elite tenpin bowlers as compared to non-bowlers, and to establish whether it was possible to discriminate playing level through selected predictor variables. Elite and semi-elite bowlers were distinguished by their bowling score average (BSave, with participants scoring 200 pin falls and above assigned to the elite group. Eighteen elite bowlers (M=10, F=8; BSave 213.2±6.80, 12 semi-elite bowlers (M=7, F=5; BSave 181.3±9.36 and 33 sedentary university students (M=14, F=19 were recruited. Anthropometric measurements were taken and isometric arm strength was recorded. Between-group differences were identified through a two-way ANOVA, while discriminant analysis was used to predict group membership. For anthropometric characteristics, the results indicated that the elite bowlers were heavier, had longer lower leg and hand length and had a wider arm span as compared to the non-bowlers. The elite group also had stronger forearm/wrist internal rotation compared to non-bowlers. In addition, the male elite group were stronger than the non-bowling group for arm flexion. There appeared to be a 54% success rate for predicting group membership from selected anthropometric and strength discriminating variables, with forearm/wrist internal rotation strength being the best discriminating variable. It is suggested that coaches should benefit by selecting larger built bowlers with long limbs. Furthermore, bowlers could potentially gain by paying extra attention to increasing the strength levels of forearm/wrist internal rotators and arm flexors during training. These findings also provide normative data for elite and semi-elite bowlers.

  9. Matrix Metallopeptidase 14 Plays an Important Role in Regulating Tumorigenic Gene Expression and Invasion Ability of HeLa Cells.

    Science.gov (United States)

    Zhang, Ying-Hui; Wang, Juan-Juan; Li, Min; Zheng, Han-Xi; Xu, Lan; Chen, You-Guo

    2016-03-01

    The objectives of this study were to investigate the functional effect of matrix metallopeptidase 14 (MMP14) on cell invasion in cervical cancer cells (HeLa line) and to study the underlying molecular mechanisms. Expression vector of short hairpin RNA targeting MMP14 was treated in HeLa cells, and then, transfection efficiency was verified by a florescence microscope. Transwell assay was used to investigate cell invasion ability in HeLa cells. Quantitative polymerase chain reaction and Western blotting analysis were used to detect the expression of MMP14 and relative factors in messenger RNA and protein levels, respectively. Matrix metallopeptidase 14 short hairpin RNA expression vector transfection obviously decreased MMP14 expression in messenger RNA and protein levels. Down-regulation of MMP14 suppressed invasion ability of HeLa cells and reduced transforming growth factor β1 and vascular endothelial growth factor B expressions. Furthermore, MMP14 knockdown decreased bone sialoprotein and enhanced forkhead box protein L2 expression in both RNA and protein levels. Matrix metallopeptidase 14 plays an important role in regulating invasion of HeLa cells. Matrix metallopeptidase 14 knockdown contributes to attenuating the malignant phenotype of cervical cancer cell.

  10. Development and Validation of the Pretending Orgasm Reasons Measure.

    Science.gov (United States)

    Goodman, Danya L; Gillath, Omri; Haj-Mohamadi, Parnia

    2017-10-01

    Pretending orgasm is a widespread phenomenon, reported by both men and women. We report here on the development of a new measure to assess reasons for pretending. In three studies, using large diverse samples, we obtained a comprehensive list of reasons for pretending orgasms (Study 1; N = 46) and conducted both exploratory (Study 2; N = 416) and confirmatory (Study 3; N = 1010) factor analyses identifying six reasons for pretending an orgasm: feels good, for partner, not into sex, manipulation/power, insecurity, and emotional communication. Sexual dysfunction was correlated with frequency of pretending orgasms for reasons such as insecure, not into sex, for partner, and emotional communication. Usefulness for future research and clinical implications are discussed.

  11. Drawing as Social Play: Shared Meaning-Making in Young Children's Collective Drawing Activities

    Science.gov (United States)

    Kukkonen, Tiina; Chang-Kredl, Sandra

    2018-01-01

    The ability to construct shared meaning with peers is important for young children's social and linguistic development. Previous studies have mainly focused on shared meaning-making within cooperative pretend play with little mention of other childhood activities that might promote intersubjectivity. This study investigated the group play that…

  12. 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

  13. Brief Report: Linking Early Joint Attention and Play Abilities to Later Reports of Friendships for Children with ASD

    Science.gov (United States)

    Freeman, Stephanny F.; Gulsrud, Amanda; Kasari, Connie

    2015-01-01

    This study examined the influence of early joint attention and play in children with autism on child- and parent-reported friendship quality 5 years later. Initially, children participated in developmental, joint attention, and play measures. At follow-up (age 8-9), parents and children completed the Friendship Qualities Scale (Bukowski et al. in…

  14. Do women pretend orgasm to retain a mate?

    Science.gov (United States)

    Kaighobadi, Farnaz; Shackelford, Todd K; Weekes-Shackelford, Viviana A

    2012-10-01

    The current study tested the hypothesis that women pretend orgasm as part of a broader strategy of mate retention. We obtained self-report data from 453 heterosexual women (M age, 21.8 years) in a long-term relationship (M length, 32.8 months) drawn from universities and surrounding communities in the southeastern United States. The results indicated that (1) women who perceived higher risk of partner infidelity were more likely to report pretending orgasm, (2) women who reported greater likelihood of pretending orgasm also reported performing more mate retention behaviors, and (3) women's perceptions of partner infidelity risk mediated the relationship between pretending orgasm and the performance of cost-inflicting mate retention behaviors, such as Intersexual Negative Inducements ("Flirted with someone in front of my partner") and Intrasexual Negative Inducements ("Yelled at a woman who looked at my partner"). Thus, pretending orgasm may be part of a broader strategy of mate retention performed by women who perceive higher risk of partner infidelity.

  15. Do Women Pretend Orgasm to Retain a Mate?

    Science.gov (United States)

    Shackelford, Todd K.; Weekes-Shackelford, Viviana A.

    2013-01-01

    The current study tested the hypothesis that women pretend orgasm as part of a broader strategy of mate retention. We obtained self-report data from 453 heterosexual women (M age, 21.8 years) in a long-term relationship (M length, 32.8 months) drawn from universities and surrounding communities in the southeastern United States. The results indicated that (1) women who perceived higher risk of partner infidelity were more likely to report pretending orgasm, (2) women who reported greater likelihood of pretending orgasm also reported performing more mate retention behaviors, and (3) women’s perceptions of partner infidelity risk mediated the relationship between pretending orgasm and the performance of cost-inflicting mate retention behaviors, such as Intersexual Negative Inducements (“Flirted with some one infront of my partner”) and Intrasexual Negative Inducements (“Yelled at a woman who looked at my partner”). Thus, pretending orgasm may be part of a broader strategy of mate retention performed by women who perceive higher risk of partner infidelity. PMID:22089325

  16. THE IMPROVE SPEAKING ABILITY THROUGH EARLY CHILDHOOD EDUCATION 5-6 YEARS OLD THROUGH ROLE PLAY IN ANAK BANGSA KINDERGARTEN CIOMAS BOGOR

    Directory of Open Access Journals (Sweden)

    Triyaningsih Triyaningsih

    2016-05-01

    Full Text Available Abstract: This study is attempled to investigate about how improve the speaking ability through Role Play in Anak Bangsa Kindergarten Ciomas Bogor. Hypothesis tested are : there is different between the beginning assessment and the end assessment This study is conducted in TK Anak Bangsa,Ciomas Bogor on March until May in the second semester 2009/2010. this study uses the Kemmis and Mc. Taggart model of action research which consist of the four stage, those are : a planning, 2 action, 3 observation, 4 reflection . the process of collecting the data is using the techigue of interview, observation, and portofolio. the data is analysed qualitatively and quantitatively. The result of the research shoe that, the learning analysis in the first cycle to the second cycle indicated that, the learning analysis in the first cycle to the second cycle indicated that, significantly theres is increasing oof the speaking ability of student which sight out by the positive respon to speaking ability performen. the quantitave data of student outcome learning is score of speaking performance with rating scale. the student more done their speakin performence ability with higt result. The research result also concluded that 1 The Role Play can impove speaking ability for kindergarden student, 2 managing and organization the condusive class can improve the speaking ability for kindergarten student, 3 portofolio assessment system improve the speaking ability for kindergarten student, and the other result of this research is Role Play can improve the learning activity and the student outcome learning. Keyword: kindergarten, speaking ability, assessment

  17. THE IMPROVE SPEAKING ABILITY THROUGH EARLY CHILDHOOD EDUCATION 5-6 YEARS OLD THROUGH ROLE PLAY IN ANAK BANGSA KINDERGARTEN CIOMAS BOGOR

    Directory of Open Access Journals (Sweden)

    Triyaningsih Triyaningsih

    2016-05-01

    Full Text Available Abstract: This study is attempled to investigate about how improve the speaking ability through Role Play in Anak Bangsa Kindergarten Ciomas Bogor. Hypothesis tested are : there is different between the beginning assessment and the end assessment This study is conducted in TK Anak Bangsa,Ciomas Bogor on March until May  in the second semester 2009/2010. this study uses the Kemmis and Mc. Taggart model of action research which consist of the four stage, those are : a planning, 2 action, 3 observation, 4 reflection . the process of collecting the data is using the techigue of interview, observation, and portofolio. the data is analysed qualitatively and quantitatively. The result of the research shoe that, the learning analysis in the first cycle to the second cycle indicated that, the learning analysis in the first cycle to the second cycle indicated that, significantly theres is increasing oof the speaking ability of student which sight out by the positive respon to speaking ability performen. the quantitave data of student outcome learning is score of speaking performance with rating scale. the student more done their speakin performence ability  with higt result. The research result also concluded that 1 The Role Play can impove speaking ability for kindergarden student, 2 managing and organization the condusive class can improve the speaking ability for kindergarten student, 3 portofolio assessment system improve the speaking ability for kindergarten student, and the other result of this research is Role Play can improve the learning activity and the student outcome learning.  Keyword: kindergarten, speaking ability, assessment

  18. "It's a hurricane! it's a hurricane!": can music facilitate social constructive and sociodramatic play in a preschool classroom?

    Science.gov (United States)

    Love, Angela; Burns, M Susan

    2006-12-01

    Sustaining attention and successfully engaging with others in collaborative play are important accomplishments focused on in preschool classrooms and childcare centers. In addition, music is frequently used in early childhood classrooms, and even recommended as an environmental feature to motivate and regulate children's behavior. Although pretend play provides appealing opportunities for developing these social abilities, no studies to date have explored the use of music as a tool to motivate and sustain constructive and social pretend play. Results from the current study indicate that within 1 preschool classroom, more sustained play (with fewer interruptions) occurred when music played as compared to when no music played in the background. In addition, significantly more dyadic play occurred when slower music played in the background, than when no music played.

  19. The Effects of Commercial Video Game Playing: A Comparison of Skills and Abilities for the Predator UAV

    Science.gov (United States)

    2008-03-01

    Massive multiplier online role playing games ( MMORPG ) Dark Age of Camelot, Lord of the Rings, and World of Warcraft First person shooters Half... MMORPG ) scenario described by a video game player, many issues are presented that clearly demonstrate the need for teamwork, followership, leadership and... MMORPG ) performs in a persistent environment where he must work with a group of people with various character skills to accomplish continuing tasks

  20. Playful Learning and Montessori Education

    Science.gov (United States)

    Lillard, Angeline S.

    2013-01-01

    Although Montessori education is often considered a form of playful learning, Maria Montessori herself spoke negatively about a major component of playful learning--pretend play, or fantasy--for young children. In this essay, the author discusses this apparent contradiction: how and why Montessori education includes elements of playful learning…

  1. Mother-Infant and Extra-Dyadic Interactions with a New Social Partner: Developmental Trajectories of Early Social Abilities during Play.

    Science.gov (United States)

    Fadda, Roberta; Lucarelli, Loredana

    2017-01-01

    Mother-infant interactions during feeding and play are pivotal experiences in the development of infants' early social abilities (Stern, 1985, 1995; Biringen, 2000). Stern indicated distinctive characteristics of mother-infant interactions, respectively, during feeding and play, suggesting to evaluate both to better describe the complexity of such early affective and social experiences (Stern, 1996). Moreover, during the first years of life, infants acquire cognitive and social skills that allow them to interact with new social partners in extra-dyadic interactions. However, the relations between mother-child interactions and infants' social skills in extra-dyadic interactions are still unknown. We investigated longitudinally the relations between mother-child interactions during feeding and play and child's pre-verbal communicative abilities in extra-dyadic interactions during play. 20 dyads were evaluated at T 1 (infants aged between 9-22 months) and 6 months later, at T 2 . The interdyadic differences in mother-infant interactions during feeding and play were evaluated, respectively, with the "Feeding Scale" (Chatoor et al., 1997) and with the "Play Scale" (Chatoor, 2006) and the socio-communicative abilities of children with a new social partner during play were evaluated with the "Early Social Communication Scales" (Mundy et al., 2003). We distinguished the dyads into two categories: dyads with functional interactions (high dyadic reciprocity, low dyadic conflict) and dyads with dysfunctional interactions (lower dyadic reciprocity, higher dyadic conflict). At T 1 , infants belonging to dyads with dysfunctional interactions were significantly lower in "Initiating Joint Attention" and in "Responding to Joint Attention" in interaction with a new social partner compared to the infants belonging to dyads with functional interactions. At T 2 , infants belonging to dyads with dysfunctional interactions were significantly lower in "Initiating Social Interactions" with

  2. Zone of proximal development (ZPD) as an ability to play in psychotherapy: a theory-building case study of very brief therapy.

    Science.gov (United States)

    Zonzi, Anna; Barkham, Michael; Hardy, Gillian E; Llewelyn, Susan P; Stiles, William B; Leiman, Mikael

    2014-12-01

    This theory-building case study examined the zone of proximal development (ZPD) in psychotherapy within the assimilation model. Theoretically, the ZPD is the segment of the continuum of therapeutic development within which assimilation of problematic experiences can take place. Work within a problem's current ZPD may be manifested as a Winnicottian ability to play, that is, an ability to adopt a flexible reflexive stance to the presenting problem and be involved in joint examination of possible alternatives. Play may be recognized in the client's receptivity to and creative use of the therapist's formulations of the presenting problems. A case was selected from a comparative clinical trial of two very brief psychotherapies for mild to moderate depression, the Two-Plus-One Project (Barkham, Shapiro, Hardy, & Rees, 1999, J. Consult. Clin. Psychol., 67, 201). Martha, a woman in her late forties, received two sessions of psychodynamic-interpersonal therapy 1 week apart and a follow-up ('plus one') session approximately 3 months later. Dialogical sequence analysis was used to analyse the transcripts of the three sessions. The analysis revealed Martha's problematic action pattern, which remained unchanged throughout the three sessions. Her ability to use and elaborate the therapist's formulations depended on the referential object that the therapist addressed; in particular, she seemed unable to play with the therapist's formulations of her more problematic experiences. The case helped elucidate how the ZPD is content dependent. Winnicott's conception of playing emphasizes the quality of client response as an indicator of this content sensitivity. Differing breadths of major problems' ZPD, manifested as differing abilities to play with therapists' formulations may explain why some clients improve in psychotherapy while some do not. Accessing very problematic content may be very difficult even though the client's ability to mentalize other material appears ordinary

  3. Development and Initial Psychometric Assessment of the Reasons for Pretending Orgasm Inventory

    OpenAIRE

    Mark G. McCoy; Lisa L. M. Welling; Todd K. Shackelford

    2015-01-01

    Research suggests that women pretend orgasm with their partner as a mate retention strategy, but the cognitive reasons behind this deception are not well known. To explore women's cognitive reasons for pretending orgasm, we first assembled a list of the reasons women report for pretending orgasm. We refined this list using independent data collected on performance frequencies for each item, followed by a principal components analysis, to generate the Reasons for Pretending Orgasm Inventory (R...

  4. 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…

  5. 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.

  6. 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.

  7. DEVOTEES, WANNABES Y PRETENDERS: PARAFILIAS VINCULADAS A LA DISCAPACIDAD

    Directory of Open Access Journals (Sweden)

    Carolina Mora

    2016-01-01

    Full Text Available Con el desarrollo de internet se ha ido haciendo evidente la vinculación entre discapacidad y sexualidad, en la que las designaciones “devotees”, “pretedenders” y “wannabes” (DPW juegan un rol central. Los devotees son individuos sanos que se sienten atraídos sexualmente hacia personas con discapacidad, generalmente con problemas de movilidad. Los pretenders son personas que actúan como si tuvieran una discapacidad imitando sus movimientos, usando muletas, sillas de ruedas, escayolas, etc. Por último, los wannabes desean ser discapacitados, algunos de ellos han llegado al extremo de hacerse amputaciones caseras cuando la medicina tradicional se ha negado a dar respuesta a su necesidad. La presente investigación documental indaga sobre cada uno de los miembros de la taxonomía DPW, presentando: a las hipótesis existentes con relación a su etiología; b su vinculación con otras entidades diagnósticas presentes en el DSM V; c se describen algunos de los tratamientos que se han empleado en su abordaje terapéutico, y d se mencionan las interrelaciones entre estas 3 categorías, dado que los limites entre ellas son muy flexibles.

  8. Development and initial psychometric assessment of the reasons for pretending orgasm inventory.

    Science.gov (United States)

    McCoy, Mark G; Welling, Lisa L M; Shackelford, Todd K

    2015-02-03

    Research suggests that women pretend orgasm with their partner as a mate retention strategy, but the cognitive reasons behind this deception are not well known. To explore women's cognitive reasons for pretending orgasm, we first assembled a list of the reasons women report for pretending orgasm. We refined this list using independent data collected on performance frequencies for each item, followed by a principal components analysis, to generate the Reasons for Pretending Orgasm Inventory (RPOI). We found three components encompassing the cognitive reasons women pretend orgasm: Improve Partner's Experience (i.e., increasing the quality of the sexual experience for the partner), Deception and Manipulation (i.e., deceiving the partner or manipulating his perceptions for other gains), and Hiding Sexual Disinterest (i.e., sparing the partner's feelings about the woman's lack of sexual excitement). Discussion highlights limitations of this research and the RPOI, but suggests that the RPOI is useful as a structured means for assessing women's reasons for pretending orgasm.

  9. 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.

  10. All Work and No Play? The Effects of Ability Sorting on Students’ Non-school Inputs, Time Use, and Grade Anxiety

    OpenAIRE

    Liang Choon Wang

    2014-01-01

    How students’ non-school inputs respond to ability grouping may explain the currently mixed findings in the literature about the impacts of tracking. Using data from South Korea, where students are randomized into middle schools under the country’s equalization policy, but sorted into different high schools on the basis of achievement in some non-equalization policy areas, I find that under ability sorting, students’ demand for private tutoring, self-study time, and grade anxiety levels are l...

  11. IMPROVING THE STUDENTS’ABILITY IN SPEAKING BY USING ROLE PLAYING METHOD IN THE DRAMA LESSON OF ENGLISH DEPARTMENT AT 2015/2016 ACADEMIC YEARS

    Directory of Open Access Journals (Sweden)

    Diani Syahputri

    2017-11-01

    Full Text Available This study aimed to describe the improvement of the students’ achievement in speaking by Role Playing at Drama lesson at English department at Faculty of Teacher Training and Education University of Muhammadiyah Sumatera Utara. The specific aim was how using to apply role play in studying drama and how the role play method can improve the students’ achievement in speaking. This research was used an action research that used two cycles. The subject of the study was 42 students at Academic 2015 – 2016 from English Department. The instrument of research was speaking test, questioners and observation to collect the data. Technique for collecting data was descriptive qualitative and quantitative. Technique for analyzing data was used descriptive which describe the finding of research which used some tables, frequency which was benefit to describe the achievements of the students in speaking from pre-test, and cycle 1 up to cycle 2. The finding of research was the students’ achievement in speaking were good by using Role playing which conducted one semester. Based on the data, the students’ achievements got improvement in every cycle. The students got A was 23.8 %, B/A and B 76, 1 % and there were not students got C/B and D and E. It meant the indicators of this research could achieve by using Role playing at drama lesson when we compared with conventional method. The study by using role playing is more interested than conventional method.

  12. The Effect of a Workshop on School Counselor Trainee's Child-Centered Play Therapy Knowledge, Skills, and Attitudes, and Self-Estimate of Counseling Abilities

    Science.gov (United States)

    Pereira, Jennifer K.

    2011-01-01

    The results of this experimental study have demonstrated that following participation in a 12-hour training in Child-Centered Play Therapy (CCPT), school counselor trainees significantly increased their CCPT knowledge and skills in employing CCPT, as compared to a control group. Participants reported that they had learned enough of the philosophy…

  13. Playing Possum

    Directory of Open Access Journals (Sweden)

    Enrico Euli

    2016-07-01

    Full Text Available Our society is drenched in the catastrophe; where the growth of financial crisis, environmental cataclysm and militarization represents its gaudiest and mortifying phenomena. Humans struggle with depression, sense of impotence, anguish towards a future considered a threat.  A possibility to keep us alive can be represented by the enhancement of our ability in ‘playing Possum’, an exercise of desisting and renitence: to firmly say ‘no’. To say no to a world that proposes just one way of being and living free, that imposes as the only unavoidable possible destiny.

  14. The Implementation of an Integrative Model of Adventure-Based Counseling and Adlerian Play Therapy Value-Based Taught by Parents to Children to Increase Adjustment Ability of Preschool Children

    Directory of Open Access Journals (Sweden)

    Rita Eka Izzaty

    2016-11-01

    Full Text Available This study was conducted for two reasons. First, pre-school age is the foundation for the subsequent development. Second, the previous research findings show that there are behavioral problems which affect the development of subsequent development. This study aims to increase children’s social ability by employing An Integrative Model of Adventure-Based Counseling and Adlerian Play Therapy, a counseling model emphasizing the importance of play providing opportunity for children to express their feelings in natural situation and insight toward personality and environment by modifying teaching cultural values by parents to children. This study employed an action study. The prior data collection techniques were conducting literary study, surveying on cultural values taught, and selecting a counseling model. The subjects were four preschool children (4-6 years old with behavioral problems. The study was conducted in 2 cycles with several steps: planning, action, evaluation, and reflection. The finding of this research shows that an Integrative Model of Adventure-Based Counseling and Adlerian Play Therapy can increase children social ability and decrease non adaptive behavior. The reflection of employing counseling model modified with cultural values taught by parents to children is when using this model, counselors truly examine the duration of the implementation, the children’s condition, the counselors’ condition, the type of play, and the purpose of each steps which must be detailed.

  15. Rhizosphere organic anions play a minor role in improving crop species’ ability to take up residual phosphorus (P in agricultural soils low in P availability

    Directory of Open Access Journals (Sweden)

    Yanliang Wang

    2016-11-01

    Full Text Available Many arable lands have accumulated large reserves of residual phosphorus (P and a relatively large proportion of soil P is less available for uptake by plants. Root released organic anions are widely documented as a key physiological strategy to enhance P availability, while limited information has been generated on the contribution of rhizosphere organic anions to P utilization by crops grown in agricultural soils that are low in available P and high in extractable Ca, Al and Fe. We studied the role of rhizosphere organic anions in P uptake from residual P in four common crops Triticum aestivum, Avena sativa, Solanum tuberosum and Brassica napus in low- and high-P availability agricultural soils from long-term fertilization field trials in a mini-rhizotron experiment with four replications. Malate was generally the dominant organic anion. More rhizosphere citrate was detected in low P soils than in high P soil. Brassica napus showed 74-103% increase of malate in low P loam, compared with clay loam. Avena sativa had the greatest rhizosphere citrate concentration in all soils (5.3-15.2 mol g-1 root DW. Avena sativa also showed the highest level of root colonization by arbuscular mycorrhizal fungi (36% and 40%, the greatest root mass ratio (0.51 and 0.66 in the low-P clay loam and loam respectively, and the greatest total P uptake (5.92 mg P/mini-rhizotron in the low-P loam. Brassica napus had 15-44% more rhizosphere APase activity, ~0.1-0.4 units lower rhizosphere pH than other species, the greatest increase in rhizosphere water-soluble P in the low-P soils, and the greatest total P uptake in the low-P clay loam. Shoot P content was mainly explained by rhizosphere APase activity, water-soluble P and pH within low P soils across species. Within species, P uptake was mainly linked to rhizosphere water soluble P, APase and pH in low P soils. The effects of rhizosphere organic anions varied among species and they appeared to play minor roles in

  16. Rhizosphere Organic Anions Play a Minor Role in Improving Crop Species' Ability to Take Up Residual Phosphorus (P) in Agricultural Soils Low in P Availability.

    Science.gov (United States)

    Wang, Yanliang; Krogstad, Tore; Clarke, Jihong L; Hallama, Moritz; Øgaard, Anne F; Eich-Greatorex, Susanne; Kandeler, Ellen; Clarke, Nicholas

    2016-01-01

    Many arable lands have accumulated large reserves of residual phosphorus (P) and a relatively large proportion of soil P is less available for uptake by plants. Root released organic anions are widely documented as a key physiological strategy to enhance P availability, while limited information has been generated on the contribution of rhizosphere organic anions to P utilization by crops grown in agricultural soils that are low in available P and high in extractable Ca, Al, and Fe. We studied the role of rhizosphere organic anions in P uptake from residual P in four common crops Triticum aestivum, Avena sativa, Solanum tuberosum , and Brassica napus in low- and high-P availability agricultural soils from long-term fertilization field trials in a mini-rhizotron experiment with four replications. Malate was generally the dominant organic anion. More rhizosphere citrate was detected in low P soils than in high P soil. B. napus showed 74-103% increase of malate in low P loam, compared with clay loam. A. sativa had the greatest rhizosphere citrate concentration in all soils (5.3-15.2 μmol g -1 root DW). A. sativa also showed the highest level of root colonization by arbuscular mycorrhizal fungi (AMF; 36 and 40%), the greatest root mass ratio (0.51 and 0.66) in the low-P clay loam and loam respectively, and the greatest total P uptake (5.92 mg P/mini-rhizotron) in the low-P loam. B. napus had 15-44% more rhizosphere acid phosphatase (APase) activity, ~0.1-0.4 units lower rhizosphere pH than other species, the greatest increase in rhizosphere water-soluble P in the low-P soils, and the greatest total P uptake in the low-P clay loam. Shoot P content was mainly explained by rhizosphere APase activity, water-soluble P and pH within low P soils across species. Within species, P uptake was mainly linked to rhizosphere water soluble P, APase, and pH in low P soils. The effects of rhizosphere organic anions varied among species and they appeared to play minor roles in

  17. Comics and the Structure of Childhood Feeling: Sublimation and the Play of Pretending in Gilbert Hernandez's "Marble Season"

    Science.gov (United States)

    Lewkowich, David

    2016-01-01

    In this paper, I study the narrative structure of comics as a means to describe the ways that indeterminate modes of representation can allow the reader to imagine that which in childhood can never be fully expressed. Analyzing a number of panels from Gilbert Hernandez's graphic novel, "Marble Season," I describe a conceptual link…

  18. Holding in Mind Conflicting Information: Pretending, Working Memory, and Executive Control

    Science.gov (United States)

    Albertson, Kathleen; Shore, Cecilia

    2008-01-01

    Preschoolers' recall of the true and pretend identities of an object in pretense was examined along with a battery of executive functioning and working memory tasks. We expected that children would retain separate identities, as well as a link between them, after observing episodes of pretense, and that memory for pretense would be related to…

  19. 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...

  20. Heroes of Resiliency and Reciprocity: Teachers' Supporting Role for Reconceptualizing Superhero Play in Early Childhood Settings

    Science.gov (United States)

    Harris, Kathleen I.

    2016-01-01

    Superhero play is a specialised form of fantasy play with considerable appeal to young children. During superhero play, children have opportunities to pretend and often to play different types of roles within a safe and caring environment. When guided appropriately in an early childhood classroom, superhero play gives young children opportunities…

  1. [Adolescents at play: the benefit of individual psychoanalytic psychodrama].

    Science.gov (United States)

    Titia Rizzi, Alice; Zimmerman, Camille; Saada, Valérie; Moro, Marie Rose

    An individual psychoanalytic psychodrama session with an adolescent treated at the Maison de Solenn shows the benefit of psychodrama role playing. Using the body, the imagination and 'pretend play', this therapy gives access to symbolisation and facilitates the care process. Copyright © 2017 Elsevier Masson SAS. All rights reserved.

  2. 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...

  3. 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.

  4. 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

  5. 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....

  6. 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...

  7. 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....

  8. 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...

  9. 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)

  10. Using a narrative- and play-based activity to promote low-income preschoolers’ oral language, emergent literacy, and social competence

    Science.gov (United States)

    Nicolopoulou, Ageliki; Cortina, Kai Schnabel; Ilgaz, Hande; Cates, Carolyn Brockmeyer; de Sá, Aline B.

    2015-01-01

    This study examined whether a storytelling and story-acting practice (STSA), integrated as a regular component of the preschool curriculum, can help promote three key dimensions of young children’s school readiness: narrative and other oral-language skills, emergent literacy, and social competence. A total of 149 low-income preschoolers (almost all 3- and 4-year-olds) participated, attending six experimental and seven control classrooms. The STSA was introduced in the experimental classrooms for the entire school year, and all children in both conditions were pre- and post-tested on 11 measures of narrative, vocabulary, emergent literacy, pretend abilities, peer play cooperation, and self-regulation. Participation in the STSA was associated with improvements in narrative comprehension, print and word awareness, pretend abilities, self-regulation, and reduced play disruption. For almost all these measures, positive results were further strengthened by the frequency of participation in storytelling by individual children, indicated by number of stories told (NOST). The STSA is a structured preschool practice that exemplifies child-centered, play-based, and constructivist approaches in early childhood education, and that can operate as a curriculum module in conjunction with a variety of different preschool curricula. This study confirmed that it can contribute to promoting learning, development, and school readiness for low-income and otherwise disadvantaged children. PMID:25866441

  11. 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.

  12. A Longitudinal Assessment of Associations Between Women's Tendency to Pretend Orgasm, Orgasm Function, and Intercourse-Related Pain in Different Partner Relationship Constellations.

    Science.gov (United States)

    Jern, Patrick; Hakala, Outi; Kärnä, Antti; Gunst, Annika

    2018-04-01

    The aim of the present study was to investigate how women's tendency to pretend orgasm during intercourse is associated with orgasm function and intercourse-related pain, using a longitudinal design where temporal stability and possible causal relationships could be modeled. The study sample consisted of 1421 Finnish women who had participated in large-scale population-based data collections conducted at two time points 7 years apart. Pretending orgasm was assessed for the past 4 weeks, and orgasm function and pain were assessed using the Female Sexual Function Index for the past 4 weeks. Associations were also computed separately in three groups of women based on relationship status. Pretending orgasm was considerably variable over time, with 34% of the women having pretended orgasm a few times or more at least at one time point, and 11% having done so at both time points. Initial bivariate correlations revealed associations between pretending orgasm and orgasm problems within and across time, whereas associations with pain were more ambiguous. However, we found no support in the path model for the leading hypotheses that pretending orgasms would predict pain or orgasm problems over a long period of time, or that pain or orgasm problems would predict pretending orgasm. The strongest predictor of future pretending in our model was previous pretending (R 2  = .14). Relationship status did not seem to affect pretending orgasm in any major way.

  13. Cultural Differences in Korean- and Anglo-American Preschoolers' Social Interaction and Play Behaviors.

    Science.gov (United States)

    Farver, Jo Ann M.; And Others

    1995-01-01

    Compared Korean American and Anglo-American preschoolers' social and play behavior to determine the influence of culture on early development and to understand how culture shapes and organizes the environment in which children's social and play activities take place. Suggests that children's social interaction and pretend play are influenced by…

  14. 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…

  15. Embracing Complexity: Rethinking the Relation between Play and Learning--Comment on Lillard et al. (2013)

    Science.gov (United States)

    Weisberg, Deena Skolnick; Hirsh-Pasek, Kathy; Golinkoff, Roberta Michnick

    2013-01-01

    Lillard et al. (2013) concluded that pretend play is not causally related to child outcomes and charged that the field is subject to a "play ethos", whereby research is tainted by a bias to find positive effects of play on child development. In this commentary, we embrace their call for a more solidly scientific approach to questions in this…

  16. Postphenomenological Play

    DEFF Research Database (Denmark)

    Hammar, Emil

    This paper aims to identify an understanding of digital games in virtual environments by using Don Ihde’s (1990) postphenomenological approach to how technology mediates the world to human beings in conjunction with Hans-Georg Gadamer’s (1993) notion of play . Through this tentatively proposed am...... amalgamation of theories I point towards an alternative understanding of the relationship between play and game as not only dialectic, but also as socially and ethically relevant qua the design and implementation of the game as technology....

  17. Playful Organizations

    DEFF Research Database (Denmark)

    Pors, Justine Grønbæk; Åkerstrøm Andersen, Niels

    2015-01-01

    intact. In its final sections, the article discusses what happens to conditions of decision-making when organisations do not just see undecidability as a given condition, but as a limited resource indispensable for change and renewal. The article advances discussions of organisational play by exploring...

  18. Clay Play

    Science.gov (United States)

    Rogers, Liz; Steffan, Dana

    2009-01-01

    This article describes how to use clay as a potential material for young children to explore. As teachers, the authors find that their dialogue about the potential of clay as a learning medium raises many questions: (1) What makes clay so enticing? (2) Why are teachers noticing different play and conversation around the clay table as compared to…

  19. Sweet Play

    Science.gov (United States)

    Leung, Shuk-kwan S.; Lo, Jane-Jane

    2010-01-01

    This article features Sweet play math, a "math by the month" activity that involves decorating and making sugar cubes. Teachers may want to substitute straws, paper squares, alphabet blocks, or such commercially made manipulatives as Unifix[R] cubes for the real sweets. Given no allergy concerns, teachers and students alike would enjoy some sweet…

  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. Playing Teacher.

    Science.gov (United States)

    Gilbert, Juan E.

    The acceptance of animation technologies is increasing. Video games, such as Sony PlayStation (SONY, 2002), have become part of the culture for young people from kindergarten through undergraduate school. Animation technologies have been implemented into educational systems in the form of animated pedagogical agents (Johnson, 2000). The research…

  2. Aesthetic Play

    DEFF Research Database (Denmark)

    Bang, Jytte Susanne

    2012-01-01

    The present article explores the role of music-related artefacts and technologies in children’s lives. More specifically, it analyzes how four 10- to 11-year old girls use CDs and DVD games in their music-play activities and which developmental themes and potentials may accrue from such activitie...

  3. Water Play

    Science.gov (United States)

    Cline, Jane E.; Smith, Brandy A.

    2016-01-01

    The inclusion of activities to develop sensory awareness, spatial thinking, and physical dexterity, operationalized through hands-on science lessons such as water play, have long been part of early childhood education. This practical article addresses Next Generation Science Standards K-2 ETS1-3 and K-2 ETS1-2 by having four-year-old…

  4. Playing facilitator

    DEFF Research Database (Denmark)

    Houmøller, Ellen; Marchetti, Emanuela

    2015-01-01

    event called InnoEvent, addressed to students in the fields of multimedia and healthcare. Being interested in studying games and role-play as tools to support independent learning in the field of design thinking and team-building, following Dewey’s (1938) theory of learning experience, we ran two...... workshops based on two classic role-play games: The Silent Game (Brandt, 2006) and The Six Thinking Hats (de Bono, 1985). These games were created to support students in learning design thinking in groups and are assigned positive values in literature, hence we expected a smooth process. However, our...... experience was rather characterized by conflictual negotiations with the students. Data from our observations and from interviews with group representatives show that the students took a discontinuous learning path, characterised by a false start, failure, and a thorough reconsideration of their work...

  5. Playful Technology

    DEFF Research Database (Denmark)

    Johansen, Stine Liv; Eriksson, Eva

    2013-01-01

    In this paper, the design of future services for children in Danish public libraries is discussed, in the light of new challenges and opportunities in relation to new media and technologies. The Danish government has over the last few years initiated and described a range of initiatives regarding...... in the library, the changing role of the librarians and the library space. We argue that intertwining traditional library services with new media forms and engaging play is the core challenge for future design in physical public libraries, but also that it is through new media and technology that new...

  6. The razor's edge: Australian rock music impairs men's performance when pretending to be a surgeon.

    Science.gov (United States)

    Fancourt, Daisy; Burton, Thomas Mw; Williamon, Aaron

    2016-12-12

    Over the past few decades there has been interest in the role of music in the operating theatre. However, despite many reported benefits, a number of potentially harmful effects of music have been identified. This study aimed to explore the effects of rock and classical music on surgical speed, accuracy and perceived distraction when performing multiorgan resection in the board game Operation. Single-blind, three-arm, randomised controlled trial. Imperial Festival, London, May 2016. Members of the public (n = 352) aged ≥ 16 years with no previous formal surgical training or hearing impairments. Participants were randomised to listen through noise-cancelling headphones to either the sound of an operating theatre, rock music or classical music. Participants were then invited to remove three organs from the board game patient, Cavity Sam, using surgical tweezers. Time taken (seconds) to remove three organs from Cavity Sam; the number of mistakes made in performing the surgery; and perceived distraction, rated on a five-point Likert-type scale from 1 (not at all distracting) to 5 (very distracting). Rock music impairs the performance of men but not women when undertaking complex surgical procedures in the board game Operation, increasing the time taken to operate and showing a trend towards more surgical mistakes. In addition, classical music was associated with lower perceived distraction during the game, but this effect was attenuated when factoring in how much people liked the music, with suggestions that only people who particularly liked the music of Mozart found it beneficial. Rock music (specifically Australian rock music) appears to have detrimental effects on surgical performance. Men are advised not to listen to rock music when either operating or playing board games.

  7. [From fantasy to reality: understanding the way of playing of institutionalized children victims of violence through therapeutic play].

    Science.gov (United States)

    Giacomello, Karina Jorgino; Melo, Luciana de Lione

    2011-01-01

    This qualitative research is based on the reference framework of Phenomenology--analysis of the structure of the situated phenomenon, and aims to understand institutionalized children victims of violence through therapeutic play sessions. Participants were three sheltered children of preschool age, one boy and two goals. The therapeutic play sessions of the drama type were held in a reserved place and ranged from 30 to 50 minutes, using the following guiding proposal: "Let us play that we are children who live at the shelter?" Two broad theme categories could be captured: playing and pretending and playing and reality. When they are pretending while playing, sometimes calmly, sometimes violently, the children brought contents that evidenced situations in their daily family reality. When they expose their reality, the children addressed questions about the shelter institution and the bond with these professionals and with the relatives. It can be affirmed that therapeutic play allowed for the children's effective communication by expressing their feelings, desires, experiences, criticism against the environment they live in and family relations, besides permitting a moment of pleasure and relaxation.

  8. Using the Transformative Power of Play to Educate Hearts and Minds: From Vygotsky to Vivian Paley and Beyond

    Science.gov (United States)

    Nicolopoulou, Ageliki; Barbosa De Sa, Aline; Ilgaz, Hande; Brockmeyer, Carolyn

    2010-01-01

    This article argues that Vygotsky's analysis of children's play and of the ways it can serve as a powerful matrix for learning and development has two important implications that are not always fully appreciated. First, children's social pretend play can promote development both in the domains of cognition and language "and" in…

  9. 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.

  10. Building Curriculum during Block Play

    Science.gov (United States)

    Andrews, Nicole

    2015-01-01

    Blocks are not just for play! In this article, Nicole Andrews describes observing the interactions of three young boys enthusiastically engaged in the kindergarten block center of their classroom, using blocks in a building project that displayed their ability to use critical thinking skills, physics exploration, and the development of language…

  11. Nosing Around: Play in Pigs

    Directory of Open Access Journals (Sweden)

    Kristina Horback

    2014-05-01

    Full Text Available The predominant method of measuring welfare in swine focuses on overt physical ailments, such as skin lesions, lameness, and body condition. An alternative metric for assessing welfare in swine can be to measure the frequency and duration of positive behavioral states, such as play. Given that play occurs only when an animal's primary needs (food, comfort, safety, etc. have been satisfied, it has been suggested that play may be a sensitive indicator for assessing the welfare of non-human animals. Play has primarily been described in young piglets and is assessed via the occurrence of specific play markers. These play markers include overt bursts of energy like scamper, or more subtle social behaviors like nose-to-body contact. This review describes four areas of play for swine: locomotor, object, sow-piglet, and, peer play. From sporadic leaping to combative wrestling, play behavior allows for the fine-tuning of reflexive behavior which can enhance physical development, enrich cognitive abilities, and facilitate the maintenance of social bonds.

  12. 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...

  13. 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…

  14. 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...

  15. 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....

  16. 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...

  17. 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…

  18. 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…

  19. 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

  20. 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

  1. 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.

  2. Teaching Teachers to Play and Teach Games

    Science.gov (United States)

    Wright, Steven; McNeill, Michael; Fry, Joan; Wang, John

    2005-01-01

    This study was designed to determine the extent to which a technical and a tactical approach to teaching a basketball unit to physical education teacher education (PETE) students would each affect their games playing abilities, perceived ability to teach, and approach preference for teaching the game. Pre- and post-unit data were collected through…

  3. Children, Time, and Play

    DEFF Research Database (Denmark)

    Elkind, David; Rinaldi, Carla; Flemmert Jensen, Anne

    Proceedings from the conference "Children, Time, and Play". Danish University of Education, January 30th 2003.......Proceedings from the conference "Children, Time, and Play". Danish University of Education, January 30th 2003....

  4. 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)

  5. Play the MRI Game

    Science.gov (United States)

    ... Teachers' Questionnaire MRI Play MRI the Magnetic Miracle Game About the game In the MRI imaging technique, strong magnets and ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  6. Play the Tuberculosis Game

    Science.gov (United States)

    ... Questionnaire Tuberculosis Play Tuberculosis Experiments & Discoveries About the game Discover and experience some of the classic methods ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  7. Play the Electrocardiogram Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Electrocardiogram Play the ECG Game About the game ECG is used for diagnosing heart conditions by ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  8. [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.

  9. THE MAGIC OF PLAY: LOW-INCOME MOTHERS' AND FATHERS' PLAYFULNESS AND CHILDREN'S EMOTION REGULATION AND VOCABULARY SKILLS.

    Science.gov (United States)

    Cabrera, Natasha J; Karberg, Elizabeth; Malin, Jenessa L; Aldoney, Daniela

    2017-11-01

    Using data from a diverse sample of low-income families who participated in the Early Head Start Research Evaluation Project (n = 73), we explored the association between mothers' and fathers' playfulness with toddlers, toddler's affect during play, and children's language and emotion regulation at prekindergarten. There were two main findings. First, fathers' playfulness in toddlerhood was associated with children's vocabulary skills in prekindergarten whereas mothers' playfulness was related to children's emotion regulation. Cross-parental effects were found only for mothers. The association between mothers' playfulness and children's vocabulary and emotion regulation was strengthened when fathers engaged in more pretend play and when children were affectively positive during the play. These findings show that playfulness is an important source of variation in the vocabulary and emotion regulation of children growing up in low-income families. They also point to domain-specific ways that mothers and fathers promote children's regulatory and vocabulary skills, and highlight the importance of children's positive engagement in play. © 2017 Michigan Association for Infant Mental Health.

  10. The Pedagogy of Play

    Science.gov (United States)

    Giesbrecht, Sheila

    2012-01-01

    Play is important. Environmental educators Sobel and Louv write about the relationship between children and outside play and suggest that early transcendental experiences within nature allow children to develop empathetic orientations towards the natural world. Children who play out-of-doors develop an appreciation for the environment and…

  11. 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...

  12. Play the Mosquito Game

    Science.gov (United States)

    ... and Work Teachers' Questionnaire Malaria Play the Mosquito Game Play the Parasite Game About the games Malaria is one of the world's most common ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  13. 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...

  14. 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...

  15. 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...

  16. Content and cultural validity in the development of the Indigenous Play Partner Scale.

    Science.gov (United States)

    Dender, Alma M; Stagnitti, Karen E

    2017-08-01

    Culturally relevant assessments of Australian Indigenous children's social pretend play do not exist. This study investigated the content validity and cultural validity of the Indigenous Play Partner Scale (I-PPS). Six pairs of children (i.e. 12 children) aged four-six years from a remote Australian town were videoed playing in pairs, and 14 community elders and mothers participated across three focus groups. The social interactions between the children were transcribed from the videos. Nineteen verbs, grouped into five categories of social interaction, described the social interactions between the pairs of children. The descriptions of the social interaction verbs were presented to the community elders and mothers in a focus group. The themes from the focus groups were 'background of Indigenous understanding of play' and 'proposed social interaction verbs'. The first theme reflected community collaboration, children playing in multi-aged groups and the role of older children within the play. Guided by the focus group discussion, the videos were re-analysed and 20 social interaction verbs were described that reflected the cultural context of play. The content and cultural validity of the I-PPS was established through community consultation. Twenty social interaction verbs, which form the basis of the items of the I-PPS, reflected Indigenous cultural values of being non-judgemental of Indigenous children's social interactions during pretend play. Culturally relevant assessments for Australian Indigenous children do not disadvantage this population group and are essential for practice in occupational therapy. © 2017 Occupational Therapy Australia.

  17. Work Hard / Play Hard

    OpenAIRE

    Burrows, J.; Johnson, V.; Henckel, D.

    2016-01-01

    Work Hard / Play Hard was a participatory performance/workshop or CPD experience hosted by interdisciplinary arts atelier WeAreCodeX, in association with AntiUniversity.org. As a socially/economically engaged arts practice, Work Hard / Play Hard challenged employees/players to get playful, or go to work. 'The game changes you, you never change the game'. Employee PLAYER A 'The faster the better.' Employer PLAYER B

  18. Communities of Play - a collective unfolding

    DEFF Research Database (Denmark)

    Thorsted, Ann Charlotte

    2016-01-01

    This paper discusses the role of play in organizations and its ability to create a community of play regarded as a group of people deeply engaged in play. The elaboration is based on an empirical study of adults playing in the Danish international toy company LEGO. The study confirms that play can...... support organizations in solving present day challenges, such as learning, communication, innovation and collaboration. But before talking about solving anything, this paper argues – primarily through the perspective of Gadamer – that it is equally intriguing to look into what play as a universal life....... By introducing the new term ‘community of play’ into the discussion of play among adults in organizational contexts, the paper tries to spark an existential inquiry into the more intangible and human aspects of organizations....

  19. Free riders play fair

    OpenAIRE

    Takikawa, Hirohide

    2012-01-01

    After the demise of the social contract theory, the argument from fair play, which employs the principle of fair play, has been widely acknowledged as one of the most promising ways of justifying political obligation. First, I articulate the most promising version of the principle of fair play. Then, I show that free riders play fair, that is, that their moral fault lies not in unfairness but in the violation of a rule by appealing to the example of three-in-a-boat. Finally, I conclude that e...

  20. 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....

  1. Late Modern Play Culture

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg

    2008-01-01

    and the Danish University of Education (among others) have been working with different kind of products, all referred to as PlAYWARE. Playware combines modern technology and knowledge about play culture in order to produce playful experiences for its players. This paper will exemplify how the concept of play can...... from one generation to the next. Because older children are no longer present as younger children grow up, the traditional "cultural leaders" are gone. They have taken with them much of the inspiration for play as well as important knowledge about how to organise a game. In that sense we can say...

  2. Playfulness and Openness

    DEFF Research Database (Denmark)

    Marchetti, Emanuela; Petersson, Eva

    2011-01-01

    What does it mean to design a playful learning tool? What is needed for a learning tool to be perceived by potential users as playful? These questions emerged reflecting on a Participatory Design process aimed at enhancing museum-learning practice from the perspective of primary school children...

  3. Play framework cookbook

    CERN Document Server

    Reelsen, Alexander

    2015-01-01

    This book is aimed at advanced developers who are looking to harness the power of Play 2.x. This book will also be useful for professionals looking to dive deeper into web development. Play 2 .x is an excellent framework to accelerate your learning of advanced topics.

  4. Five recent play dates

    DEFF Research Database (Denmark)

    Abildgaard, Mette Simonsen; Birkbak, Andreas; Jensen, Torben Elgaard

    2017-01-01

    An advantage of the playground metaphor is that it comes with the activity of going out on ‘play dates’ and developing friendships. In such playful relationships, there is always something at stake, but the interaction is also fun and inherently exploratory. In the following, we take a tour of five...

  5. Communication in Symbolic Play.

    Science.gov (United States)

    Umek, Ljubica Marjanovic; Musek, Petra Lesnik; Kranjc, Simona

    2001-01-01

    Analyzed records of Slovene children's speech from a linguistic point of view and established differences in communication patterns with regard to the children's ages and the type of symbolic play. Found a shift in play from make-believe with regard to objects to roleplay related to social context. The older the child, the more language functions…

  6. Art of Play

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2011-01-01

    Play is a key element in cultural development, according to the Dutch historian Johan Huizinga. Nowadays many of us interact with other people in online games and social networks, through multiple digital devices. But harnessing playful activities for museum learning is mostly undeveloped. In thi...

  7. Play your part

    CERN Document Server

    Ramsey, Gaynor

    1978-01-01

    Play your part is a collection of then situations in which students have to take on the roles of particular people and express their opinions, feelings or arguments about the situation. Play your part is intended for use with advanced students of English.

  8. 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.

  9. Mental Rotation Ability and Computer Game Experience

    Science.gov (United States)

    Gecu, Zeynep; Cagiltay, Kursat

    2015-01-01

    Computer games, which are currently very popular among students, can affect different cognitive abilities. The purpose of the present study is to examine undergraduate students' experiences and preferences in playing computer games as well as their mental rotation abilities. A total of 163 undergraduate students participated. The results showed a…

  10. 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...

  11. Play vs. Procedures

    DEFF Research Database (Denmark)

    Hammar, Emil

    Through the theories of play by Gadamer (2004) and Henricks (2006), I will show how the relationship between play and game can be understood as dialectic and disruptive, thus challenging understandings of how the procedures of games determine player activity and vice versa. As such, I posit some...... analytical consequences for understandings of digital games as procedurally fixed (Boghost, 2006; Flannagan, 2009; Bathwaite & Sharp, 2010). That is, if digital games are argued to be procedurally fixed and if play is an appropriative and dialectic activity, then it could be argued that the latter affects...... and alters the former, and vice versa. Consequently, if the appointed procedures of a game are no longer fixed and rigid in their conveyance of meaning, qua the appropriative and dissolving nature of play, then understandings of games as conveying a fixed meaning through their procedures are inadequate...

  12. Can play be defined?

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    Can play be defined? There is reason to raise critical questions about the established academic demand that at phenomenon – also in humanist studies – should first of all be defined, i.e. de-lineated and by neat lines limited to a “little box” that can be handled. The following chapter develops....... Human beings can very well understand play – or whatever phenomenon in human life – without defining it....

  13. Readability and Reading Ability.

    Science.gov (United States)

    Wright, Benjamin D.; Stenner, A. Jackson

    This document discusses the measurement of reading ability and the readability of books by application of the Lexile framework. It begins by stating the importance of uniform measures. It then discusses the history of reading ability testing, based on the assumption that no researcher has been able to measure more than one kind of reading ability.…

  14. Playing and gaming

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg; Ejsing-Duun, Stine; Hanghøj, Thorkild

    2013-01-01

    The paper develops an approach of playing and gaming activities through the perspective of both activities as mood activities . The point of departure is that a game - is a tool with which we, through our practices, achieve different moods. This based on an empirical study of children's everyday...... lives, where the differences emerge through actual practices, i.e. through the creation of meaning in the specific situations. The overall argument is that it is not that important whether it is a playing or a gaming activity - it is however crucial to be aware of how moods occur and what their optimal...... dimensions: practices and moods. Practice is the concept of all the doing in the activities. Moods are the particular concept of sense and feeling of being, which is what we are drawn to when we are playing or gaming....

  15. To play is necessary

    Directory of Open Access Journals (Sweden)

    Angela Vargas

    2008-05-01

    Full Text Available This work tries to contemplate on playing, leaving of the observations on the children's games accomplished during the apprenticeship and the articulation of those with some theoretical ones that have been dedicating if to the study of the game, of the childhood and of the Infantile Education. It was possible, through the apprenticeship registrations and of the observations to live many moments in that the two groups, 3A and 3B, they played incorporating objects and creating characters in your games. He/she gave way, we sought focar the game of the do-of-bill, contemplating on your importance for the children in the first childhood, and that possibilities she brings us in the amplification of the infantile experiences. Another important aspect in this article is to contemplate on the teacher's practice in the Infantile Education, and, through our observations on playing of the children noticed the teachers' involvement in the children's games.

  16. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  17. Motivation, Creativity, Play & Learning

    DEFF Research Database (Denmark)

    Petersson, Eva

    2005-01-01

    on their needs and desires. This paper presents results from SoundScapes body of research which is utilising technology in assistive (re)habilitation from Virtual Interactive Space (VIS); furthermore the paper describes what emerges in play scenarios that utilise enabling technology. The involved study exhibits...... implementation of robotic physical movement synchronously manipulated from sourced data movement information of a human. SoundScapes is a concept based on non-verbal communication and stimulation through interactive play with sounds and images, which is being realised in the production of a non-wearable sensor...

  18. Playing Golf Is Elementary

    Science.gov (United States)

    Goldman, Jill S.; Pfluge, Kevin F.

    2010-01-01

    Golf is a lifelong activity that people of all ages can enjoy if they experience success and have fun. Early involvement in the sport facilitates the development of the ability to strike an object with an implement. Striking with implements can be challenging for young children and teachers, but golf can be taught in all elementary school settings…

  19. Play and Power

    DEFF Research Database (Denmark)

    The power of play, so central to psychoanalytic theory and practice, is conjoined to the social psychological or socio-politically coloured concept of power, giving rise to many fruitful discussions of how these concepts manifest themselves in clinical work with children, groups and adults...

  20. Play's Importance in School

    Science.gov (United States)

    Sandberg, Anette; Heden, Rebecca

    2011-01-01

    The purpose of this study is to contribute knowledge on and gain an understanding of elementary school teachers' perspectives on the function of play in children's learning processes. The study is qualitative with a hermeneutical approach and has George Herbert Mead as a theoretical frame of reference. Interviews have been carried out with seven…

  1. Play framework essentials

    CERN Document Server

    Richard-Foy, Julien

    2014-01-01

    This book targets Java and Scala developers who already have some experience in web development and who want to master Play framework quickly and efficiently. This book assumes you have a good level of knowledge and understanding of efficient Java and Scala code.

  2. Efficacy of play therapy

    African Journals Online (AJOL)

    User

    Life-skills of Children Under Difficult Circumstances: The. Case of Two ... Goodman's Strengths and Difficulties Questionnaire-a standardized instrument) were obtained from 17 ... From a developmental point of view, play ... preventing mild problems becoming worse, .... records) and a socially withdrawn child-for example ...

  3. The Activity of Play

    DEFF Research Database (Denmark)

    Pichlmair, Martin

    This paper presents Activity Theory as a framework for understanding the action of playing games with the intention of building a foundation for the creation of new game design tools and methods. Activity Theory, an epistemological framework rooted in Soviet psychology of the first half of the 20...

  4. stage/page/play

    DEFF Research Database (Denmark)

    context. Contributors: Per Brask, Dario Fo, Jette Barnholdt Hansen, Pil Hansen, Sven Åke Heed, Ulla Kallenbach, Sofie Kluge, Annelis Kuhlmann, Kela Kvam, Anna Lawaetz, Bent Flemming Nielsen, Franco Perrelli, Magnus Tessing Schneider, Antonio Scuderi. stage/page/play is published as a festschrift...

  5. 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...

  6. Understanding Games as Played

    DEFF Research Database (Denmark)

    Leino, Olli Tapio

    2009-01-01

    Researchers interested in player’s experience would assumedly, across disciplines, agree that the goal behind enquiries into player’s experience is to understand the how games’ features end up affecting the player’s experience. Much of the contemporary interdisciplinary research into player......’s experience leans toward the empirical-scientific, in the forms (neuro)psychology, sociology and cognitive science, to name a few. In such approaches, for example demonstrating correlation between physiological symptoms and an in-game event may amount to ‘understanding’. However, the experience of computer...... game play is a viable topic also for computer game studies within the general tradition of humanities. In such context, the idea of ‘understanding an experience’ invites an approach focusing on the experienced significance of events and objects within computer game play. This focus, in turn, suggests...

  7. Ravens at Play

    Directory of Open Access Journals (Sweden)

    Deborah Bird Rose

    2011-09-01

    Full Text Available  ‘We were driving through Death Valley, an American-Australian and two Aussies, taking the scenic route from Las Vegas to Santa Cruz.’ This multi-voiced account of multispecies encounters along a highway takes up the challenge of playful and humorous writing that is as well deeply serious and theoretically provocative. Our travels brought us into what Donna Haraway calls the contact zone: a region of recognition and response. The contact zone is a place of significant questions: ‘Who are you, and so who are we? Here we are, and so what are we to become?’ Events were everything in this ecology of play, in which the movements of all the actors involved the material field in its entirety. We were brought into dances of approach and withdrawal, dances emerging directly, to paraphrase Brian Massumi, from the dynamic relation between a myriad of charged particles.

  8. Playful Collaboration (or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel

    2011-01-01

    This paper explores how games and play, which are deeply rooted in human beings as a way to learn and interact, can be used to teach certain concepts and practices related to open collaborative innovation. We discuss how playing games can be a source of creativity, imagination and fun, while it can...... also be conducive to deep learning. As such, a game can engage different dimensions of learning and embed elements of active, collaborative, cooperative and problem-based learning. Building on this logic, we present an exploratory case study of the use of a particular board game in a class of a course...... collaboration at the cost of individual performance and possible long-term collective performance as well....

  9. Play. Learn. Innovate

    DEFF Research Database (Denmark)

    Sproedt, Henrik

    study were to better understand the theoretical foundations and practical implications of complex social interaction in organizational innovation settings. As I did not find any existing models or hypotheses that I was interested in testing I set out to discover how I could grasp complex social...... evidence that play and games could be interesting perspectives to take in order to understand complex social interaction. I come to the conclusion that – in innovation settings – the social dynamics that affect the process are essentially about transformation of knowledge across boundaries. I propose......„Play. Learn. Innovate. – Grasping the Social Dynamics of Participatory Innovation“ the title of this thesis describes how the complex interplay of unexpected events led to some burning questions and eventually to this thesis, which one could call an innovation*1*. During several years...

  10. Creativity and Playfulness

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine; Skovbjerg, Helle Marie

    2015-01-01

    Abstract: This article explores how student behavior and interactions change when teachers use “producing games” as a primary pedagogical strategy (Papert, 1980; Ejsing-Duun and Karoff, 2014). Based on student and teacher actions and responses, as well as on students' production—observed during f...... fieldwork—this paper emphasizes the importance of understanding how students explore creativity and playfulness while producing in learning situations....

  11. 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

  12. Turning training into play

    DEFF Research Database (Denmark)

    Aarhus, Rikke; Grönvall, Erik; Larsen, Simon Bo

    2011-01-01

    participants generally found physical training both fun and socially engaging, and experienced improved fitness. We also argue that embodied gaming motivates seniors to do more than they think themselves capable of, and allows seniors with different mental and physical capabilities to play together. However......, there are also certain barriers, when seniors interact with the system. Speed and complexity of what is displayed on the screen are examples of barriers that affect the seniors’ satisfactory use of the technology. Based on these findings, we discuss how physical rehabilitation may be facilitated by computer...

  13. Playing Second Fiddle?

    DEFF Research Database (Denmark)

    This book poses the inconvenient question whether he European Union has become a secondary actor on the global arena, or whether it has perhaps for a long time already been playing second fiddle without wishing to admit it. What indicators would today, after a prolonged economic and socio......-political crisis in the Eurozone, imply that the EU can challenge the United States, China, or for that matter Russia, and take a position as a true global powerhouse? Has the train already left the station for what is still a very unique experiment, the European Union? Four different visions of Europes’s future...

  14. PlayStation purpura.

    Science.gov (United States)

    Robertson, Susan J; Leonard, Jane; Chamberlain, Alex J

    2010-08-01

    A 16-year-old boy presented with a number of asymptomatic pigmented macules on the volar aspect of his index fingers. Dermoscopy of each macule revealed a parallel ridge pattern of homogenous reddish-brown pigment. We propose that these lesions were induced by repetitive trauma from a Sony PlayStation 3 (Sony Corporation, Tokyo, Japan) vibration feedback controller. The lesions completely resolved following abstinence from gaming over a number of weeks. Although the parallel ridge pattern is typically the hallmark for early acral lentiginous melanoma, it may be observed in a limited number of benign entities, including subcorneal haematoma.

  15. Celadon Figurines Play Instruments

    Institute of Scientific and Technical Information of China (English)

    1995-01-01

    This group of figurines, each 0.15m tall, were unearthed from a Tang Dynasty tomb in Changsha in 1977. Music was very developed in the Tang Dynasty. Colorful musical instruments and dances were popular both among the people and in the palace. These vivid-looking figurines wear pleated skirts with small sleeves and open chest, a style influenced by the non-Han nationalities living in the north and west of China. Some of the musical instruments were brought from the Western Regions. The figurines are playing the xiao (a vertical bamboo flute), the konghou (an

  16. Playful hyper responsibility

    DEFF Research Database (Denmark)

    Knudsen, Hanne; Andersen, Niels Åkerstrøm

    2014-01-01

    Over the past 10–15 years, state-funded schools have begun to require parents to assume an undefined and infinite personal responsibility. In this article, we investigate how schools organize responsibility games to respond to this challenge and how these games affect the concept of responsibility....... We point to a dislocation in the way parents are assigned responsibility, because the definition of responsibility is not only a question of formulating rules or providing advice. We argue that what emerges is a kind of playful hyper responsibility that identifies responsibility as the participation...

  17. 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

  18. Measuring Creative Imagery Abilities

    Directory of Open Access Journals (Sweden)

    Dorota M. Jankowska

    2015-10-01

    Full Text Available Over the decades, creativity and imagination research developed in parallel, but they surprisingly rarely intersected. This paper introduces a new theoretical model of creative imagination, which bridges creativity and imagination research, as well as presents a new psychometric instrument, called the Test of Creative Imagery Abilities (TCIA, developed to measure creative imagery abilities understood in accordance with this model. Creative imagination is understood as constituted by three interrelated components: vividness (the ability to create images characterized by a high level of complexity and detail, originality (the ability to produce unique imagery, and transformativeness (the ability to control imagery. TCIA enables valid and reliable measurement of these three groups of abilities, yielding the general score of imagery abilities and at the same time making profile analysis possible. We present the results of eight studies on a total sample of more than 1,700 participants, showing the factor structure of TCIA using confirmatory factor analysis, as well as provide data confirming this instrument’s validity and reliability. The availability of TCIA for interested researchers may result in new insights and possibilities of integrating the fields of creativity and imagination science.

  19. Development and validation of the Affect in Play Scale-brief rating version (APS-BR).

    Science.gov (United States)

    Cordiano, Tori J Sacha; Russ, Sandra W; Short, Elizabeth J

    2008-01-01

    The Affect in Play Scale (APS; Russ, 1987, 2004) is one of few reliable, standardized measures of pretend play, yet the fact that it requires videotaping and extensive training to score compromises its clinical utility. In this study, we developed and validated a brief rating version (APS-BR) that does not require videotaping. Construct validity was established by comparing scores from the original APS and the APS-BR using an existing data set of videotaped play (n = 46). We examined associations between scores on the APS-BR and theoretically relevant measures of divergent thinking and emotional memories. Scores on the APS-BR related strongly to those on the APS, and the pattern of correlations for each scale and relevant criterion measures was similar in strength and direction, supporting the APS-BR as an alternate form of the APS. In addition, we completed a pilot study to examine the efficacy of using the APS-BR in its intended in vivo format (n = 28). Results from both studies suggest that the APS-BR is a promising brief measure of children's pretend play that can be substituted for the APS in clinical and research settings.

  20. Girls underestimate maths ability

    Science.gov (United States)

    2017-05-01

    A study by psychologists in the US has found that high-school girls rate their competence in mathematics lower than boys, even for those with similar abilities (Front. Psychol. 10.3389/fpsyg.2017.00386).

  1. Learning Arabic through play

    DEFF Research Database (Denmark)

    Papadopoulos, Pantelis M.; Ibrahim, Zeinab; Karatsolis, Andreas

    2015-01-01

    This paper presents the use of educational games in the context of the “Arabiyyatii” research project, a three-year project funded through Qatar National Research Fund. The scope of the project is teaching Modern Standard Arabic (MSA) to kindergarten students (5-6 years old) that are native...... speakers of the Qatari dialect. Part of the new curriculum envisioned in the project includes the use of simple educational games, specifically designed and developed for tabletop surface computers. The paper presents a naturalistic study design, following the activities of 18 students for a period of 9...... weeks in the project. The paper presents three of the most played games by the students, along with analysis on collected data, focusing on students’ performance and attitudes towards the new curriculum. Results analysis provided an encouraging image, suggesting that the conducted activity was able...

  2. Farm Hall: The Play

    Science.gov (United States)

    Cassidy, David C.

    2013-03-01

    It's July 1945. Germany is in defeat and the atomic bombs are on their way to Japan. Under the direction of Samuel Goudsmit, the Allies are holding some of the top German nuclear scientists-among them Heisenberg, Hahn, and Gerlach-captive in Farm Hall, an English country manor near Cambridge, England. As secret microphones record their conversations, the scientists are unaware of why they are being held or for how long. Thinking themselves far ahead of the Allies, how will they react to the news of the atomic bombs? How will these famous scientists explain to themselves and to the world their failure to achieve even a chain reaction? How will they come to terms with the horror of the Third Reich, their work for such a regime, and their behavior during that period? This one-act play is based upon the transcripts of their conversations as well as the author's historical work on the subject.

  3. Mobilities at Play

    DEFF Research Database (Denmark)

    Ungruhe, Christian

    2017-01-01

    So far, academic contributions have widely framed football in Africa as a means for migration from a western point of view. At a time, they presented particular and one-dimensional understandings of transnational links in the realm of football migration between Africa and Europe. Macro......-level perspective there is still an analytical gap between the ambitions and experiences of migrating players and economic power relations at play on the one hand and the socio-cultural embedding of the transnational connections in football migration on the other. In order to understand why and how football...... mobilities are indeed linked to ‘the transnational’ in migration there is a need to localize the phenomenon and investigate how local understandings of migration and mobility are lived and expressed in a transnational sport like football. By taking data from fieldwork among West African football migrants...

  4. Free time, play and game

    OpenAIRE

    Božović Ratko R.

    2008-01-01

    Free time and play are mutually dependent categories that are always realized together. We either play because we have free time or we have free time because we play (E. Fink). Play, no matter whether it is children's or artistic play or a spontaneous sports game (excluding professional sports) most fully complements human existence and thereby realizes free time as a time in freedom and freedom of time. Therefore, free time exists and is most prominent in play. Moreover, one game releases it...

  5. 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…

  6. 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…

  7. Play the European card

    International Nuclear Information System (INIS)

    Majewski, O.

    1999-01-01

    Dr. Otto Majewski, Chief Executive Officer of the Bayernwerk AG utility, in his capacity as Chairman of the European Nuclear Council pointed out at ENC 98 in Nice that national energy policies constituted a major danger to the use of nuclear power. At the same time, he indicated ways and means by which to evade that danger. The decisions taken in Sweden and in the Federal Republic of Germany to opt out of the use of nuclear power show that national energy policies can seriously jeopardize the use of nuclear power. Bayernwerk CEO Dr. Majewski urged nuclear power plant operators to counteract these tendencies by playing the European card. Nuclear power anyway was a classical topic of European cooperation which, in the past, had resulted in higher safety standards and in the development of the EPR. It should also be attempted, by working on European institutions, to strengthen the use of nuclear power, even on a national level. He invoked economic arguments against nuclear opponents, especially the preservation of competitiveness by means of lower electricity prices, and arguments of climate protection. (orig.) [de

  8. Development of arithmetical abilities

    Directory of Open Access Journals (Sweden)

    Tatjana Levstek

    2014-02-01

    Full Text Available Arithmetic (from the word 'arithmos' which means 'numbers' is an elementary branch of mathematics. Numeracy is essential for understanding mathematics, so the development of arithmetic abilities has been an area of scientific research for a long time. Recent research has shown that the development of arithmetic abilities is not based only on gaining experience and learning. Some arithmetic abilities, especially the sense of quantity, are innate. Even babies are able to distinguish between groups with different number of elements and they perceive numeracy amodally. Six-month-olds distinguish between two groups with the numeracy ratio of 1 : 2. With age this ratio improves rapidly. Five-year-old children already distinguish between groups with the number ratio 7 : 8. The ability to compare two quantities begins to develop after 15 months of age and children learn how to count spontaneously, together with the acquisition of language. Speech enables children to understand number in its abstract, symbolic sense, thus opening the way to symbolic arithmetic. During the preschool period children use intuition when doing calculations, but in school the arithmetic is based on the knowledge of arithmetical algorithms. So, in order to acquire mathematical knowledge, it is necessary to incorporate memory and automate arithmetical processes, without the use of intuition. However, research has shown that intuition is very important and is even a predictive factor for the development of mathematical abilities throughout the schooling process.

  9. Play Therapy in Elementary Schools

    Science.gov (United States)

    Landreth, Garry L.; Ray, Dee C.; Bratton, Sue C.

    2009-01-01

    Because the child's world is a world of action and activity, play therapy provides the psychologist in elementary-school settings with an opportunity to enter the child's world. In the play therapy relationship, toys are like the child's words and play is the child's language. Therefore, children play out their problems, experiences, concerns, and…

  10. Enhanced reality live role playing

    OpenAIRE

    Söderberg, Jonas; Waern, Annika; Åkesson, Karl-Petter; Björk, Staffan; Falk, Jennica

    2004-01-01

    Live role-playing is a form of improvisational theatre played for the experience of the performers and without an audience. These games form a challenging application domain for ubiquitous technology. We discuss the design options for enhanced reality live role-playing and the role of technology in live role-playing games.

  11. The Upside of Videogame Playing.

    Science.gov (United States)

    Jackson, Linda A

    2012-12-01

    In our research on the relationship between videogame playing and cognitive outcomes we found that children (n=481, 12 year olds) who played videogames more were more creative than those who played them less. Here we summarize these findings and propose new research to identify mediating cognitive factors influenced by videogame playing.

  12. 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.

  13. Ouroboros - Playing A Biochemical

    Directory of Open Access Journals (Sweden)

    D. T. Rodrigues

    2014-08-01

    Full Text Available Ouroboros: Playing A Biochemical RODRIGUES,D.T.1,2;GAYER, M.C.1,2; ESCOTO, D.F.1; DENARDIN, E.L.G.2, ROEHRS, R.1,2 1Interdisciplinary Research Group on Teaching Practice, Graduate Program in Biochemistry, Unipampa, RS, Brazil 2Laboratory of Physicochemical Studies and Natural Products, Post Graduate Program in Biochemistry, Unipampa, RS, Brazil Introduction: Currently, teachers seek different alternatives to enhance the teaching-learning process. Innovative teaching methodologies are increasingly common tools in educational routine. The use of games, electronic or conventional, is an effective tool to assist in learning and also to raise the social interaction between students. Objective: In this sense our work aims to evaluate the card game and "Ouroboros" board as a teaching and learning tool in biochemistry for a graduating class in Natural Sciences. Materials and methods: The class gathered 22 students of BSc in Natural Sciences. Each letter contained a question across the board that was drawn to a group to answer within the allotted time. The questions related concepts of metabolism, organic and inorganic chemical reactions, bioenergetics, etc.. Before the game application, students underwent a pre-test with four issues involving the content that was being developed. Soon after, the game was applied. Then again questions were asked. Data analysis was performed from the ratio of the number of correct pre-test and post-test answers. Results and discussion: In the pre-test 18.1% of the students knew all issues, 18.1% got 3 correct answers, 40.9% answered only 2 questions correctly and 22.7% did not hit any. In post-test 45.4% answered all the questions right, 31.8% got 3 questions and 22.7% got 2 correct answers. The results show a significant improvement of the students about the field of content taught through the game. Conclusion: Generally, traditional approaches of chemistry and biochemistry are abstract and complex. Thus, through games

  14. Priming Ability Emotional Intelligence

    Science.gov (United States)

    Schutte, Nicola S.; Malouff, John M.

    2012-01-01

    Two studies examined whether priming self-schemas relating to successful emotional competency results in better emotional intelligence performance. In the first study participants were randomly assigned to a successful emotional competency self-schema prime condition or a control condition and then completed an ability measure of emotional…

  15. Early Functional Abilities

    DEFF Research Database (Denmark)

    Lorentzen, Jakob; Poulsen, Ingrid

    2005-01-01

    Early Functional Abilities (EFA), - en skala til evaluering af behandlingsforløb af svært hjerneskadede patienter i forbindelse med tidlig rehabilitering. Formål At monitorere og dokumentere rehabiliteringsforløbet for svært hjerneskadede patienter, hvor funktionsniveauet endnu ikke kan registreres...

  16. BIBLIOGRAPHY ON MENTAL ABILITY.

    Science.gov (United States)

    Harvard Univ., Cambridge, MA. Graduate School of Education.

    THIS BIBLIOGRAPHY LISTS MATERIAL ON VARIOUS ASPECTS OF HUMAN INTELLECT. APPROXIMATELY 50 UNANNOTATED REFERENCES ARE PROVIDED TO DOCUMENTS DATING FROM 1955 TO 1966. BOOKS, REPORTS, JOURNAL MATERIALS, AND SOME UNPUBLISHED TITLES ARE LISTED. SUBJECT AREAS INCLUDED ARE (1) INTELLECTUAL DEVELOPMENT, (2) ABILITY DIFFERENCES BETWEEN INDIVIDUALS, RACES,…

  17. Conservatism and Cognitive Ability

    Science.gov (United States)

    Stankov, Lazar

    2009-01-01

    Conservatism and cognitive ability are negatively correlated. The evidence is based on 1254 community college students and 1600 foreign students seeking entry to United States' universities. At the individual level of analysis, conservatism scores correlate negatively with SAT, Vocabulary, and Analogy test scores. At the national level of…

  18. Synchronization of Mental Abilities

    NARCIS (Netherlands)

    Guney, A.

    2008-01-01

    I think it is better to summarize some cognitive issues in relation to this subject; how we learn, how we should organize learning (instructions), knowledge, etc. before treating creativity and rationality. Is it, really, possible to consider creativity without any kind of involvement of the ability

  19. AgrAbility Project

    Science.gov (United States)

    ... Cordless Ratchet Wrench ClampTite Wire Clamping Tool iBlue Smart Gate/Door Opener Full Toolbox AT Database Extranet ... in-person NTW - March 19-22, Portland, Maine House and Senate Appropriations Committees recommend restoring AgrAbility funding... ...

  20. Why People Play: Artificial Lives Acquiring Play Instinct to Stabilize Productivity

    Directory of Open Access Journals (Sweden)

    Shinichi Tamura

    2012-01-01

    Full Text Available We propose a model to generate a group of artificial lives capable of coping with various environments which is equivalent to a set of requested task, and likely to show that the plays or hobbies are necessary for the group of individuals to maintain the coping capability with various changes of the environment as a whole. This may be an another side of saying that the wide variety of the abilities in the group is necessary, and if the variety in a species decreased, its species will be extinguished. Thus, we show some simulation results, for example, in the world where more variety of abilities are requested in the plays, performance of the whole world becomes stable and improved in spite of being calculated only from job tasks, and can avoid the risk of extinction of the species. This is the good effect of the play.

  1. 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…

  2. Cognitive Ability, Principled Reasoning and Political Tolerance

    DEFF Research Database (Denmark)

    Hebbelstrup Rye Rasmussen, Stig; Nørgaard, Asbjørn Sonne

    Individuals are not equally politically tolerant. To explain why, individual differences in emotions and threat have received much scholarly attention in recent years. However, extant research also shows that psychological dispositions, habitual cognitive styles, ideological orientation...... and ‘principled reasoning’ influence political tolerance judgments. The extent to which cognitive ability plays a role has not been entertained even if the capacity to think abstractly, comprehend complex ideas and apply abstract ideas to concrete situations is inherent to both principled tolerance judgment...... and cognitive ability. Cognitive ability, we argue and show, adds to the etiology of political tolerance. In Danish and American samples cognitive ability strongly predicts political tolerance after taking habitual cognitive styles (as measured by personality traits), education, social ideology, and feelings...

  3. Parental Involvement In Play Therapy

    Science.gov (United States)

    Ohlson, E. Lamonte

    1976-01-01

    Play therapy acts as a medium of expression for children. The purpose of this article is to outline a methodological approach as well as to emphasize the necessity of including the parent in the play therapy situation. (Author)

  4. Learning, Play, and Your Newborn

    Science.gov (United States)

    ... Staying Safe Videos for Educators Search English Español Learning, Play, and Your Newborn KidsHealth / For Parents / Learning, ... Some Other Ideas Print What Is My Newborn Learning? Play is the chief way that infants learn ...

  5. 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.

  6. 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.

  7. Play Therapy: Basics and Beyond.

    Science.gov (United States)

    Kottman, Terry

    This book provides an atheoretical orientation to basic concepts involved in play therapy and an introduction to different skills used in play therapy. The demand for mental professionals and school counselors who have training and expertise in using play as a therapeutic tool when working with children has increased tremendously. In response to…

  8. Play Therapy in School Counseling

    Science.gov (United States)

    Trice-Black, Shannon; Bailey, Carrie Lynn; Kiper Riechel, Morgan E.

    2013-01-01

    Play therapy is an empirically supported intervention used to address a number of developmental issues faced in childhood. Through the natural language of play, children and adolescents communicate feelings, thoughts, and experiences. Schools provide an ideal setting for play therapy in many ways; however, several challenges exist in implementing…

  9. 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…

  10. Why do adult dogs 'play'?

    Science.gov (United States)

    Bradshaw, John W S; Pullen, Anne J; Rooney, Nicola J

    2015-01-01

    Among the Carnivora, play behaviour is usually made up of motor patterns characteristic of predatory, agonistic and courtship behaviour. Domestic dogs are unusual in that play is routinely performed by adults, both socially, with conspecifics and with humans, and also asocially, with objects. This enhanced playfulness is commonly thought to be a side effect of paedomorphosis, the perpetuation of juvenile traits into adulthood, but here we suggest that the functions of the different types of play are sufficiently distinct that they are unlikely to have arisen through a single evolutionary mechanism. Solitary play with objects appears to be derived from predatory behaviour: preferred toys are those that can be dismembered, and a complex habituation-like feedback system inhibits play with objects that are resistant to alteration. Intraspecific social play is structurally different from interspecific play and may therefore be motivationally distinct and serve different goals; for example, dogs often compete over objects when playing with other dogs, but are usually more cooperative when the play partner is human. The majority of dogs do not seem to regard competitive games played with a human partner as "dominance" contests: rather, winning possession of objects during games appears to be simply rewarding. Play may be an important factor in sociality, since dogs are capable of extracting social information not only from games in which they participate, but also from games that they observe between third parties. We suggest that the domestic dog's characteristic playfulness in social contexts is an adaptive trait, selected during domestication to facilitate both training for specific purposes, and the formation of emotionally-based bonds between dog and owner. Play frequency and form may therefore be an indicator of the quality of dog-owner relationships. Copyright © 2014 Elsevier B.V. All rights reserved.

  11. A relação entre a brincadeira de faz-de conta e o desenvolvimento de habilidades na aquisição de uma teoria da mente La relación entre el juego de simulacro infantil y el desarrollo de competencias en la adquisición de una teoría de la mente The relationship between make-believe play and the development of abilities to acquisition of theory of mind

    Directory of Open Access Journals (Sweden)

    Ana Claudia da Silva Alves

    2007-08-01

    . Las evidencias presentadas demuestran que los juegos de simulacro se constituyen como setting para la flexibilización del pensamiento y también para el surgimiento de competencias importantes para el desarrollo de una teoría de la mente.This article examines the relationship between some basic operations of the development of a theory of mind, as an interactional tool, and abilities that base the make-believe play. Theory of mind is understood as a conjunct of abilities that equips a child to comprehend, make references, and also consider own and other's mental states, differentiating them and socially operating through this comprehension. Make-believe play is understood, in this study, as a setting of playful action in which a child operates in an imaginary dominion, that it is neither limited to the concrete reality nor equivalent to it. Based in some assumptions, previously approached by many authors, about the relationship between the development of sociocognitive abilities and the acquisition a theory of mind, the observation and analysis of a communicative interaction between a 3.9-year-old child and his mother is discussed. Through some evidences, it is demonstrated that make-believe games constitute a setting that promotes flexibility of thinking and the appearance of some abilities meanly important to the development of a theory of mind.

  12. 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.

  13. 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…

  14. 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,…

  15. 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…

  16. Multispecies methods, technologies for play

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff; Wirman, Hanna

    2016-01-01

    This article discusses methodological considerations of user-centred design for non-human animals. These considerations are illustrated through a design research project that aims to apply digital technology to build games for orangutans’ enrichment. The article argues that design for other species......-human contributions in design. This method applies play as an interspecies co-creative act and can be used as a starting point for addressing questions of difference in play and designing games that allow for ambiguous play....

  17. Playing with a digital swing

    DEFF Research Database (Denmark)

    Skovbjerg, Helle Marie

    2017-01-01

    Based on a field study in a kindergarten among children in Denmark, this paper explores playing activities on a digital swing, the SON-X Octavia (SON-X) and its Applause application. SON-X is an interactive sound unit that can be attached to any swing chain. Here, I explore the relationship between...... to highlight the features of swing play that children develop using the SON-X technology in terms of the danger-safety continuum. The feedback provided, it is found, enables children to independently manage risk and security within the limits of their playing activities; the digital swing supports play...

  18. The Internet of Playful Things

    DEFF Research Database (Denmark)

    Wyeth, Peta; Brereton, Margot; Roe, Paul

    2015-01-01

    This one-day workshop brings together researchers and practitioners to share knowledge and practices on how people can connect and interact with the Internet of Things in a playful way. Open to participants with a diverse range of interests and expertise, and by exploring novel ways to playfully...... will be a road map to support the development of a Model of Playful Connectedness, focusing on how best to design and make playful networks of things, identifying the challenges that need to be addressed in order to do so....

  19. Ability Grouping in Social Studies.

    Science.gov (United States)

    Social Education, 1992

    1992-01-01

    Presents a position statement of the National Council for the Social Studies (NCSS). Reports that the NCSS objects to ability grouping in social studies. Argues that ability grouping disadvantages minority, handicapped, and low ability students. Suggests that ability grouping undermines the democratic ideals that should be the basis of the social…

  20. Efficient evaluation of hearing ability

    NARCIS (Netherlands)

    2009-01-01

    A system for establishing a hearing ability model of a hearing ability of a person, includes a data storage configured to store a representation of a distribution of a hearing ability of a population of individuals, and a processor configured to establish a hearing ability model representing a

  1. Children's expression through play therapy

    Directory of Open Access Journals (Sweden)

    Ljubomirović Nataša

    2015-01-01

    Full Text Available Play as a child's expression, is a skill through which children speaks to adults. Play therapy is a broad field of therapeutic intervention based on the play in order to help the child to cope with problems. Through play, children learn to communicate with others, to express their feelings. Through play they learn and can improve their cognitive, emotional and social capabilities. Play therapy is a nondirective technique focused on the child. It is not focused on the problem, at present even the past, but focused on the expression of the child feelings, accepting the child, rather than correction. The focus has been on the wisdom of a child, not on expertise therapists, guiding the child through play rather than instructing. The aim of play therapy is to encourage healthy growth and development, developing skills in problem solving, reduction of undesirable behavior, confidence building and the development of self-control. This method is effective for a wide range of children's problems, such as the state of stress, anxiety, problem behavior, hyperkinetic syndrome, depression, loss, trauma, the problem of bonding situations parents divorced, somatic disorders, autism spectrum disorders, social problems.

  2. 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.…

  3. Solitary Play: Some Functional Reconsiderations

    Science.gov (United States)

    Moore, Nancy V.; And Others

    1974-01-01

    Solitary play in six kindergarten children was observed and coded for frequency and type in order to resolve iscrepancies in a Sex Birth Order interaction. Several facts concerning solitary play as indicative of independence and maturity are noted. (Author/ED)

  4. Playful Interfaces : Introduction and History

    NARCIS (Netherlands)

    Nijholt, Anton; Nijholt, A.

    2014-01-01

    In this short survey we have some historical notes about human-computer interface development with an emphasis on interface technology that has allowed us to design playful interactions with applications. The applications do not necessarily have to be entertainment applications. We can have playful

  5. Healthy Adult Ageing: Multitasking Abilities and the Impact of Interruptions

    OpenAIRE

    Nevay, Robyn

    2013-01-01

    The ability to multitask plays a significant role within everyday life. This experiment investigated whether multitasking abilities are impaired in healthy adult ageing. Neuropsychological literature has shown that patients with frontal lobe damage are impaired in their ability to multitask on tests designed to assess cognitive functions used in real-life multitasking situations. Age-related reductions in brain volume are most pronounced in the frontal lobes. Therefore, it’s assumed that olde...

  6. 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.

  7. 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.

  8. Playful mediation and virtual sociality

    Directory of Open Access Journals (Sweden)

    Sihem NAJJAR

    2010-01-01

    Full Text Available As a space of sociability, virtual games, especially online role playing games, allow us to capture the interest of the playfulness in social life, but they are means by which users are able to experiment their relationship to others. The virtual games as a mediation device, constitute a "pretext" to forge friendships, develop love relationships, improve language skills, discover other cultures, etc. Based on a sociological survey of Tunisian Internet users (both sexes fans of virtual games we try to show how playful mediation is producing a multifaceted virtual sociality inherent in our contemporary societies.

  9. Cognitive ability and the demand for redistribution.

    Directory of Open Access Journals (Sweden)

    Johanna Mollerstrom

    Full Text Available Empirical research suggests that the cognitively able are politically more influential than the less able, by being more likely to vote and to assume leadership positions. This study asks whether this pattern matters for public policy by investigating what role a person's cognitive ability plays in determining his preferences for redistribution of income among citizens in society. To answer this question, we use a unique Swedish data set that matches responses to a tailor-made questionnaire to administrative tax records and to military enlistment records for men, with the latter containing a measure of cognitive ability. On a scale of 0 to 100 percent redistribution, a one-standard-deviation increase in cognitive ability reduces the willingness to redistribute by 5 percentage points, or by the same amount as a $35,000 increase in mean annual income. We find support for two channels mediating this economically strong and statistically significant relation. First, higher ability is associated with higher income. Second, ability is positively correlated with the view that economic success is the result of effort, rather than luck. Both these factors are, in turn, related to lower demand for redistribution.

  10. 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.

  11. A multiverse play divides opinion

    Science.gov (United States)

    Crease, Robert P.

    2015-03-01

    The stage lights rise. A man and woman meet in a cute way - "Do you know why it's impossible to lick the tips of your elbows?" she asks - they chat momentarily, and separate. The play is Constellations by Nick Payne.

  12. Play the Blood Typing Game

    Science.gov (United States)

    ... Nobel's Life and Work Teachers' Questionnaire The Blood Typing Game What happens if you get a blood ... learn about human blood types! Play the Blood Typing Game 28 September 2017 The mission based game ...

  13. Free-to-Play -liiketoimintamalli

    OpenAIRE

    Tähtö, E. (Elias)

    2016-01-01

    Tiivistelmä Tutkielmani tarkoitus on tutustua erilaisiin pelejen sisäisiin mikrotransaktioihin sekä monetisaatioon. Peliteollisuuden tämän hetken suosituimpana pelimuotona on niin sanotut Free-To-Play -pelit, joiden liikevaihto perustuu täysin käyttäjien suorittamiin mikrotransaktioihin, joilla ostetaan erilaisia pelin sisäisiä hyödykkeitä. Free-to-play -malli on ansaintamallina vielä aika uusi, vaikkakin mikrotransaktioita...

  14. Cognitive abilities and creating metaphorical names

    Directory of Open Access Journals (Sweden)

    Avanesyan, Marina O.

    2016-06-01

    Full Text Available The cognitive processing of metaphor creation has been insufficiently investigated. Creating metaphors requires the ability to work in a fantastic, impossible context, using symbolic and associative means to express oneís thoughts. It has been shown recently that intelligence plays an important role in the creation of metaphors, but it is not the main factor in determining their success. The present research explores the roles of conceptual abilities, categorical abilities, and flexibility (as the factor creativity in metaphor creation. Participants (n = 38 young adults were asked to come up with names for three photos, without any special instruction to create metaphors. To classify conceptual abilities we used ìConceptual Synthesisî (M. A. Kholodnaya, 2012; to measure categorical ability we used the subtest ìSimilaritiesî (D. Wechsler, 1955; to identify the role of creativity in the metaphor process we used the test of ìUnusual Usesî (J. P. Guilford, 1960. The creation of complex metaphorical names was associated with a tendency to create highly organized mental structures and to retain them within the general semantic context (r = 0.344, p < 0.05. The tendency to create single-level situational connections was associated with a tendency to give specific names to photos (r = 0.475, p < 0.01. Photographic images proved out to be fruitful stimuli to investigate the processing of visual information. We developed a preliminary classification of names: 1 concrete; 2 situational; 3 abstract; 4 metaphorical (M1 and M2. We identified two types of metaphorical names — perceptual and complex metaphors — that relate to conceptual abilities in different ways. It is inaccurate to speak about a general concept of ìmetaphorical abilitiesî; we should differentiate the psychological mechanisms that lie at their base.

  15. The role of high level play as a predictor social functioning in autism.

    Science.gov (United States)

    Manning, Margaret M; Wainwright, Laurel D

    2010-05-01

    Play and social abilities of a group of children diagnosed with high functioning autism were compared to a second group diagnosed with a variety of developmental language disorders (DLD). The children with autism engaged in fewer acts of high level play. The children with autism also had significantly lower social functioning than the DLD group early in the play session; however, these differences were no longer apparent by the end of the play session. In addition, a significant association existed between play and social functioning regardless of diagnosis. This suggests that play may act as a current indicator of social ability while providing an arena for social skills practice.

  16. 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.

  17. Information Processing and Human Abilities

    Science.gov (United States)

    Kirby, John R.; Das, J. P.

    1978-01-01

    The simultaneous and successive processing model of cognitive abilities was compared to a traditional primary mental abilities model. Simultaneous processing was found to be primarily related to spatial ability; and to a lesser extent, to memory and inductive reasoning. Subjects were 104 fourth-grade urban males. (Author/GD C)

  18. Creativity and technical innovation: spatial ability's unique role.

    Science.gov (United States)

    Kell, Harrison J; Lubinski, David; Benbow, Camilla P; Steiger, James H

    2013-09-01

    In the late 1970s, 563 intellectually talented 13-year-olds (identified by the SAT as in the top 0.5% of ability) were assessed on spatial ability. More than 30 years later, the present study evaluated whether spatial ability provided incremental validity (beyond the SAT's mathematical and verbal reasoning subtests) for differentially predicting which of these individuals had patents and three classes of refereed publications. A two-step discriminant-function analysis revealed that the SAT subtests jointly accounted for 10.8% of the variance among these outcomes (p development of creativity, beyond the roles played by the abilities traditionally measured in educational selection, counseling, and industrial-organizational psychology. Spatial ability plays a key and unique role in structuring many important psychological phenomena and should be examined more broadly across the applied and basic psychological sciences.

  19. Parent-Child Play across Cultures: Advancing Play Research

    Science.gov (United States)

    Roopnarine, Jaipaul L.; Davidson, Kimberly L.

    2015-01-01

    In this article, the authors argue for a greater understanding of children's play across cultures through better integration of scientific thinking about the developed and developing societies, through consideration of socialization beliefs and goals, and, finally, through the use of more complex models in research investigations. They draw on…

  20. Why Play Outside? Problematising Outdoor Play as a Biopedagogical Task

    Science.gov (United States)

    Robinson, Daniel B.; Barrett, Joe

    2017-01-01

    Although outdoor play has been widely recognised for the many benefits it affords children, some have rationalised the need for it based on goals related to physical health. More specifically, these instrumental goals have been closely related to obesity, overweight, and/or physical (in)activity. Adhering to obesity discourses and the notion of a…

  1. Motivations for Play in Computer Role-Playing Games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    , but rather composed of multiple motivational drivers that are heavily interrelated and act in concert. Character uniqueness and Discovery & Immersion were the highest ranked motivational categories. Different levels of detail in motivations for playing single-/multi- Player RPGs were located...

  2. 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.

  3. Specific Abilities May Increment Psychometric g for High Ability Populations

    Science.gov (United States)

    2016-04-14

    tend to sort themselves into jobs that are commensurate with their ability level ( McCormick , DeNisi, & Staw, 1979; McCormick , Jeanneret, & Mecham...of Genetic Psychology, 153, 229-230. Specific abilities, g, & high ability populations 14 McCormick , E. J., DeNisi, A. S., & Shaw, J. B... McCormick , E. J., Jeanneret, P. R., & Mecham, R. C. (1972). A study of job characteristics and job dimensions as based on the Position Analysis Questionnaire

  4. Modular robotics for playful physiotherapy

    DEFF Research Database (Denmark)

    Lund, Henrik Hautop

    2009-01-01

    We developed modular robotic tiles to be used for playful physiotherapy, which is supposed to motivate patients to engage in and perform physical rehabilitation exercises. We tested the modular robotic tiles for an extensive period of time (3 years) in daily use in a hospital rehabilitation unit e.......g. for cardiac patients. Also, the tiles were tested for performing physical rehabilitation of stroke patients in their private home. In all pilot test cases qualitative feedback indicate that the patients find the playful use of modular robotic tiles engaging and motivating for them to perform...

  5. Rapport. Play and Learn Innovation

    DEFF Research Database (Denmark)

    Larsen, Maria Neumann; Søgaard, Karoline

    Erfaringer og anbefalinger fra innovationsprojektet Play and Learn, hvor pædagoger har arbejdet med sprogstimulering af børn fra 3-9 år. Legende læring i daglige rutiner og pædagogiske aktiviteter har været fokuspunktet.......Erfaringer og anbefalinger fra innovationsprojektet Play and Learn, hvor pædagoger har arbejdet med sprogstimulering af børn fra 3-9 år. Legende læring i daglige rutiner og pædagogiske aktiviteter har været fokuspunktet....

  6. Historical Evolution of Spatial Abilities

    Directory of Open Access Journals (Sweden)

    A. Ardila

    1993-01-01

    Full Text Available Historical evolution and cross-cultural differences in spatial abilities are analyzed. Spatial abilities have been found to be significantly associated with the complexity of geographical conditions and survival demands. Although impaired spatial cognition is found in cases of, exclusively or predominantly, right hemisphere pathology, it is proposed that this asymmetry may depend on the degree of training in spatial abilities. It is further proposed that spatial cognition might have evolved in a parallel way with cultural evolution and environmental demands. Contemporary city humans might be using spatial abilities in some new, conceptual tasks that did not exist in prehistoric times: mathematics, reading, writing, mechanics, music, etc. Cross-cultural analysis of spatial abilities in different human groups, normalization of neuropsychological testing instruments, and clinical observations of spatial ability disturbances in people with different cultural backgrounds and various spatial requirements, are required to construct a neuropsychological theory of brain organization of spatial cognition.

  7. Child-Centered Play Therapy

    Science.gov (United States)

    VanFleet, Rise; Sywulak, Andrea E.; Sniscak, Cynthia Caparosa

    2010-01-01

    Highly practical, instructive, and authoritative, this book vividly describes how to conduct child-centered play therapy. The authors are master clinicians who explain core therapeutic principles and techniques, using rich case material to illustrate treatment of a wide range of difficulties. The focus is on nondirective interventions that allow…

  8. Moral Education through Play Therapy

    Science.gov (United States)

    Mahalle, Salwa; Zakaria, Gamal Abdul Nasir; Nawi, Aliff

    2014-01-01

    This paper will discuss on how sand therapy (as one type of play therapies) can be applied as an additional technique or approach in counseling. The research questions for this study are to see what are the development, challenges faced by the therapist during the sessions given and how sand therapy can aid to the progress of the client. It is a…

  9. Playing Videogames: The Electronic Friend.

    Science.gov (United States)

    Selnow, Gary W.

    1984-01-01

    Concluded that the children in this study (ages 10-14) played video games in arcades for some of the same reasons they watched television: (1) escape; (2) a sense of personal involvement in the action; and (3) a source of or substitute for companionship. (PD)

  10. Love Games that Insects Play

    Indian Academy of Sciences (India)

    Home; Journals; Resonance – Journal of Science Education; Volume 3; Issue 1. Love Games that Insects Play - The Evolution of Sexual Behaviours in Insects ... Author Affiliations. K N Ganeshaiah1. Department of Genetics & Plant Breeding University of Agricultural Sciences, GKVK Bangalore 560 065, India ...

  11. Teaching Shakespeare Through Play Production.

    Science.gov (United States)

    Stodder, Joseph H.

    1995-01-01

    A performance-oriented approach to teaching William Shakespeare's literature has been found to be effective and enthusiastically received by college students. Ten years of teaching Shakespeare through full play production has shown that the rewards, eloquently expressed in the testimony of students, more than compensate for extra work required of…

  12. Designing Play for Dark Times

    Science.gov (United States)

    Yamada-Rice, Dylan

    2017-01-01

    This article reports on a knowledge-exchange network project that had the core aim of informing the development of a video game for hospitalized children. In order to do this, it brought together hospital play specialists, academics and representatives from the digital games industry to co-produce knowledge that could be used in the future…

  13. Interpretive Reproduction in Children's Play

    Science.gov (United States)

    Corsaro, William A.

    2012-01-01

    The author looks at children's play from the perspective of interpretive reproduction, emphasizing the way children create their own unique peer cultures, which he defines as a set of routines, artifacts, values, and concerns that children engage in with their playmates. The article focuses on two types of routines in the peer culture of preschool…

  14. Obama Plays Cheerleader for STEM

    Science.gov (United States)

    Robelen, Erik W.

    2010-01-01

    Amid a struggling economy, a raft of foreign-policy headaches, and the tail end of a heated campaign season, President Barack Obama carved out time in his schedule last month to watch students in the State Dining Room demonstrate a solar-powered model car, a water-purification system, and a soccer-playing robot. The science fair was the fifth…

  15. Playing to (self-)rehabilitate

    DEFF Research Database (Denmark)

    Knoche, Hendrik; Hald, Kasper; Richter, Dorte

    2016-01-01

    We designed and evaluated a whack-a-mole (WAM) style game (see Figure 1) in a clinical randomized controlled trial (RCT) with reminder-assisted but self-initiated use over the period of a month with 43 participants from a post-lesion pool. While game play did not moderate rehabilitative progress...

  16. Playing with Protons CREATIONS Demonstrator

    CERN Multimedia

    Alexopoulos, Angelos

    2017-01-01

    This document describes Playing with Protons, a CMS education initiative that seeks to enhance teachers’ pedagogical practice with creative, hands-on methodologies through which 10-12 year old students can, in turn, get engaged effectively with science, technology and innovation.

  17. TEACHING SPEAKING BY ROLE-PLAY ACTIVITY

    Directory of Open Access Journals (Sweden)

    Fadilah Fadilah

    2016-11-01

    Full Text Available The students often find some problems in practising English speaking. The problem frequently found is that their native language causes them difficult to use the foreign language. Other reason is because of motivation lack to practice the second language in daily conversation. They are also too shy and afraid to take part in the conversation. Many factors can cause the problem of the students’ speaking skills namely the students’ interest, the material, and the media among others including the technique in teaching English. There are many ways that can be done by the students to develop their ability in speaking English. The appropriate technique used by the English teacher also supports their interested in practising their speaking. One of the techniques that can be applied is role play.

  18. Psychological Measures of Spatial Abilities

    Directory of Open Access Journals (Sweden)

    Aurel Ion Clinciu

    2009-12-01

    Full Text Available Spatial abilities are divided into three categories: mental rotation, spatial relation and visualization. Several tests are cited in foreign literature that are frequently used in order to assess these abilities, but for Romanian specialists they are not on hand. The present paper is introducing new assessment tools for static spatial abilities that were successfully used along with already validated instruments. Data on statistical qualities of the new instruments are also discussed.

  19. Language mastery, narrative abilities and oral expression abilities in ...

    African Journals Online (AJOL)

    The importance of language and language mastery for science learning has been the object of extensive investigation in recent decades, leading to ample recognition. However, specific focus on the role of narrative abilities is still scarce. This work focuses on the relevance of narrative abilities for chemistry learning.

  20. Play and Space - Towards a Formal Definition of Play

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    2015-01-01

    The aim of this article is to present a formal definition of the aspect of play generally known as ‘make-believe’. ‘Make-believe’ is defined in relation to theory of place and Dasein’s being- in-the-world as presented by Martin Heidegger in Being and time. From this point of view ‘make-believe’ can...

  1. Resistance through Video Game Play: It's a Boy Thing

    Science.gov (United States)

    Sanford, Kathy; Madill, Leanna

    2006-01-01

    The male youth in our study used video games to resist institutional authority, hegemonic masculinity, and femininity. Videogame play offered them a safe place to resist authority, which was often limited to small acts of adolescent defiance that could limit their future ability to engage thoughtfully and critically in the world. This resistance…

  2. Sing, Play, and Create: All in 20 Minutes!

    Science.gov (United States)

    Mason, Emily

    2014-01-01

    Young teachers often struggle with pacing and the ability to cover more than one or two songs and activities in a single 30-minute general music class. Included in this article are lesson activities that show it is not only possible to include many of the National Standards in a single lesson, but also possible to sing, play, and create in every…

  3. 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…

  4. The effects of emotional awareness training on teachers’ ability to manage the emotions of preschool children: An experimental study (Efectos del desarrollo de la conciencia emocional en la capacidad de los profesores para gestionar las emociones de niños en edad preescolar: un estudio experimental

    Directory of Open Access Journals (Sweden)

    Maria Ulloa

    2016-04-01

    Full Text Available This article describes the process and results of a Randomized Controlled Trial (RCT on teachers’ ability to manage the emotions of preschool children during a constrained play activity. Thirty early childhood education teachers participated in the study. Half of the participants were taught strategies to enhance their own emotional competence. The control group was provided with standard information on child development. The experimental group was trained in active strategies on emotion coaching, emotional schemas, reflective practice focused on emotions, and mindfulness training. The teachers’ outcomes were assessed in situ during a pretend play session with small groups of preschoolers. The dependent variables were observed occurrences of different components of emotional competence in teachers. Significant statistical differences were found between the two groups across the three different emotional competence skills (regulation, expression, and knowledge demonstrated by the early childhood teachers during a game situation. This experimental study highlights the processes through which teachers support the emotional competence of young children, and the importance of the role of early childhood teachers' own emotional competence on the socialisation of children’s emotions. Most importantly, it provides evidence, based on the influence of emotion-focused teacher-training and reflective practices, that teachers’ emotional skills should be supported such that they can optimally meet the emotional needs of young children.

  5. 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.

  6. Social learning and aggressive and playful behaviors of pre-school boys / Aprendizagem social e comportamentos agressivo e lúdico de meninos pré-escolares

    Directory of Open Access Journals (Sweden)

    Timoteo Madaleno Vieira

    2010-01-01

    Full Text Available We investigated the interaction between social learning factors measured by questionnaires and aggressive and playful behaviors of pre-school children, through direct observation during their playful break time. The subjects were 15 boys between four and six years old who were enrolled in a non-profit child care center in Goiânia-GO, Brazil. A multivariate analysis of variance indicated significant effects of aggressive models at home on aggression levels during playful behavior. Children exposed to abusive physical punishment, adult fighting and violent TV programs engaged in more episodes of aggression during playful breaks. Boys who reported to play with toy guns at home did not engage in aggressive behavior more often than those who did not, but they displayed a higher proportion of pretended aggression. Results also indicated that aggressive behavior becomes more frequent as the number of aggressive models at home increases.

  7. A Review of Play Interventions for Children with Autism at School

    Science.gov (United States)

    Kossyvaki, Lila; Papoudi, Despina

    2016-01-01

    Play is an important aspect of children's development and its value to education has been widely explored. However, play in children with disabilities and especially children with autism may be restricted when compared to that of their non-disabled peers of similar age and abilities. Moreover, play has been neglected to a certain extent in school…

  8. Children's Play Behaviour and Social Communication in Integrated Special Day-Care Groups

    Science.gov (United States)

    Suhonen, Eira; Nislin, Mari A.; Alijoki, Alisa; Sajaniemi, Nina K.

    2015-01-01

    The aim of this study was to investigate children's social communication abilities and play to reveal possible changes during a one year period in the context of Finnish early childhood special education. The data we collected during 2012-2013 consisted of assessments of play behaviour (Preschool Play Behavior Scale) and social communication…

  9. Playing the game or played by the game

    DEFF Research Database (Denmark)

    Järvinen, Margaretha; Ravn, Signe

    2018-01-01

    This article analyses the relationship between cannabis use and educational trajectories among 42 young drug users, recruited at addiction treatment centres in Denmark. Quantitative research shows regular cannabis use to be associated with poor school performance and drop-out. However...... market field and the artistic field. We contribute to the literature on post-16 educational trajectories by showing how successful ‘investments’ in education depend not only on available resources (capitals), but also on the ability to navigate in an increasingly complex educational system. Furthermore...

  10. Verbal Ability and Teacher Effectiveness

    Science.gov (United States)

    Andrew, Michael D.; Cobb, Casey D.; Giampietro, Peter J.

    2005-01-01

    Critics of traditional teacher education programs have suggested that verbal ability along with subject knowledge is sufficient for measuring good teaching. A small group of research studies is called upon to support this contention. This article reviews these studies, analyzes the role of verbal ability in teaching, and presents research…

  11. Efficient evaluation of hearing ability

    NARCIS (Netherlands)

    2010-01-01

    The present invention relates to a method of establishing a hearing ability model for a person, the method including providing a representation of the distribution of hearing ability for a population of individuals. The method may comprise the steps) performing a hearing evaluation event, comprising

  12. Readability, Reading Ability, and Readership.

    Science.gov (United States)

    Kern, Richard P.; And Others

    This paper presents data describing large differences between the reading difficulty levels of printed materials used in certain military occupational specialties (MOSs) and the relatively lower reading ability levels of men assigned to these MOSs. Initial data explore the relationship between reading ability and utilization of printed materials…

  13. Cognitive-behavioral play therapy.

    Science.gov (United States)

    Knell, S M

    1998-03-01

    Discusses cognitive-behavioral play therapy (CBPT), a developmentally sensitive treatment for young children that relies on flexibility, decreased expectation for verbalizations by the child, and increased reliance on experiential approaches. The development of CBPT for preschool-age children provides a relatively unique adaptation of cognitive therapy as it was originally developed for adults. CBPT typically contains a modeling component through which adaptive coping skills are demonstrated. Through the use of play, cognitive change is communicated indirectly, and more adaptive behaviors can be introduced to the child. Modeling is tailored for use with many specific cognitive and behavioral interventions. Generalization and response prevention are important features of CBPT. With minor modifications, many of the principles of cognitive therapy, as delineated for use with adults, are applicable to young children. Case examples are presented to highlight the application of CBPT. Although CBPT has a sound therapeutic base and utilizes proven techniques, more rigorous empirical scrutiny is needed.

  14. Playful learning in higher education

    DEFF Research Database (Denmark)

    Nørgård, Rikke Toft; Toft-Nielsen, Claus; Whitton, Nicola

    2017-01-01

    in higher education through the metaphor of the ‘magic circle’. This approach stimulates intrinsic motivation and educational drive, creates safe spaces for academic experimentation and exploration, and promotes reflective risk-taking, ideation, and participation in education. We present a model of playful......Increased focus on quantifiable performance and assessment in higher education is creating a learning culture characterised by fear of failing, avoidance of risk, and extrinsic goal-oriented behaviours. In this article, we explore possibilities of a more playful approach to teaching and learning...... learning, drawing on notions of signature pedagogies, field literature, and two qualitative studies on learner conceptions of enjoyment and reasons for disengagement. We highlight the potential of this approach to invite a different mind-set and environment, providing a formative space in which failure...

  15. How to play Reverse Hex

    DEFF Research Database (Denmark)

    Toft, Bjarne; Hayward, Ryan B.; Henderson, Philip

    2012-01-01

    We present new results on how to play Reverse Hex, also known as Rex, or Misère Hex, on n × n boards. We give new proofs – and strengthened versions – of Lagarias and Sleator’s theorem (for n × n boards, each player can prolong the game until the board is full, so the first/second player can alwa...

  16. Ability Dispersion and Team Performance

    DEFF Research Database (Denmark)

    Hoogendoorn, Sander; Parker, Simon C.; Van Praag, Mirjam

    What is the effect of dispersed levels of cognitive ability of members of a (business) team on their team's performance? This paper reports the results of a field experiment in which 573 students in 49 (student) teams start up and manage real companies under identical circumstances for one year. We...... ensured exogenous variation in otherwise random team composition by assigning students to teams based on their measured cognitive abilities. Each team performs a variety of tasks, often involving complex decision making. The key result of the experiment is that the performance of business teams first...... increases and then decreases with ability dispersion. We seek to understand this finding by developing a model in which team members of different ability levels form sub- teams with other team members with similar ability levels to specialize in different productive tasks. Diversity spreads production over...

  17. 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.

  18. Balance ability and athletic performance.

    Science.gov (United States)

    Hrysomallis, Con

    2011-03-01

    The relationship between balance ability and sport injury risk has been established in many cases, but the relationship between balance ability and athletic performance is less clear. This review compares the balance ability of athletes from different sports, determines if there is a difference in balance ability of athletes at different levels of competition within the same sport, determines the relationship of balance ability with performance measures and examines the influence of balance training on sport performance or motor skills. Based on the available data from cross-sectional studies, gymnasts tended to have the best balance ability, followed by soccer players, swimmers, active control subjects and then basketball players. Surprisingly, no studies were found that compared the balance ability of rifle shooters with other athletes. There were some sports, such as rifle shooting, soccer and golf, where elite athletes were found to have superior balance ability compared with their less proficient counterparts, but this was not found to be the case for alpine skiing, surfing and judo. Balance ability was shown to be significantly related to rifle shooting accuracy, archery shooting accuracy, ice hockey maximum skating speed and simulated luge start speed, but not for baseball pitching accuracy or snowboarding ranking points. Prospective studies have shown that the addition of a balance training component to the activities of recreationally active subjects or physical education students has resulted in improvements in vertical jump, agility, shuttle run and downhill slalom skiing. A proposed mechanism for the enhancement in motor skills from balance training is an increase in the rate of force development. There are limited data on the influence of balance training on motor skills of elite athletes. When the effectiveness of balance training was compared with resistance training, it was found that resistance training produced superior performance results for

  19. Jakob Kelemina on Shakespeare's plays

    Directory of Open Access Journals (Sweden)

    Mirko Jurak

    2007-12-01

    Full Text Available Among Slovene scholars in English and German studies Jakob Kelemina (19 July 1882- 14 May 1957 has a very important  place. Janez Stanonik justly places him among the founding fathers of the University of Ljubljana (Stanonik 1966: 332. From 1920 Kelemina was professor of Germanic philology and between 1920 and 1957 he was also the Chair of the Deparment ofGermanic Languages and Literatures at the Faculty of Arts of this university. The major part of Kelemina's research was devoted to German and Austrian literatures,  German  philology, German-Slovene cultural relations, and literary theory; his work in these fields has already been discussed  by severa! Slovene scholars. However, in the first two decades of the twentieth century Kelemina also wrote severa! book reviews of Slovene and Croatian translations of Shakespeare's plays as well as three introductory essays to Slovene translations  of Shakespeare's plays. They are considered  as the first serious studies on Shakespeare in Slovenia (Moravec 1974: 437, and have not been analysed yet. Therefore this topic presents the core of my study, together with an evaluation  of Kelemina's contribution  to Slovene translations  of Shakespeare's plays done by Oton Župančič (1878-1949 during the first half of the twentieth century. Župančič's translations  became the criterion  for all further translations  of Shakespeare's dramatic works in Slovene. Župančič is stili one of our most important  poets and translators of this time and Kelemina's advice and criticism undoubtedly  also helped him to achieve such a high standard in his translations. In the central part of my study I also include some new material (e.g. Kelernina's letters, which is relevant for our understanding  of his co-operation with Oton Župančič  and other Slovene authors and critics. In order to put Kelemina's work into a historical perspective I present at the beginning of my study a brief survey of the

  20. Pragmatic Abilities of Children with Williams Syndrome: A Longitudinal Examination

    Directory of Open Access Journals (Sweden)

    Angela E. John

    2012-06-01

    Full Text Available Although prior research has indicated that pragmatics is an area of particular weakness for individuals with Williams syndrome (WS, the relations among different pragmatic abilities and the relations between pragmatic ability and expressive vocabulary ability have yet to be addressed. In addition, analyses of the relations between the same type of pragmatic ability over time have not been reported. The present study was designed to address these questions. We considered the pragmatic language abilities of 14 children with WS at two time points: as 4-year-olds during a 30-minute play-session with their mothers (Time 1 and an average of 5.87 years later during a one-on-one conversation with a familiar researcher (Time 2. Children’s intellectual and expressive vocabulary abilities were assessed at both time points. Results indicated that the ability to verbally contribute information beyond what was required in response to a question was significantly related to the ability to verbally contribute new information in the absence of a question both at age 4 years and during primary school. At age 4, both the ability to pair verbalizations with eye contact (intersubjectivity and expressive vocabulary ability were related to the ability to verbally contribute information beyond what was expected within a social interaction. Finally, the ability to verbally contribute new information to a social interaction beyond what was required to answer a question and the ability to pair verbalizations with eye contact (intersubjectivity at age 4 years predicted the ability to verbally contribute new information beyond what was required to answer a question at age 9 – 12 years. The theoretical implications of our findings and the importance of early pragmatic language intervention for children who have WS are discussed.

  1. Event segmentation ability uniquely predicts event memory.

    Science.gov (United States)

    Sargent, Jesse Q; Zacks, Jeffrey M; Hambrick, David Z; Zacks, Rose T; Kurby, Christopher A; Bailey, Heather R; Eisenberg, Michelle L; Beck, Taylor M

    2013-11-01

    Memory for everyday events plays a central role in tasks of daily living, autobiographical memory, and planning. Event memory depends in part on segmenting ongoing activity into meaningful units. This study examined the relationship between event segmentation and memory in a lifespan sample to answer the following question: Is the ability to segment activity into meaningful events a unique predictor of subsequent memory, or is the relationship between event perception and memory accounted for by general cognitive abilities? Two hundred and eight adults ranging from 20 to 79years old segmented movies of everyday events and attempted to remember the events afterwards. They also completed psychometric ability tests and tests measuring script knowledge for everyday events. Event segmentation and script knowledge both explained unique variance in event memory above and beyond the psychometric measures, and did so as strongly in older as in younger adults. These results suggest that event segmentation is a basic cognitive mechanism, important for memory across the lifespan. Copyright © 2013 Elsevier B.V. All rights reserved.

  2. Supervising the uncanny: the play within the play.

    Science.gov (United States)

    Leader, Carol

    2015-11-01

    The writer offers a combined experience in analysis and the performing arts to explore uncanny aspects of the unconscious subtext of the patient's inner drama; subtext which can remain hidden from view in supervision. Freud and Jung's understanding of uncanny experience is considered together with a painting from medieval alchemy and Matte Blanco's conceptions concerning the symmetrical nature of unconscious process. Theatre and the work of the theatre director and actor in approaching the multidimensional aspects of a play are then introduced. Finally clinical case material from group supervision demonstrates how the 'theatre of therapy' and the work of the supervisory couple and group promote the emergence of a more authentic conscious asymmetrical response to the patient's 'script' that can break the 'spell' of the transference/countertransference relationship. This in turn brings meaning to the underlying and implicit 'stage directions' that the patient has been unconsciously communicating. © 2015, The Society of Analytical Psychology.

  3. High ability: Giftedness and talent

    Directory of Open Access Journals (Sweden)

    María Dolores Prieto Sánchez

    2010-04-01

    Full Text Available This special issue of the journal aims at putting together national and international research on high abilities, and is divided into three sections: 1 Roles and cognitive, emotional and professional competences of high ability students’ teachers, 2 Identification and assessment of high ability students, 3 Analysis of practices, programs and mentoring of high ability students’ attention to diversity.The articles are authored by scholars from nine different countries (Spain, Argentina, UK, USA, Russia, Brazil, Saudi Arabia, Portugal and Poland, from sixteen different Spanish and international universities: Alicante (Spain, Autónoma de Barcelona (Spain, Málaga (Spain, Murcia (Spain, Navarra (Spain, Oviedo (Spain, Tufts University (USA, Yale University (USA, Moscow State University (Russia, Nacional de La Plata (Argentina, University of Connecticut (USA, Universidade do Minho (Portugal, Universidade da Beira Interior (Portugal, Universidade do Estado do Rio de Janeiro (Brazil, King Faisal University (Saudi Arabia and Universidad de Szczecin (Poland.

  4. Numerical ability predicts mortgage default.

    Science.gov (United States)

    Gerardi, Kristopher; Goette, Lorenz; Meier, Stephan

    2013-07-09

    Unprecedented levels of US subprime mortgage defaults precipitated a severe global financial crisis in late 2008, plunging much of the industrialized world into a deep recession. However, the fundamental reasons for why US mortgages defaulted at such spectacular rates remain largely unknown. This paper presents empirical evidence showing that the ability to perform basic mathematical calculations is negatively associated with the propensity to default on one's mortgage. We measure several aspects of financial literacy and cognitive ability in a survey of subprime mortgage borrowers who took out loans in 2006 and 2007, and match them to objective, detailed administrative data on mortgage characteristics and payment histories. The relationship between numerical ability and mortgage default is robust to controlling for a broad set of sociodemographic variables, and is not driven by other aspects of cognitive ability. We find no support for the hypothesis that numerical ability impacts mortgage outcomes through the choice of the mortgage contract. Rather, our results suggest that individuals with limited numerical ability default on their mortgage due to behavior unrelated to the initial choice of their mortgage.

  5. Numerical ability predicts mortgage default

    Science.gov (United States)

    Gerardi, Kristopher; Goette, Lorenz; Meier, Stephan

    2013-01-01

    Unprecedented levels of US subprime mortgage defaults precipitated a severe global financial crisis in late 2008, plunging much of the industrialized world into a deep recession. However, the fundamental reasons for why US mortgages defaulted at such spectacular rates remain largely unknown. This paper presents empirical evidence showing that the ability to perform basic mathematical calculations is negatively associated with the propensity to default on one’s mortgage. We measure several aspects of financial literacy and cognitive ability in a survey of subprime mortgage borrowers who took out loans in 2006 and 2007, and match them to objective, detailed administrative data on mortgage characteristics and payment histories. The relationship between numerical ability and mortgage default is robust to controlling for a broad set of sociodemographic variables, and is not driven by other aspects of cognitive ability. We find no support for the hypothesis that numerical ability impacts mortgage outcomes through the choice of the mortgage contract. Rather, our results suggest that individuals with limited numerical ability default on their mortgage due to behavior unrelated to the initial choice of their mortgage. PMID:23798401

  6. The role of play objects and object play in human cognitive evolution and innovation.

    Science.gov (United States)

    Riede, Felix; Johannsen, Niels N; Högberg, Anders; Nowell, April; Lombard, Marlize

    2018-01-01

    In this contribution, we address a major puzzle in the evolution of human material culture: If maturing individuals just learn their parental generation's material culture, then what is the origin of key innovations as documented in the archeological record? We approach this question by coupling a life-history model of the costs and benefits of experimentation with a niche-construction perspective. Niche-construction theory suggests that the behavior of organisms and their modification of the world around them have important evolutionary ramifications by altering developmental settings and selection pressures. Part of Homo sapiens' niche is the active provisioning of children with play objects - sometimes functional miniatures of adult tools - and the encouragement of object play, such as playful knapping with stones. Our model suggests that salient material culture innovation may occur or be primed in a late childhood or adolescence sweet spot when cognitive and physical abilities are sufficiently mature but before the full onset of the concerns and costs associated with reproduction. We evaluate the model against a series of archeological cases and make suggestions for future research. © 2018 The Authors Evolutionary Anthropology Published by Wiley Periodicals, Inc.

  7. The role of play objects and object play in human cognitive evolution and innovation

    Science.gov (United States)

    Johannsen, Niels N.; Högberg, Anders; Nowell, April; Lombard, Marlize

    2018-01-01

    Abstract In this contribution, we address a major puzzle in the evolution of human material culture: If maturing individuals just learn their parental generation's material culture, then what is the origin of key innovations as documented in the archeological record? We approach this question by coupling a life‐history model of the costs and benefits of experimentation with a niche‐construction perspective. Niche‐construction theory suggests that the behavior of organisms and their modification of the world around them have important evolutionary ramifications by altering developmental settings and selection pressures. Part of Homo sapiens' niche is the active provisioning of children with play objects — sometimes functional miniatures of adult tools — and the encouragement of object play, such as playful knapping with stones. Our model suggests that salient material culture innovation may occur or be primed in a late childhood or adolescence sweet spot when cognitive and physical abilities are sufficiently mature but before the full onset of the concerns and costs associated with reproduction. We evaluate the model against a series of archeological cases and make suggestions for future research. PMID:29446561

  8. Getting to Know O'Connor: Experiencing the Ecosystemic Play Therapy Model with Urban First Nations People

    Science.gov (United States)

    Boyer, Wanda

    2010-01-01

    Children's play behaviors are generally fun for them, but the same cannot be said for children who need clinical help. Play therapy seeks to resolve psychosocial difficulties and reestablish a child's ability to play and function normally (O'Connor, 2000). Ecosystemic play therapy (EPT) integrates a variety of techniques and theories to create a…

  9. Lifestyle index and work ability.

    Science.gov (United States)

    Kaleta, Dorota; Makowiec-Dabrowska, Teresa; Jegier, Anna

    2006-01-01

    In many countries around the world, negative changes in lifestyles are observed. The aim of this study was to analyze the influence of selected lifestyle indicators on work ability among professionally active individuals. The study was performed in the randomly selected group of full-time employees (94 men and 93 women) living in the city of Lódź. Work ability was measured with the work ability index and lifestyle characteristic was assessed with the healthy lifestyle index. We analyzed four lifestyle indicators: non-smoking, healthy weight, fiber intake per day, and regular physical activity. Logistic regression was used to estimate odds ratios and 95% confidence intervals to control the effects of lifestyle and work ability. The analysis of lifestyle index indicated that 27.7, 30.9, 27.7 and 11.7% of men and 15.1, 21.5, 35.5 and 26.9% of women scored 0, 1, 2, 3 points, respectively. Only 2.1% of men and 1.1% of women met the criteria for the healthy lifestyle (score 4). Work ability was excellent, good and moderate in 38.3, 46.8 and 14.9% of men, and in 39.8, 14.9 and 19.3% of women, respectively. Poor work ability was found in 9.7% women. Work ability was strongly associated with lifestyle in both men and women. Among men with index score = 0, the risk of moderate work ability was nearly seven times higher than in men whose lifestyle index score exceeded 1 or more points (OR = 6.67; 95% CI: 1.94-22.90). Among women with lifestyle index score = 0, the risk of moderate or lower work ability was also highly elevated as compared to those with lifestyle index = 1 or higher (OR = 14.44; 95% CI: 3.53-59.04). Prophylactic schedules associated with the improvement of lifestyles should be addressed to all adults. Future programs aimed at increasing work ability should consider work- and lifestyle-related factors.

  10. Playful participation in social games

    DEFF Research Database (Denmark)

    Markussen, Thomas; Knutz, Eva

    2018-01-01

    genres, notably serious games and health games. To further increase knowledge of social games we introduce a typology of playful participation in social games. The typology is build up by using formal concepts from theories of participatory art. Its range of application is then demonstrated through......In this paper we introduce social games as a new terrain for studies in participatory culture. Social games defy easy classification and cannot be appropriately understood from existing research perspectives. Initially, we therefore attempt to define social games by comparing it with related game...... an empirical analysis of eight social game prototypes that are designed as part of an on-going 3-year research project called Social Games against Crime. The purpose of this project is to develop socialgames that can help children build resilience towards many of the personal and social problems...

  11. Biomechanical aspects of playing surfaces.

    Science.gov (United States)

    Nigg, B M; Yeadon, M R

    1987-01-01

    The purpose of this paper is to discuss some biomechanical aspects of playing surfaces with special focus on (a) surface induced injuries, (b) methodologies used to assess surfaces and (c) findings from various sports. The paper concentrates primarily on questions related to load on the athlete's body. Data from epidemiological studies suggest strongly that the surface is an important factor in the aetiology of injuries. Injury frequencies are reported to be significantly different for different surfaces in several sports. The methodologies used to assess surfaces with respect to load or performance include material tests and tests using experimental subjects. There is only little correlation between the results of these two approaches. Material tests used in many standardized test procedures are not validated which suggests that one should exercise restraint in the interpretation of these results. Point elastic surfaces are widely studied while area elastic surfaces have received little attention to date. Questions of energy losses on sport surfaces have rarely been studied scientifically.

  12. Chin force in violin playing.

    Science.gov (United States)

    Obata, Satoshi; Kinoshita, Hiroshi

    2012-06-01

    Force generated between the left mandible of violinists and the chinrest of the violin was examined using a force-sensing chinrest developed in this study. A strain-gauge force sensor was built, and it was fixed between the violin's top plate and a chin cup. Fifteen professional/amateur violinists held the violin statically, played musical scales with different sound properties and sounding techniques, as well as an excerpt from a Max Bruch concerto. Peak and mean forces were evaluated for each task. In a separate experiment, lateral movement of the lower teeth due to different levels of voluntary chin force exertion was measured. Static holding forces observed were 15 and 22 N with and without the help of the left hand, respectively. Peak force increased from 16 N at soft dynamics to 20 N at strong dynamics during scales. The force further increased to 29 N with the use of vibrato technique and 35 N during shifts. Tempo and hand position did not affect the force. Playing a Bruch concerto induced a mean peak force of 52 N, ranging from 31 to 82 N among the violinists. The developed force-sensing chinrest could accurately record the generated chin force. Typical chin force to stabilize the violin during ordinary musical performance was less than 30 N, but it could momentarily exceed 50 N when technically demanding musical pieces were performed. The lateral shift of the mandible was fairly small (<0.4 mm) even with high chin-force exertion, possibly due to clenching of the molars.

  13. Find the Hidden Object. Understanding Play in Psychological Assessments.

    Science.gov (United States)

    Fasulo, Alessandra; Shukla, Janhavi; Bennett, Stephanie

    2017-01-01

    Standardized psychological assessments are extensively used by practitioners to determine rate and level of development in different domains of ability in both typical and atypical children. The younger the children, the more likely the trials will resemble play activities. However, mode of administration, timing and use of objects involved are constrained. The purpose of this study is to explore what kind of play is play in psychological assessments, what are the expectations about children's performance and what are the abilities supporting the test activities. Conversation Analysis (CA) was applied to the videorecording of an interaction between a child and a practitioner during the administration of the Bayley Scale of Infant and Toddler Development, III edition. The analysis focuses on a 2'07″ long sequence relative to the administration of the test item "Find the hidden object" to a 23 months old child with Down syndrome. The analysis of the sequence shows that the assessor promotes the child's engagement by couching the actions required to administer the item in utterances with marked child-directed features. The analysis also shows that the objects constituting the test item did not suggest to the child a unique course of action, leading to the assessor's modeling of the successful sequence. We argue that when a play frame is activated by an interactional partner, the relational aspect of the activity is foregrounded and the co-player becomes a source of cues for ways in which playing can develop. We discuss the assessment interaction as orienting the child toward a right-or-wrong interpretation, leaving the realm of play, which is inherently exploratory and inventive, to enter that of instructional activities. Finally, we argue that the sequential analysis of the interaction and of the mutual sense-making procedures that partners put in place during the administration of an assessment could be used in the design and evaluation of tests for a finer

  14. The Effect of Concurrent Music Reading and Performance on the Ability to Detect Tempo Change.

    Science.gov (United States)

    Ellis, Mark Carlton

    1989-01-01

    Measures the ability of three groups of musicians to detect tempo change while reading and performing music. Compares this ability with that of the same musicians to detect tempo change while listening only. Found that for all groups the ability to detect tempo changes was inhibited by the playing task, although to different degrees for each…

  15. The Enhancement of Mathematical Reasoning Ability of Junior High School Students by Applying Mind Mapping Strategy

    Science.gov (United States)

    Ayal, Carolina S.; Kusuma, Yaya S.; Sabandar, Jozua; Dahlan, Jarnawi Afgan

    2016-01-01

    Mathematical reasoning ability, are component that must be governable by the student. Mathematical reasoning plays an important role, both in solving problems and in conveying ideas when learning mathematics. In fact there ability are not still developed well, even in middle school. The importance of mathematical reasoning ability (KPM are…

  16. Peer play, emotion understanding, and socio-moral explanation: the role of gender.

    Science.gov (United States)

    Mathieson, Kay; Banerjee, Robin

    2011-06-01

    Engagement in peer play is an important factor in young children’s adjustment as they make the transition to school. We evaluated individual differences in peer play within a sample of 58 children aged 4–5 years. Among boys, but not among girls, emotion understanding and verbal ability independently served as positive predictors of interactive peer play and negative predictors of disconnected play. Among girls, but not among boys, interactive peer play and socio-moral reasoning about peer conflict situations independently predicted sociometric most-like nominations. The results provide a foundation for further research on divergence in the early peer play of girls and boys.

  17. Deafness and motor abilities level

    Directory of Open Access Journals (Sweden)

    A Zwierzchowska

    2008-09-01

    Full Text Available The audition injury hinders some motor motions and the organised coordination at the higher level and may be a cause of disturbances and disorder in some motor abilities adoption. It was assumed that deafness including its aetiology and injury mechanism may significantly influence the motor development of human being. The study aimed in checking if the deafness, as a result of various unfavourable factors, determines the motor development of children and youngsters. Consequently the dependency between qualitative features i.e.: signed motor level and aetiology, audition injury mechanism and the deafness degree was examined. The mechanism and aetiology of hearing correlated with the motor abilities displayed statistically significant dependencies in few motor trials only. Revealed correlations regarded mostly the coordination trials excluding the flexibility one. Statistically significant dependencies between the audition diminution and the motor abilities level were not found.

  18. The concept of work ability.

    Science.gov (United States)

    Tengland, Per-Anders

    2011-06-01

    The concept of "work ability" is central for many sciences, especially for those related to working life and to rehabilitation. It is one of the important concepts in legislation regulating sickness insurance. How the concept is defined therefore has important normative implications. The concept is, however, often not sufficiently well defined. AIM AND METHOD The objective of this paper is to clarify, through conceptual analysis, what the concept can and should mean, and to propose a useful definition for scientific and practical work. RESULTS Several of the defining characteristics found in the literature are critically scrutinized and discussed, namely health, basic standard competence, occupational competence, occupational virtues, and motivation. These characteristics are related to the work tasks and the work environment. One conclusion is that we need two definitions of work ability, one for specific jobs that require special training or education, and one for jobs that most people can manage given a short period of practice. Having work ability, in the first sense, means having the occupational competence, the health required for the competence, and the occupational virtues that are required for managing the work tasks, assuming that the tasks are reasonable and that the work environment is acceptable. In the second sense, having work ability is having the health, the basic standard competence and the relevant occupational virtues required for managing some kind of job, assuming that the work tasks are reasonable and that the work environment is acceptable. CONCLUSION These definitions give us tools for understanding and discussing the complex, holistic and dynamic aspects of work ability, and they can lay the foundations for the creation of instruments for evaluating work ability, as well as help formulate strategies for rehabilitation.

  19. 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.

  20. Seductive play in digital games

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2015-01-01

    play. It is important here to point towards Baudrillard’s distinction between rules and the law. Rules are upheld by a pact between seducer and seduced or between player and game whereas the law relies on an idea of an end that can be transgressed. Rules on the other hand cannot be transgressed...... they can only be observed. If a player fails to observe the rules the pact between the player and the game is void and no game takes place (Baudrillard, 1990 [1979], p 140). This is in stark contrast to Sicart’s description of the rules of digital games as non-negotiable and ultimately upheld...... by the computer (Sicart, 2009, p. 27). This paper argues that this is exactly what distinguishes a game like I don't even game from more conventional digital games. I don't even game is completely empty of significance, and there are no non-negotiable rules governed by the system. As such the game only exists...

  1. Promoting Oral Language Skills in Preschool Children through Sociodramatic Play in the Classroom

    Directory of Open Access Journals (Sweden)

    P.L.N. Randima Rajapaksha

    2016-01-01

    Full Text Available Children best learn language through playful learning experiences in the preschool classroom. The present study focused on developing oral language skills in preschool children through a sociodramatic play intervention. The study employed a case study design under qualitative approach. The researcher conducted a sociodramatic play intervention collaboratively with the class teacher for a group of 10 children selected utilizing purposive sampling method in a preschool classroom. The intervention was conducted in a preschool located in Colombo, Sri Lanka for 3 weeks. The observation, interview and reflective journal were the instrument used to collect data. The observation carried under two criteria namely, ability to initiate a conversation and ability to respond in a conversation revealed that the sociodramatic play intervention created many opportunities to develop oral language skills in the children than the regular classroom activities. The sociodramatic play activities enhanced children's oral language skills while creating a language rich playful learning experiences. Keywords: Language development, Early childhood education, Sociodramatic play

  2. Competence: Commodification of Human Ability

    Science.gov (United States)

    Han, Soonghee

    2008-01-01

    The purpose of this article is to analyze the meaning and presumptions of competence in the concrete context of knowledge capitalism. First, the nature of competence as a "commodification of human ability" that obtains a standardized monetary value to sell in the labor market, is elucidated by applying Karl Marx's critical theory. Second, it is…

  3. An Alternative to Ability Grouping

    Science.gov (United States)

    Tomlinson, Carol Ann

    2006-01-01

    Ability grouping is a common approach to dealing with student variance in learning. In general, findings suggest that such an approach to dealing with student differences is disadvantageous to students who struggle in school and advantageous to advanced learners. The concept of differentiation suggests that there is another alternative to…

  4. Cognitive Abilities of Maltreated Children

    Science.gov (United States)

    Viezel, Kathleen D.; Freer, Benjamin D.; Lowell, Ari; Castillo, Jenean A.

    2015-01-01

    School psychologists should be aware of developmental risk factors for children who have been abused or neglected. The present study used the "Wechsler Intelligence Scale for Children, Fourth Edition" to examine the cognitive abilities of 120 children in foster care subsequent to maltreatment. Results indicated that, compared to a…

  5. Learning Anatomy Enhances Spatial Ability

    Science.gov (United States)

    Vorstenbosch, Marc A. T. M.; Klaassen, Tim P. F. M.; Donders, A. R. T.; Kooloos, Jan G. M.; Bolhuis, Sanneke M.; Laan, Roland F. J. M.

    2013-01-01

    Spatial ability is an important factor in learning anatomy. Students with high scores on a mental rotation test (MRT) systematically score higher on anatomy examinations. This study aims to investigate if learning anatomy also oppositely improves the MRT-score. Five hundred first year students of medicine ("n" = 242, intervention) and…

  6. Ability Dispersion and Team Performance

    DEFF Research Database (Denmark)

    Hoogendoorn, Sander; Parker, Simon C.; Van Praag, Mirjam

    What is the effect of dispersed levels of cognitive ability of members of a (business) team on their team's performance? This paper reports the results of a field experiment in which 573 students in 49 teams start up and manage real companies under identical circumstances. We ensured exogenous va...

  7. Technology and Motor Ability Development

    Science.gov (United States)

    Wang, Lin; Lang, Yong; Luo, Zhongmin

    2014-01-01

    As a new member joining the technology family, active video games have been developed to promote physical exercise. This working-in-progress paper shares an ongoing project on examining the basic motor abilities that are enhanced through participating in commercially available active video games. [For the full proceedings see ED557181.

  8. Play and Social Interaction in Middle Childhood

    Science.gov (United States)

    Bergen, Doris; Fromberg, Doris Pronin

    2009-01-01

    This article discusses traditional and contemporary definitions of middle childhood play, the value of such play for children's development and learning, the implications of home, school, and societal practices that have resulted in changing the play scenario of middle childhood, and suggestions for assuring that play's value will be maintained…

  9. 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,…

  10. Play Therapy: Voice of a Silent Scream

    Science.gov (United States)

    Rakesh, Annuradha; H, Uma; Srinath, Shoba

    2010-01-01

    Play Therapy is based upon the fact that play is the child's natural medium of self-expression. It is an opportunity that is given to the child to "play out" his/her feelings and problems just as, in certain types of adult therapy, an individual "talks out" his difficulties. Children use play to express feelings and thoughts.…

  11. Play Therapy: Practice, Issues, and Trends

    Science.gov (United States)

    Homeyer, Linda E.; Morrison, Mary O.

    2008-01-01

    Play therapy is an effective means of responding to the mental health needs of young children and is widely accepted as a valuable and developmentally appropriate intervention. The authors discuss the importance of play in development, the therapeutic benefits of play, the rich history of play therapy, and recent research and current issues and…

  12. Level playing field with political tact

    International Nuclear Information System (INIS)

    Onderstal, S.; Appelman, M.

    2004-01-01

    Businesses, interest groups and policy administrators plead for a level playing field. However, those administrators interpret the level playing field notion in different ways and thus create confusion. In this article the level playing field is explained and a framework discussed by means of which the government can study policy problems in which the level playing field is of importance [nl

  13. 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.

  14. Finger Forces in Clarinet Playing

    Directory of Open Access Journals (Sweden)

    Alex Hofmann

    2016-08-01

    Full Text Available Clarinettists close and open multiple tone holes to alter the pitch of the tones. Their fingering technique must be fast, precise, and coordinated with the tongue articulation. In this empirical study, finger force profiles and tongue techniques of clarinet students (N = 17 and professional clarinettists (N = 6 were investigated under controlled performance conditions. First, in an expressive-performance task, eight selected excerpts from the first Weber Concerto were performed. These excerpts were chosen to fit in a 2 x 2 x 2 design (register: low--high; tempo: slow--fast, dynamics: soft--loud. There was an additional condition controlled by the experimenter, which determined the expression levels (low--high of the performers. Second, a technical-exercise task, an isochronous 23-tone melody was designed that required different effectors to produce the sequence (finger-only, tongue-only, combined tongue-finger actions. The melody was performed in three tempo conditions (slow, medium, fast in a synchronization-continuation paradigm. Participants played on a sensor-equipped Viennese clarinet, which tracked finger forces and reed oscillations simultaneously. From the data, average finger force (Fmean and peak force (Fmax were calculated. The overall finger forces were low (Fmean = 1.17 N, Fmax = 3.05 N compared to those on other musical instruments (e.g. guitar. Participants applied the largest finger forces during the high expression level performance conditions (Fmean = 1.21 N.For the technical exercise task, timing and articulation information were extracted from the reed signal. Here, the timing precision of the fingers deteriorated the timing precision of the tongue for combined tongue-finger actions, especially for faster tempi. Although individual finger force profiles were overlapping, the group of professional players applied less finger force overall (Fmean = 0.54 N. Such sensor instruments provide useful insights into player

  15. 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…

  16. A Developmental Learning Approach of Mobile Manipulator via Playing

    Directory of Open Access Journals (Sweden)

    Ruiqi Wu

    2017-10-01

    Full Text Available Inspired by infant development theories, a robotic developmental model combined with game elements is proposed in this paper. This model does not require the definition of specific developmental goals for the robot, but the developmental goals are implied in the goals of a series of game tasks. The games are characterized into a sequence of game modes based on the complexity of the game tasks from simple to complex, and the task complexity is determined by the applications of developmental constraints. Given a current mode, the robot switches to play in a more complicated game mode when it cannot find any new salient stimuli in the current mode. By doing so, the robot gradually achieves it developmental goals by playing different modes of games. In the experiment, the game was instantiated into a mobile robot with the playing task of picking up toys, and the game is designed with a simple game mode and a complex game mode. A developmental algorithm, “Lift-Constraint, Act and Saturate,” is employed to drive the mobile robot move from the simple mode to the complex one. The experimental results show that the mobile manipulator is able to successfully learn the mobile grasping ability after playing simple and complex games, which is promising in developing robotic abilities to solve complex tasks using games.

  17. INDIVIDUAL ABILITIES AND LIFELONG LEARNING

    Directory of Open Access Journals (Sweden)

    Oleksandr Yu. Burov

    2016-10-01

    Full Text Available This paper describes new and emerging technologies in education, learning environments and methods that have to satisfy lifelong learning, from school age to retirement, on the basis of the psychophysiological model of the cognitive abilities formation. It covers such topics as: evaluation of a human (accounting schoolchildren, youth and adults features abilities and individual propensities, individual trajectory of learning, adaptive learning strategy and design, recommendation on curriculum design, day-to-day support for individual’s learning, assessment of a human learning environment and performance, recommendation regards vocational retraining and/or further carrier etc.. The specific goal is to facilitate a broader understanding of the promise and pitfalls of these technologies and working (learning/teaching environments in global education/development settings, with special regard to the human as subject in the system and to the collaboration of humans and technical, didactic and organizational subsystems.

  18. Pretending God: Critique of Kant's Ethics

    OpenAIRE

    Tüzer, Abdullatif

    2015-01-01

    Due to his theory of deontological ethic, Kant is regarded, in the history of philosophy, as one of the cornerstones of ethics, and it is said, as a rule, that he has an original theory of ethics in that he posited the idea of free and autonomous individual. However, when dug deeper into Kant’s ethics, and also if it is exactly compared with theological ethic, it is clearly seen that all he has accomplished was to make a copy of the theological ethic and to use such secular terms as reason, c...

  19. Lo que uno pretende que sea

    OpenAIRE

    Da Pieve, Enzo

    2017-01-01

    Si bien la escritura es, de manera teórica, una manifestación de la actividad lingüística humana que posee ciertos rasgos de intencionalidad y contextualidad de lo verbal, es necesario obstinarse en una búsqueda más profunda de la importancia de la escritura. Es fundamental hacer un análisis minucioso, tanto de lo formal como de lo emocional, lo contextual, lo social, lo artístico. La escritura es un mundo por descubrir. Centro de Investigación en Lectura y Escritura (CILE)

  20. Opredelilis pretendentõ na glavnuju nagradu

    Index Scriptorium Estoniae

    2006-01-01

    USAs tehti teatavaks Sõltumatu Vaimu Auhinna (Independent Spirit Award) nominendid. Kõige enam nominatsioone said "Half Nelson" (režii Ryan Fleck) ja "Little Miss Sunshine" (Jonathan Dayton, Valerie Faris)

  1. Implicit learning as an ability.

    Science.gov (United States)

    Kaufman, Scott Barry; Deyoung, Colin G; Gray, Jeremy R; Jiménez, Luis; Brown, Jamie; Mackintosh, Nicholas

    2010-09-01

    The ability to automatically and implicitly detect complex and noisy regularities in the environment is a fundamental aspect of human cognition. Despite considerable interest in implicit processes, few researchers have conceptualized implicit learning as an ability with meaningful individual differences. Instead, various researchers (e.g., Reber, 1993; Stanovich, 2009) have suggested that individual differences in implicit learning are minimal relative to individual differences in explicit learning. In the current study of English 16-17year old students, we investigated the association of individual differences in implicit learning with a variety of cognitive and personality variables. Consistent with prior research and theorizing, implicit learning, as measured by a probabilistic sequence learning task, was more weakly related to psychometric intelligence than was explicit associative learning, and was unrelated to working memory. Structural equation modeling revealed that implicit learning was independently related to two components of psychometric intelligence: verbal analogical reasoning and processing speed. Implicit learning was also independently related to academic performance on two foreign language exams (French, German). Further, implicit learning was significantly associated with aspects of self-reported personality, including intuition, Openness to Experience, and impulsivity. We discuss the implications of implicit learning as an ability for dual-process theories of cognition, intelligence, personality, skill learning, complex cognition, and language acquisition. 2010 Elsevier B.V. All rights reserved.

  2. Playing against nature: improving earthquake hazard mitigation

    Science.gov (United States)

    Stein, S. A.; Stein, J.

    2012-12-01

    The great 2011 Tohoku earthquake dramatically demonstrated the need to improve earthquake and tsunami hazard assessment and mitigation policies. The earthquake was much larger than predicted by hazard models, and the resulting tsunami overtopped coastal defenses, causing more than 15,000 deaths and $210 billion damage. Hence if and how such defenses should be rebuilt is a challenging question, because the defences fared poorly and building ones to withstand tsunamis as large as March's is too expensive,. A similar issue arises along the Nankai Trough to the south, where new estimates warning of tsunamis 2-5 times higher than in previous models raise the question of what to do, given that the timescale on which such events may occur is unknown. Thus in the words of economist H. Hori, "What should we do in face of uncertainty? Some say we should spend our resources on present problems instead of wasting them on things whose results are uncertain. Others say we should prepare for future unknown disasters precisely because they are uncertain". Thus society needs strategies to mitigate earthquake and tsunami hazards that make economic and societal sense, given that our ability to assess these hazards is poor, as illustrated by highly destructive earthquakes that often occur in areas predicted by hazard maps to be relatively safe. Conceptually, we are playing a game against nature "of which we still don't know all the rules" (Lomnitz, 1989). Nature chooses tsunami heights or ground shaking, and society selects the strategy to minimize the total costs of damage plus mitigation costs. As in any game of chance, we maximize our expectation value by selecting the best strategy, given our limited ability to estimate the occurrence and effects of future events. We thus outline a framework to find the optimal level of mitigation by balancing its cost against the expected damages, recognizing the uncertainties in the hazard estimates. This framework illustrates the role of the

  3. The Data Set on the Multiple Abilities

    DEFF Research Database (Denmark)

    Klynge, Alice Heegaard

    2008-01-01

    This paper presents a data set on multiple abilities. The abilities cover the Literacy and Math Ability, the Creative and Innovative Ability, the Learning Ability, the Communication Ability, the Social Competency, the Self-Management Ability, the Environmental Awareness, the Civic Competency......, the Intercultural Awareness, and the Health Awareness. The data stems from a unique cross-sectional survey carried out for the adult population in Denmark. Several dimensions and many questions pinpoint and measure every ability. The dimensions cover areas such as the individual behavior at work, the individual...... behavior in leisure, the motivation for using an ability, the working conditions for using an ability, and the educational conditions for using an ability. The paper defines every ability and describes the dimensions and the questions underlying the abilities. It reports the categories of answers...

  4. Using a Prop Box to Create Emotional Memory and Creative Play for Teaching Shakespeare's "Othello"

    Science.gov (United States)

    Dulaney, Margaret A.

    2012-01-01

    After teaching in rural North Carolina for about six years, the author was on the verge of giving up on teaching Shakespeare to her students. Although they seemed to enjoy the action and the drama of Shakespeare's plays, the lack of connection between the students and the language and culture of the plays interfered with her ability to generate a…

  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. Language and Social Development in a Multilingual Classroom: A Dinosaur Project Enriched with Block Play

    Science.gov (United States)

    Pate, Monique

    2009-01-01

    With the implementation of the natural approach, the dinosaur study and facilitated block play gave dual language learners many opportunities to acquire a new language, develop social skills, and improve communication abilities. Once teachers identified the barriers to children playing and talking together, they created a classroom environment…

  7. Pragmatic Abilities of Children with Williams Syndrome: A Longitudinal Examination

    Science.gov (United States)

    John, Angela E.; Dobson, Lauren A.; Thomas, Lauren E.; Mervis, Carolyn B.

    2012-01-01

    Prior research has indicated that pragmatics is an area of particular weakness for individuals with Williams syndrome (WS). To further address this aspect of the WS social phenotype, we used an individual differences approach to consider both cross-sectional and longitudinal relations among different pragmatic abilities for 14 children with WS, taking into account individual differences in non-verbal reasoning abilities. We also considered the relations between pragmatic abilities and expressive vocabulary ability. Participants were tested at two time points: as 4-year-olds during a 30-min play session with their mothers (Time 1) and an average of 5.87 years later during a one-on-one conversation with a familiar researcher (Time 2). Children’s intellectual and expressive vocabulary abilities were assessed at both time points. Results indicated that the ability to verbally contribute information beyond what was required in response to a question (ExtendQ) was significantly related to the ability to verbally contribute new information in the absence of a question (ExtendS) both at age 4 years and during primary school. At age 4, both the ability to pair verbalizations with eye contact in triadic interactions (secondary intersubjectivity) and expressive vocabulary ability were related to both ExtendQ and ExtendS. Finally, both ExtendQ and the ability to pair verbalizations with eye contact (intersubjectivity) at age 4 years predicted ExtendQ at age 9–12 years. The theoretical implications of our findings and the importance of early pragmatic language intervention for children who have WS are discussed. PMID:22719734

  8. Proto-Acting as a New Concept: Personal Mimicry and the Origins of Role Playing

    Directory of Open Access Journals (Sweden)

    Steven Brown

    2017-06-01

    Full Text Available Proto-acting is introduced here as a new concept that refers to a set of processes that are intermediate between everyday role playing (in the Erving Goffman sense and dramatic acting. Its most characteristic process is the voluntary act of personal mimicry, which can occur in everyday contexts, such as quoting someone during conversation, or in performance contexts, such as impressionism. Proto-acting involves character portrayal, but on a much simpler and more transient scale than in dramatic acting, where a person may portray a character for an extended period of time during a stage performance. For example, this might involve impersonating the characters while reading a bedtime story to a child, or children themselves portraying characters while engaging in pretend play. Other key features of proto-acting are that it tends to be driven by gesture, have minimal scripting, and involve short bouts of alternation between the self and characters. Proto-acting, as based on personal mimicry, might provide a cognitive foundation for dramatic acting in human development. Moreover, proto-acting itself might be underlain evolutionarily by the process of pantomime, which often involves intentional mimicry of the actions of other people. Hence, the proto-acting concept is able to shed light on processes relevant to cognition, development, the performing arts, and human evolution.

  9. Happy Festivus! Parody as playful consumer resistance

    DEFF Research Database (Denmark)

    Mikkonen, Ilona; Bajde, Domen

    2013-01-01

    Drawing upon literary theory, play and consumer resistance literature, we conceptualize consumer parodic resistance – a resistant form of play that critically refunctions dominant consumption discourses and marketplace ideologies. We explore parodic resistance empirically by analyzing Festivus, a...

  10. Imaginary Play Companions: Characteristics and Functions.

    Science.gov (United States)

    Kalyan-Masih, V.

    1986-01-01

    Investigates some of the following characteristics associated with young children playing with imaginary play companions (IPCs): intelligence, parental and socioeconomic and educational background, family size, and birth order. Compares these children to those without IPCs. (HOD)

  11. Play the Immune System Defender Game

    Science.gov (United States)

    ... Questionnaire The Immune System Play the Immune System Game About the game Granulocytes, macrophages and dendritic cells are immune cells ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

  12. Teachers of high ability pupils

    Directory of Open Access Journals (Sweden)

    Cándido Genovard

    2010-04-01

    Full Text Available In this article we analyze the characteristics of gifted and talented students’ expert teachers. The subject background and the specific proprieties of the instructional process to meet gifted students’ educational needs are analyzed. The value of teacher-student interactions and of teaching and learning styles are highlighted. Also, we include different action guidelines and instructional resources to use in the classroom to teach these students. There is not an ideal teacher for high ability students. However, teachers must know what the teaching-learning processes are and how these work, and the diverse psychological, content and contextual variables involved in such processes.

  13. Play Therapy: Role in Reading Improvement.

    Science.gov (United States)

    Carmichael, Karla

    1991-01-01

    Reviews the literature concerning the role of play therapy (particularly sandplay and nondirected play therapy) in the improvement of reading. Suggests that the role of play therapy is to support the child, encourage the child, and build self-esteem thus creating the optimal learning environment for reading improvement. (RS)

  14. Play under Siege: A Historical Overview

    Science.gov (United States)

    Zigler, Edward F.; Bishop-Josef, Sandra J.

    2009-01-01

    In this updated version of their chapter from "Children's Play: The Roots of Reading" (published by ZERO TO THREE in 2004), the authors describe the recent attack on play, in both early childhood and elementary education. They provide a historical overview of the contentious relationship between play and cognitive development. The authors stress…

  15. Play as Education in the School Curriculum.

    Science.gov (United States)

    Ediger, Marlow

    Friedrich Froebel, an early advocate of the use of play in kindergarten teaching, argued that the ultimate goal of education was developing the creative person. According to Froebel, teachers could promote creativity through play by using gifts, occupations, and mother play songs. By contrast, Johann Herbart called for a subject centered…

  16. Creative interactive play for disabled children

    DEFF Research Database (Denmark)

    Marti, Patrizia; Pollini, Alessandro; Rullo, Alessia

    2009-01-01

    tools as well as interactive collaborative environments may represent a unique opportunity for disable children to full engage in play and have fun. The Creative Interactive Play workshop presents a collection of innovative interactive technologies and case studies for inclusive play and discusses...... the challenges and opportunities they can bid to disabled children....

  17. 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)

  18. Gender Differences in Students' Mathematics Game Playing

    Science.gov (United States)

    Lowrie, Tom; Jorgensen, Robyn

    2011-01-01

    The investigation monitored the digital game-playing behaviours of 428 primary-aged students (aged 10-12 years). Chi-square analysis revealed that boys tend to spend more time playing digital games than girls while boys and girls play quite different game genres. Subsequent analysis revealed statistically significant gender differences in terms of…

  19. Participatory Republics: Play and the Political

    DEFF Research Database (Denmark)

    Sicart, Miguel Angel

    2015-01-01

    In this paper we propose a critical reading of Sicart’s concept of political play, and we suggest an alternative framework that expands his work. We will apply Chantal Mouffe’s political theory to the core ideas in Play Matters, with the purpose of focusing and further developing the understanding...... of the political in the play activity....

  20. Parkinson's disease and driving ability

    Science.gov (United States)

    Singh, Rajiv; Pentland, Brian; Hunter, John; Provan, Frances

    2007-01-01

    Objectives To explore the driving problems associated with Parkinson's disease (PD) and to ascertain whether any clinical features or tests predict driver safety. Methods The driving ability of 154 individuals with PD referred to a driving assessment centre was determined by a combination of clinical tests, reaction times on a test rig and an in‐car driving test. Results The majority of cases (104, 66%) were able to continue driving although 46 individuals required an automatic transmission and 10 others needed car modifications. Ability to drive was predicted by the severity of physical disease, age, presence of other associated medical conditions, particularly dementia, duration of disease, brake reaction, time on a test rig and score on a driving test (all pautomatic transmission. A combination of clinical tests and in‐car driving assessment will establish safety to drive, and a number of clinical correlates can be shown to predict the likely outcome and may assist in the decision process. This is the largest series of consecutive patients seen at a driving assessment centre reported to date, and the first to devise a scoring system for on‐road driving assessment. PMID:17178820

  1. Energy expenditure in adults with cerebral palsy playing Wii Sports.

    Science.gov (United States)

    Hurkmans, Henri L; van den Berg-Emons, Rita J; Stam, Henk J

    2010-10-01

    To determine energy expenditure of adults with bilateral spastic cerebral palsy while playing Wii Sports tennis and boxing. Cross-sectional study. University medical center. Five men and 3 women with bilateral spastic cerebral palsy and ambulatory ability (Gross Motor Function Classification System level I or II) participated. The mean participant age ± SD was 36±7 years. Exclusion criteria were comorbidities that affected daily physical activity and fitness, contraindications to exercise, or inability to understand study instructions owing to cognitive disorders or language barriers. Participants played Wii Sports tennis and boxing, each for 15 minutes in random order. By using a portable gas analyzer, we assessed energy expenditure by oxygen uptake (Vo(2)) while sitting and during Wii Sports game play. Energy expenditure is expressed in metabolic equivalents (METs), which were calculated as Vo(2) during Wii Sports play divided by Vo(2) during sitting. Mean ± SD energy expenditure during Wii Sports game play was 4.5±1.1METs for tennis and 5.0±1.1METs for boxing (P=.024). All participants attained energy expenditures greater than 3METs, and 2 participants attained energy expenditures greater than 6METs while playing Wii Sports tennis or boxing. Both Wii Sports tennis and boxing seem to provide at least moderate-intensity exercise in adults with bilateral spastic cerebral palsy (GMFCS level I or II). These games, therefore, may be useful as treatment to promote more active and healthful lifestyles in these patients. Further research is needed to determine the energy expenditures of other physically disabled patient groups while playing active video games, and to determine the effectiveness of these games in improving health and daily activity levels. Copyright © 2010 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  2. Uncovering Young Children's Transformative Digital Game Play through the Exploration of Three-Year-Old Children's Cases

    Science.gov (United States)

    Huh, Youn Jung

    2017-01-01

    In contrast to studies focusing on digital games as learning tools, this study shows how young children use digital games as a means of facilitating spontaneous play in their everyday lives. This article highlights how 4 three-year-old children's play with digital games revealed their ability to create new forms of play by mixing their digital…

  3. High Ability and Learner Characteristics

    Directory of Open Access Journals (Sweden)

    Huda Hindal

    2013-01-01

    Full Text Available The outstandingly able learner has been conceptualised, in terms of test and examination performance, as the learner showing superior academic performance which is markedly better than that of peers and in ways regarded as of value by wider society. In Kuwait, such superior examination performance leads to a classification regarded as being ‘gifted’. This study looks at the inter-correlations between performance in various subjects in examinations and then considers how examination performance correlates with measures of working memory capacity, extent of field dependency, extent of divergency and visual-spatial abilities. A very large sample of grade 7 Kuwaiti students (aged ~13 was involved, the sample being selected in such a way that it contained a high proportion of those regarded as ‘gifted’ under the procedures used in Kuwait. While specific learner characteristics have been related to examination performance, this study brings four different characteristics together to gain a picture of the way these characteristics may be seen in those who perform extremely well in examinations. Principal components analysis using varimax rotation, was used to look at the examination data and one factor accounted for 87% of the variance. A consideration of the examination papers led to the conclusion that the national examinations tested only recall-recognition. It was also found that those who performed best in all six subjects tended to be those who are highly divergent and strongly visual-spatial as well as those tending to have higher working memory capacities and being more field independent. The inter-correlations between the various learner characteristics are explained in terms of the way the brain is known to process information. The implications of the findings for assessment and for the way high ability is considered are discussed.

  4. Empowered to Play: A Case Study Describing the Impact of Powered Mobility on the Exploratory Play of Disabled Children.

    Science.gov (United States)

    Sonday, Amshuda; Gretschel, Pam

    2016-03-01

    Exploratory play is one of the most vital ways in which children learn about their environment and develop. It is well documented that limited mobility restricts a child's ability to engage in their environment through exploratory play. In this study, a qualitative, collective case study design explored the impact of powered mobility on the exploratory play of two children with physical disabilities. Data were collected from the children, their parents and their siblings through participant observation and in-depth, informal interviews. This paper focuses on two themes: Opportunity to Play revealed how powered mobility increased opportunities for the children to become more actively engaged in exploratory play with others across a wider array of contexts, and My Child was Transformed highlighted significant changes in the affect and motivation of each child, which seemed to be linked to their increased internal control over their play choices. The findings suggest that the provision of powered mobility is a key contributor promoting the participation of physically disabled children in exploratory play. Because of undergraduate curricular constraints, a limitation of this study was that data were only confined to 2 months; affecting the depth of data gained that prolonged engagement would have offered. The study recommends for occupational therapy practice that occupational therapists advocate for easier access to powered mobility through governmental and policy means. The study also recommends further research be conducted on the experiences of the caregivers on how these powered mobility devices have influenced their day-to-day occupations. Copyright © 2015 John Wiley & Sons, Ltd.

  5. Use of Response Time for Measuring Cognitive Ability

    Directory of Open Access Journals (Sweden)

    Patrick C. Kyllonen

    2016-11-01

    Full Text Available The purpose of this paper is to review some of the key literature on response time as it has played a role in cognitive ability measurement, providing a historical perspective as well as covering current research. We discuss the speed-level distinction, dimensions of speed and level in cognitive abilities frameworks, speed–accuracy tradeoff, approaches to addressing speed–accuracy tradeoff, analysis methods, particularly item response theory-based, response time models from cognitive psychology (ex-Gaussian function, and the diffusion model, and other uses of response time in testing besides ability measurement. We discuss several new methods that can be used to provide greater insight into the speed and level aspects of cognitive ability and speed–accuracy tradeoff decisions. These include item-level time limits, the use of feedback (e.g., CUSUMs, explicit scoring rules that combine speed and accuracy information (e.g., count down timing, and cognitive psychology models. We also review some of the key psychometric advances in modeling speed and level, which combine speed and ability measurement, address speed–accuracy tradeoff, allow for distinctions between response times on items responded to correctly and incorrectly, and integrate psychometrics with information-processing modeling. We suggest that the application of these models and tools is likely to advance both the science and measurement of human abilities for theory and applications.

  6. Assessing Algebraic Solving Ability: A Theoretical Framework

    Science.gov (United States)

    Lian, Lim Hooi; Yew, Wun Thiam

    2012-01-01

    Algebraic solving ability had been discussed by many educators and researchers. There exists no definite definition for algebraic solving ability as it can be viewed from different perspectives. In this paper, the nature of algebraic solving ability in terms of algebraic processes that demonstrate the ability in solving algebraic problem is…

  7. Media and human capital development: Can video game playing make you smarter?1

    Science.gov (United States)

    Suziedelyte, Agne

    2015-01-01

    According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities. PMID:25705064

  8. Media and human capital development: Can video game playing make you smarter?

    Science.gov (United States)

    Suziedelyte, Agne

    2015-04-01

    According to the literature, video game playing can improve such cognitive skills as problem solving, abstract reasoning, and spatial logic. I test this hypothesis using The Child Development Supplement to the Panel Study of Income Dynamics. The endogeneity of video game playing is addressed by using panel data methods and controlling for an extensive list of child and family characteristics. To address the measurement error in video game playing, I instrument children's weekday time use with their weekend time use. After taking into account the endogeneity and measurement error, video game playing is found to positively affect children's problem solving ability. The effect of video game playing on problem solving ability is comparable to the effect of educational activities.

  9. Transition problems and play as transitory activity

    DEFF Research Database (Denmark)

    Broström, Stig

    2005-01-01

    Because too many children experience the transition to school as a culture shock, during the past decade teachers have implemented so-called transition activities in order to bridge the gap betwen pre-school and schoo. However, transition to school also calls for a development of higher mental...... functions, among others the development of children's learning motive. From the view of activity theori, transition to formal education entails crossing boundaries from the activity system play to the activity system of school learning. The transition can be facilitated by developing a 'transitory activity...... system', which mediates between the two systems, ensuring that the result of one system serves as a tool for the next. Advanced forms of play might make up a transitory activity system. The paper describes different forms of play crossing the boundaies of role play (frame-play, aesthetic theme play...

  10. Design of Piano -playing Robotic Hand

    OpenAIRE

    Lin Jen-Chang; Hsin-Cheng Li; Kuo-Cheng Huang; Shu-Wei Lin

    2013-01-01

    Unlike the market slowdown of industrial robots, service & entertainment robots have been highly regarded by most robotics reseach and market research agencies. In this study we developed a music playing robot (which can also work as a service robot) for public performance. The research is mainly focused on the mechanical and electrical control of piano-playing robot, the exploration of correlations among music theory, rhythm and piano keys, and eventually the research on playing skill of...

  11. MODEL ROLE PLAYING DALAM PEMBELAJARAN SIKLUS AKUNTANSI PERUSAHAAN DAGANG

    Directory of Open Access Journals (Sweden)

    Jarot Tri Tri Bowo Santoso

    2011-06-01

    Full Text Available Accounting lesson is considered as a difficult lesson by most students in SMK/SMA. It is even sometimes worse with the less ability of accounting teachers to select learning methods thatcan attract students’ attention and thought. Therefore, it is necessary to find an alternative learning which can help students to involve in the real situation which is fun and memorable. The learning model which can fulfill the fun situation is the role playing. The steps to implement this model in the learning of accounting cycle for trade firm are to divide students in groups and to give each of them an opportunity to play a role. In practice, each student changers the role weekly based on the order. The model makesstuents easier to understand the basic accounting and leads the teachers evaluate the materials if the lack of conformity occurs during the learning.

  12. Color blindness and interracial interaction: playing the political correctness game.

    Science.gov (United States)

    Norton, Michael I; Sommers, Samuel R; Apfelbaum, Evan P; Pura, Natassia; Ariely, Dan

    2006-11-01

    Two experiments explored the ramifications of endorsing color blindness as a strategy for appearing unprejudiced. In Study 1, Whites proved adept at categorizing faces on the basis of race, but understated their ability to do so. In Study 2, Whites playing the Political Correctness Game--a matching task that requires describing other individuals--were less likely to use race as a descriptor when paired with a Black partner than when paired with a White partner, a strategy that impaired communication and performance. In addition, avoidance of race was associated with Whites making less eye contact with and appearing less friendly toward Black partners.

  13. The importance of job control for workers with decreased work ability to remain productive at work

    NARCIS (Netherlands)

    T.I.J. van den Berg (Tilja); S.J.W. Robroek (Suzan); J.F. Plat (Jan); M.A. Koopmanschap (Marc); A. Burdorf (Alex)

    2011-01-01

    textabstractPurpose: Workers with decreased work ability are at greater risk of reduced productivity at work. We hypothesized that work-related characteristics play an important role in supporting workers to remain productive despite decreased work ability. Methods: The study population consisted of

  14. FAIR PLAY I N TURKISH SOCIAL LIFE

    Directory of Open Access Journals (Sweden)

    Mikail TEL

    2014-07-01

    Full Text Available We can say that we start hearing term of fair play since last 30 years in our country. While it is a sportive term it also represents respectfulness toward all mutual rights, symbol of being just and honest also we can determine it as basic moral values wh ich needs to be practise. Expression and teaching of Fair play fact starts with family and it needs to be thought as a life discipline which should appear in society. Term of Fair play isn‟t only an organizing term for sportive interrelations it also ne eds to be taken as a cultural fact. It is a way of life. Term of Fair play is a way of thinking and acting so it is is above all of sport branches. It is behaviors and emotions which are accepted as conditions of being a perfect human being by Turkish society. Purpose of this study is to investigate perspective of Turkish society toward Fair play and find lived / real fair play events to set as sample. Term of Fair play, cultural values among Turkish society and real Fair play events had been studied carefully within the theorical scope. This research is a theorical study. Screening the resources used as method for this study. Tried to investigate works, articles and researches had been done about this field and interpret the facts which can be acc epted as sample for Fair play.

  15. 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).

  16. THE EFFECTIVENESS OF ROLE PLAY IN TEACHING SPEAKING

    Directory of Open Access Journals (Sweden)

    Lilis Suryani

    2015-12-01

    Full Text Available Speaking is one of essential skills that should be mastered by students. In fact, the students face difficulties in speaking such as difficulty to arrange the sentences, fear of making mistakes, and lack of motivation. It is supported by Nunan (1993, he states that there are some challenges in teaching speaking skill in EFL classroom namely lack of motivation, and they tend to use their first language. Related to those problems, role play is offered to overcome the problems in speaking. The aim of the research was to know the effect of using role play in teaching speaking. The research used pre-experimental design with one group pre test and post test design which consist of 30 students as the sample. The data were obtained by using pre test and post test. Then, obtained data were analyzed by using SPSS 20. The result of the research showed that significance value was .00 and it is lower than the significance level .05. It means that the null hypothesis was rejected. Thus, teaching speaking by using role play has a significant effect on improving the students’ speaking ability.    Keywords: role play, speaking, motivation

  17. 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…

  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. Parents' Play Beliefs and Engagement in Young Children's Play at Home

    Science.gov (United States)

    Lin, Xunyi; Li, Hui

    2018-01-01

    Play is a fundamental concept in early childhood development and education. As partners in the child's learning, parents play a crucial role in how play is defined, valued, and practised. The present study explores the constructs of parents' beliefs about and engagement in young children's play in two coastal cities in China. A sample of 483…

  20. 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…

  1. 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.

  2. The Development of Adolescents' Self-Concept of Ability through Grades 7-9 and the Role of Parental Beliefs

    Science.gov (United States)

    Pesu, Laura; Aunola, Kaisa; Viljaranta, Jaana; Nurmi, Jari-Erik

    2016-01-01

    This study examined the development of adolescents' self-concept of ability in mathematics and literacy during secondary school, and the role that mothers' and fathers' beliefs concerning their child's abilities play in this development. Also examined was whether the role of mothers' and fathers' beliefs about their adolescent child's ability in…

  3. Dimensions of Childhood Play and Toys

    Science.gov (United States)

    Sandberg, Anette; Vuorinen, Tuula

    2008-01-01

    The purpose of this article is to describe and analyse play through a contemporary historical perspective, based upon pre-school teachers', students majoring in education, and teacher education students' descriptions of memories from their childhood regarding play and toys. The overall method is retrospective. The data consists of 111 interviews…

  4. Children's Gendered Drawings of Play Behaviours

    Science.gov (United States)

    Akseer, Tabasum; Lao, Mary Grace; Bosacki, Sandra

    2012-01-01

    According to child psychologists, vital links exist between children's drawings and their emotional, social, and cognitive development. Previous research has explored the important relations between drawings and play in educational settings. Given the vast research that explores the ambiguous topic of children's play, according to Richer (1990),…

  5. Restaurant Role-Play in Psychology

    Science.gov (United States)

    Borya, Anthony

    2013-01-01

    Research methods is perceived as a technical and difficult topic by some students. Using role-play to teach it can make it more accessible, meaningful and engaging. Role-playing the familiar roles of customer and waiting staff at a restaurant and discussing the variables that may affect the size of tips can help students to learn some of the key…

  6. 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…

  7. Play Therapy with Emotionally Damaged Adolescents.

    Science.gov (United States)

    Wilson, Kate; Ryan, Virginia

    2002-01-01

    This article argues that non-directive play therapy offers an approach that is well suited to addressing adolescent concerns. The argument is illustrated by two accounts of therapy that show how a more traditional non-directive counseling approach was combined with play therapy by the adolescents themselves, allowing exploration of emotional…

  8. Play Therapy Practices among Elementary School Counselors

    Science.gov (United States)

    Ray, Dee C.; Armstrong, Stephen A.; Warren, E. Scott; Balkin, Richard S.

    2005-01-01

    When elementary school counselors have a solid developmental understanding of children, play therapy might be one counseling intervention that they use with their students. Landreth (2002) has promoted the use of play therapy in schools by explaining that its objective is to help children get ready to profit from what teachers have to offer. Play…

  9. 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)

  10. Play Therapy Behaviors of Sexually Abused Children.

    Science.gov (United States)

    Homeyer, Linda E.; Landreth, Garry L.

    The purpose of this study was to identify play therapy behaviors of sexually abused children. Surveys were sent to members of the Association for Play Therapy, of which 249 respondents, who worked with 16 or more sexually abused children, were used. Results indicate that there are identifiable and highly interrelated PTBs of sexually abused…

  11. Playing with Power: An Outdoor Classroom Exploration

    Science.gov (United States)

    Haywood-Bird, Eden

    2017-01-01

    In this ethnographic research, discovery of how preschool-aged children use play to wield their individual power in the outdoors is documented in a single classroom. Embedded as a participant-researcher and working from constructivist and critical theory orientations, the researcher seeks to understand how children use their play to construct the…

  12. The Thing's the Play: Doing "Hamlet."

    Science.gov (United States)

    Sowder, Wilbur H., Jr.

    1993-01-01

    Argues for the use of film in the teaching of William Shakespeare's "Hamlet" because the play was meant to be seen and heard and not just read. Outlines a method of teaching the play by which students select a scene and perform it. Gives an example of a successful student performance. (HB)

  13. Understanding Nonsocial Play in Early Childhood

    Science.gov (United States)

    Luckey, Alicia J.; Fabes, Richard A.

    2005-01-01

    Nonsocial play continues to be perceived as a behavior that is detrimental young children's development. The research evidence in this area is mixed but lends itself to a more positive view of nonsocial play. Despite the substantial amount of literature available, the terminology used fails to be consistent and may prove to be distracting and…

  14. Agentive and Communitarian Play in Early Childhood

    Science.gov (United States)

    Dmytro, Dana; Kubiliene, Neringa; Cameron, Catherine Ann

    2014-01-01

    Play has long been recognised as a vehicle by which significant developmental advances occur during early childhood. Children use play to explore their relationships, their psychosocial skills, and their environment, and through their experiences, they begin to adopt specific capacities and values that have an impact on future socio-emotional and…

  15. Helping Young Children See Math in Play

    Science.gov (United States)

    Parks, Amy Noelle; Blom, Diana Chang

    2013-01-01

    The purpose of this article is to provide strategies for recognizing meaningful mathematics in common play contexts in early childhood classrooms and to offer suggestions for how teachers might intervene in these moments to help children attend to the mathematical ideas embedded in their play. In particular, the author's focus on the concepts of…

  16. The Art of Playful Mobility in Museums

    DEFF Research Database (Denmark)

    Froes, Isabel Cristina G.; Walker, Kevin

    2012-01-01

    Many of us interact with other people in online games and social networks, through multiple digital devices. But harnessing playful and mobile activities for museum learning is mostly undeveloped. In this chapter we explore play as a structure to support visitor learning, drawing from internation...

  17. Playing with Technology: Is It All Bad?

    Science.gov (United States)

    Slutsky, Ruslan; Slutsky, Mindy; DeShelter, Lori M.

    2014-01-01

    Technology now plays a very large role in the way children of all ages play. Children want access to technology, so parents and teachers must determine the best ways to present it to them. Computers are a popular form of technology for children as young as age three. With that in mind, computer games should be problem-solving oriented and…

  18. Using Role Play to Debate Animal Testing

    Science.gov (United States)

    Agell, Laia; Soria, Vanessa; Carrió, Mar

    2015-01-01

    The use of animals in biomedical research is a socio-scientific issue in which decision-making is complicated. In this article, we describe an experience involving a role play activity performed during school visits to the Barcelona Biomedical Research Park (PRBB) to debate animal testing. Role playing games require students to defend different…

  19. Moving educational role-play beyond entertainment

    DEFF Research Database (Denmark)

    Duus Henriksen, Thomas

    2010-01-01

    Educational role-play has long proved an effective tool for consultants trying to develop the skills that employees are using for performing certain job functions. However, while educational role-play often is presented as an entertaining means for learning, such insistence on making learning gam...

  20. Teaching Peace: Alternatives to Violent Play.

    Science.gov (United States)

    Jurek, Dianne Miller; Velazquez, Michaela

    1995-01-01

    To help combat the effects of violence on children and improve the quality and nature of play, early childhood teachers can: define violence by helping children become aware of the issue, help children resolve their own conflicts, create a peace place in the classroom, intervene when violent play occurs, evaluate media and toys, and educate…

  1. 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.

  2. Metamorphosis: Play, Spirituality and the Animal

    Science.gov (United States)

    Bone, Jane

    2010-01-01

    Animal- and bird-becoming is an aspect of play as metamorphosis connected to spirituality in early childhood settings. The reconceptualisation of play presented here is supported by research that explored the spiritual experiences of young children in different early childhood contexts. Qualitative case study research carried out in Aotearoa New…

  3. Teachers and Children Playing with Factorization

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2013-01-01

    adventure game and a logic puzzle game. The game design was informed by the results obtained in a 1 year field study exploring and assessing techniques for transposing dynamic and complex domain-specific knowledge into games. Empirical results suggest that children may prefer different forms of play, mainly...... two were individuated: a competitive form of play, which was mapped into the 2D adventure game, and a designerly-creative play, which was mapped into a puzzle game (Valente and Marchetti 2011). This paper presents empirical results of a qualitative test, conducted with Danish primary school students......Teachers and children playing with factorization: putting Prime Slaughter to the test. Last year the prime slaughter game was designed and implemented, to enable primary and early secondary school students to play with prime numbers and factorization, within two different game contexts: a 2D...

  4. 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…

  5. 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.

  6. Learning-Ability Relations in Adulthood

    Science.gov (United States)

    Hultsch, David F.; And Others

    1976-01-01

    Two successive recall tasks and eight ability measures were presented to women of five age groups to investigate the changing relation between performance and ability measures at various stages of the learning process during adulthood. (MS)

  7. Discourse abilities in the structure of intelligence

    Directory of Open Access Journals (Sweden)

    Voronin A. N.

    2017-09-01

    Full Text Available Background. This article is devoted to empirical research on discourse abilities within the structure of cognitive abilities. Discourse abilities, as well as linguistic abilities, are part of language abilities, but they are directly linked with discourse practices and a certain communicative situation. Discourse abilities allow a person to effectively initiate, keep, expand, and complete the process of communication, using language appropriate to any given situation. These abilities contribute to making communication more effective and achieving mutual understanding between partners, while at the same time they speed up the process of forming an interaction strategy. the empirical verification of the construct “discourse abilities,” and the design of original diagnostic tests on them, led us to differentiate linguistic and discourse abilities. Objective. However, it is not yet clear what place discourse abilities occupy in the structure of cognitive abilities. This is the primary goal of our research. Method. The design of the study involved group testing (in groups of 15-35 people using the following methods: a discourse abilities test; a short selection test; a social intelligence test, and short variations of Torrance’s and Mednick’s tests. In total, 208 people (133 women and 75 men, ages 17 to 21 years participated in the study, all of them either first year humanities students or high school students from Moscow. Results and Discussion. The research results revealed that discourse abilities relevantly correlate with the majority of indicators of general and social intelligence and creativity (except non-verbal intelligence. Discourse abilities as part of the structure of cognitive capabilities form a discrete factor, and include relevant components such as verbal and general intelligence and indicators of social intelligence, such as the ability to group expressions. Structures indicative of cognitive abilities varied within the

  8. Design of Piano -playing Robotic Hand

    Directory of Open Access Journals (Sweden)

    Lin Jen-Chang

    2013-09-01

    Full Text Available Unlike the market slowdown of industrial robots, service & entertainment robots have been highly regarded by most robotics reseach and market research agencies. In this study we developed a music playing robot (which can also work as a service robot for public performance. The research is mainly focused on the mechanical and electrical control of piano-playing robot, the exploration of correlations among music theory, rhythm and piano keys, and eventually the research on playing skill of keyboard instrument. The piano-playing robot is capable of control linear motor, servo-motor and pneumatic devices in accordance with the notes and rhythm in order to drive the mechanical structure to proper positions for pressing the keys and generating music. The devices used for this robot are mainly crucial components produced by HIWIN Technology Corp. The design of robotic hand is based on the direction of anthropomorphic hand such that five fingers will be used for playing piano. The finger actuations include actions of finger rotation, finger pressing, and finger lifting; time required for these 3 stages must meet the requirement of rhythm. The purpose of entertainment robot can be achieved by playing electric piano with robotic hand, and we hope this research can contribute to the development of domestic entertainment music playing robots.

  9. Early motor development and cognitive abilities among Mexican preschoolers.

    Science.gov (United States)

    Osorio-Valencia, Erika; Torres-Sánchez, Luisa; López-Carrillo, Lizbeth; Rothenberg, Stephen J; Schnaas, Lourdes

    2017-07-18

    Psychomotricity plays a very important role in children's development, especially for learning involving reading-writing and mathematical calculations. Evaluate motor development in children 3 years old and its relationship with their cognitive abilities at the age of 5 years. Based on a cohort study, we analyzed the information about motor performance evaluated at 3 years old by Peabody Motor Scale and cognitive abilities at 5 years old. The association was estimated using linear regression models adjusted by mother's intelligence quotient, sex, Bayley mental development index at 18 months, and quality of the environment at home (HOME scale). 148 children whose motor performance was determined at age 3 and was evaluated later at age 5 to determine their cognitive abilities. Cognitive abilities (verbal, quantitative, and memory) measured by McCarthy Scales. Significant positive associations were observed between stationary balance at age 3 with verbal abilities (β = 0.67, p = .04) and memory (β = 0.81, p = .02) at 5 years. Grasping and visual-motor integration were significant and positively associated with quantitative abilities (β = 0.74, p = .005; β = 0.61, p = .01) and memory (β = 2.11, p = .001; β = 1.74, p = .004). The results suggest that early motor performance contributes to the establishment of cognitive abilities at 5 years. Evaluation and early motor stimulation before the child is faced with formal learning likely helps to create neuronal networks that facilitate the acquisition of academic knowledge.

  10. I Play Roles, Therefore I Am

    DEFF Research Database (Denmark)

    Sandvik, Kjetil; Waade, Anne Marit

    2007-01-01

    -reflecting activity is getting an increasingly growing attention from the media, and the fact that educators, teachers, and development consultants have discovered the potential inherent in role-playing, both as an idea and a strategy. In this essay, we place leisure role-playing in a broader perspective, not only...... Rollespil - i æstetisk, pædagogisk og kulturel sammenhæng (2006), which is the first Danish academic anthology on role-playing as an aesthetic, educational, and cultural phenomenon....

  11. Discrimination ability of the Energy score

    DEFF Research Database (Denmark)

    Pinson, Pierre; Tastu, Julija

    as appealing since being proper, we show that its discrimination ability may be limited when focusing on the dependence structure of multivariate probabilistic forecasts. For the case of multivariate Gaussian process, a theoretical upper for such discrimination ability is derived and discussed. This limited...... discrimination ability may eventually get compromised by computational and sampling issues, as dimension increases....

  12. Judging the Ability of Friends and Foes.

    Science.gov (United States)

    Cook, Jennifer L; Murphy, Jennifer; Bird, Geoffrey

    2016-10-01

    Collaboration leads us to judge our own ability to be more similar to our collaborators and their ability to be more similar to our own, while competition leads us to exaggerate the gap between our abilities. How does this happen and what does it mean? Copyright © 2016 Elsevier Ltd. All rights reserved.

  13. Estudio para la implementación de armarios inteligentes en la red telefónica de la Corporación Nacional de Telecomunicaciones E.P. del cantón Azogues para brindar servicio triple play

    OpenAIRE

    Sigüencia Lozano, Jorge Luis; Villacreses Novillo, Marco Antonio

    2011-01-01

    La demanda de servicios de banda ancha en la actualidad ha tenido un enorme crecimiento debido a la evolución en las telecomunicaciones por lo que los usuarios requieren nuevos servicios de mayor ancho de banda, por lo que la empresa CNT EP pretende implementar el servicio triple play, para lo cual se planteó como solución en la Red Telefónica de la CNT EP Azogues la implementación de armarios inteligentes con la tecnología de acceso VDSL. Por las ventajas que brinda VDSL al permitir gran...

  14. Nystulian Play Therapy: Applications of Adlerian Psychology.

    Science.gov (United States)

    Nystul, Michael S.

    1980-01-01

    Nystulian Play Therapy is based on Adlerian strategies. Encouragement of and respect for the child are emphasized. Teacher and parent education are important parts of a comprehensive approach to affective positive change in the child. (JAC)

  15. Back to Sleep, Tummy to Play

    Science.gov (United States)

    ... Español Text Size Email Print Share Back to Sleep, Tummy to Play Page Content ​What are the 2 most important things to remember about safe sleep practices? Healthy babies are safest when sleeping on ...

  16. From online to offline game/play

    DEFF Research Database (Denmark)

    Clausen, Thea Juhl Roloff

    2015-01-01

    and teachers face. It can be a challenge for the digital immigrants to see the meanings of digital games, and why children (digital natives) should be introduced to digital games in such a young age. However, it is a fact that digital games are a part of children's everyday lives. If Digital Immigrants must......Children love to play digital games. But how should we relate to children's use of digital games. When children play they use signs from online games into offline games. There will in the paper be pointed out, media pedagogy weaknesses and strengths. And the media didactic challenges that pedagogs...... be able to motivate digital natives for play and learning, it is important to know the rules of the game/play...

  17. Learning by Playing with Digital Technology

    DEFF Research Database (Denmark)

    Benjaminsen, Nana

    2006-01-01

    This paper presupposes the notion that there is potential for the integration of play into primary and secondary school activities, because it can stimulate and support the formal as well as informal learning that takes place in school. Digital technology could be a driver for this integration...... Construction Games in Schools. The project is an exploration of how elements of play can be integrated in a technology-based learning environment. I will use examples of empirical data gathered during spring 2006 to demonstrate that play can function as a useful learning strategy, and also point out barriers......, because many of children's play activities already takes place on, and through, digital platforms. The focus for this paper is on how playorientated environmental qualities can be used and might change the current school structure. The background for the paper is the PhD project entitled Computer based...

  18. 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.

  19. Play as production – production as game?

    DEFF Research Database (Denmark)

    Eichberg, Henning

    2015-01-01

    Play-related products and their export have through recent decades contributed to a certain Danish image on the world level – with Lego bricks at the commercial end and adventure playgrounds at the pedagogical end. The phenomena of toy production and play exports challenge our understanding of what...... “play” and “game” are, and of their social as well as political significance. At the municipal level, the city of Odense – “city of Hans Christian Andersen” – is branding itself as “city of play”. On the international level, Danish play-related products have expanded on the world market. In the field...... of sport, Danish sport is not just elite sport, but also organized in local associations. People meet in mass summer festivals of popular sport. Folk Academies develop sport as personal development, often in an experimental way. Street sports, parkour, play and games are promoted. Civil society is a basis...

  20. A Brief Introduction to Competition and Play

    Directory of Open Access Journals (Sweden)

    Sean Scanlan

    2014-05-01

    Full Text Available This introduction sets the stage for a NANO special issue on how competition and play revolutionized Victorian work, how these ideas operate in endurance sports, and how they might get remade in digital spaces.

  1. The coevolution of play and the cortico-cerebellar system in primates.

    Science.gov (United States)

    Kerney, Max; Smaers, Jeroen B; Schoenemann, P Thomas; Dunn, Jacob C

    2017-10-01

    Primates are some of the most playful animals in the natural world, yet the reason for this remains unclear. One hypothesis posits that primates are so playful because playful activity functions to help develop the sophisticated cognitive and behavioural abilities that they are also renowned for. If this hypothesis were true, then play might be expected to have coevolved with the neural substrates underlying these abilities in primates. Here, we tested this prediction by conducting phylogenetic comparative analyses to determine whether play has coevolved with the cortico-cerebellar system, a neural system known to be involved in complex cognition and the production of complex behaviour. We used phylogenetic generalised least squares analyses to compare the relative volume of the largest constituent parts of the primate cortico-cerebellar system (prefrontal cortex, non-prefrontal heteromodal cortical association areas, and posterior cerebellar hemispheres) to the mean percentage of time budget spent in play by a sample of primate species. Using a second categorical data set on play, we also used phylogenetic analysis of covariance to test for significant differences in the volume of the components of the cortico-cerebellar system among primate species exhibiting one of three different levels of adult-adult social play. Our results suggest that, in general, a positive association exists between the amount of play exhibited and the relative size of the main components of the cortico-cerebellar system in our sample of primate species. Although the explanatory power of this study is limited by the correlational nature of its analyses and by the quantity and quality of the data currently available, this finding nevertheless lends support to the hypothesis that play functions to aid the development of cognitive and behavioural abilities in primates.

  2. Position Statement on Active Outdoor Play

    OpenAIRE

    Tremblay, Mark S.; Gray, Casey; Babcock, Shawna; Barnes, Joel; Costas Bradstreet, Christa; Carr, Dawn; Chabot, Guylaine; Choquette, Louise; Chorney, David; Collyer, Cam; Herrington, Susan; Janson, Katherine; Janssen, Ian; Larouche, Richard; Pickett, William

    2015-01-01

    A diverse, cross-sectorial group of partners, stakeholders and researchers, collaborated to develop an evidence-informed Position Statement on active outdoor play for children aged 3–12 years. The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky) outdoor play. The Position Statement development process was informed by two systematic reviews, a critic...

  3. Deep Learning for Video Game Playing

    OpenAIRE

    Justesen, Niels; Bontrager, Philip; Togelius, Julian; Risi, Sebastian

    2017-01-01

    In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces...

  4. 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

  5. Position Statement on Active Outdoor Play

    Science.gov (United States)

    Tremblay, Mark S.; Gray, Casey; Babcock, Shawna; Barnes, Joel; Costas Bradstreet, Christa; Carr, Dawn; Chabot, Guylaine; Choquette, Louise; Chorney, David; Collyer, Cam; Herrington, Susan; Janson, Katherine; Janssen, Ian; Larouche, Richard; Pickett, William; Power, Marlene; Sandseter, Ellen Beate Hansen; Simon, Brenda; Brussoni, Mariana

    2015-01-01

    A diverse, cross-sectorial group of partners, stakeholders and researchers, collaborated to develop an evidence-informed Position Statement on active outdoor play for children aged 3–12 years. The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky) outdoor play. The Position Statement development process was informed by two systematic reviews, a critical appraisal of the current literature and existing position statements, engagement of research experts (N = 9) and cross-sectorial individuals/organizations (N = 17), and an extensive stakeholder consultation process (N = 1908). More than 95% of the stakeholders consulted strongly agreed or somewhat agreed with the Position Statement; 14/17 participating individuals/organizations endorsed it; and over 1000 additional individuals and organizations requested their name be listed as a supporter. The final Position Statement on Active Outdoor Play states: “Access to active play in nature and outdoors—with its risks— is essential for healthy child development. We recommend increasing children’s opportunities for self-directed play outdoors in all settings—at home, at school, in child care, the community and nature.” The full Position Statement provides context for the statement, evidence supporting it, and a series of recommendations to increase active outdoor play opportunities to promote healthy child development. PMID:26062040

  6. Position Statement on Active Outdoor Play.

    Science.gov (United States)

    Tremblay, Mark S; Gray, Casey; Babcock, Shawna; Barnes, Joel; Bradstreet, Christa Costas; Carr, Dawn; Chabot, Guylaine; Choquette, Louise; Chorney, David; Collyer, Cam; Herrington, Susan; Janson, Katherine; Janssen, Ian; Larouche, Richard; Pickett, William; Power, Marlene; Sandseter, Ellen Beate Hansen; Simon, Brenda; Brussoni, Mariana

    2015-06-08

    A diverse, cross-sectorial group of partners, stakeholders and researchers, collaborated to develop an evidence-informed Position Statement on active outdoor play for children aged 3-12 years. The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky) outdoor play. The Position Statement development process was informed by two systematic reviews, a critical appraisal of the current literature and existing position statements, engagement of research experts (N=9) and cross-sectorial individuals/organizations (N=17), and an extensive stakeholder consultation process (N=1908). More than 95% of the stakeholders consulted strongly agreed or somewhat agreed with the Position Statement; 14/17 participating individuals/organizations endorsed it; and over 1000 additional individuals and organizations requested their name be listed as a supporter. The final Position Statement on Active Outdoor Play states: "Access to active play in nature and outdoors--with its risks--is essential for healthy child development. We recommend increasing children's opportunities for self-directed play outdoors in all settings--at home, at school, in child care, the community and nature." The full Position Statement provides context for the statement, evidence supporting it, and a series of recommendations to increase active outdoor play opportunities to promote healthy child development.

  7. Position Statement on Active Outdoor Play

    Directory of Open Access Journals (Sweden)

    Mark S. Tremblay

    2015-06-01

    Full Text Available A diverse, cross-sectorial group of partners, stakeholders and researchers, collaborated to develop an evidence-informed Position Statement on active outdoor play for children aged 3–12 years. The Position Statement was created in response to practitioner, academic, legal, insurance and public debate, dialogue and disagreement on the relative benefits and harms of active (including risky outdoor play. The Position Statement development process was informed by two systematic reviews, a critical appraisal of the current literature and existing position statements, engagement of research experts (N = 9 and cross-sectorial individuals/organizations (N = 17, and an extensive stakeholder consultation process (N = 1908. More than 95% of the stakeholders consulted strongly agreed or somewhat agreed with the Position Statement; 14/17 participating individuals/organizations endorsed it; and over 1000 additional individuals and organizations requested their name be listed as a supporter. The final Position Statement on Active Outdoor Play states: “Access to active play in nature and outdoors—with its risks— is essential for healthy child development. We recommend increasing children’s opportunities for self-directed play outdoors in all settings—at home, at school, in child care, the community and nature.” The full Position Statement provides context for the statement, evidence supporting it, and a series of recommendations to increase active outdoor play opportunities to promote healthy child development.

  8. Golden Jubilee Photos: Theorists at play

    CERN Multimedia

    2004-01-01

    Alvaro De Rújula and John Ellis, two of the best-known theorists at CERN, on stage for the 1983 Theory Division play. The stereotype of theoretical physicists has them with their heads in the clouds. But CERN theorists have turned this notion on its head with their annual satirical plays. The first, in 1978, poked fun at the conflict between two competing groups who wanted the chance to perform the second experiment with the then-new Super Proton Synchrotron (SPS). Theorist John Ellis, who has been involved with most of the plays over the years, says the theorists "came up with the idea of defusing the tension by having the play." Each year, they base the play on a theme or symbol that will resonate with people from any culture. This first play was loosely based on l'Escalade, Geneva's annual celebration of having repelled the Duke of Savoy's attack in 1602. In the 1980s they staged "CERN lake," inspired by the ballet "Swan Lake"-and by the problems in digging the Large Electron Positron (LEP) collider's tu...

  9. 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.

  10. Online role-playing for faculty development.

    Science.gov (United States)

    Ladhani, Zahra; Chhatwal, Jugesh; Vyas, Rashmi; Iqbal, Mobeen; Tan, Christina; Diserens, Deborah

    2011-03-01

    There has been a rapid growth of online teaching in the past few years, yet the implementation of role-play for formal educational activities in an online setting is growing more slowly. The use of online role-playing for the development of health professions educators is virtually un-documented in the literature. In the project reported here we use role-playing as a method to motivate and increase active participation in an online web-based discussion on community-based medical education (CBME). The Foundation for Advancement of International Medical Education & Research (FAIMER(®) ) Institute hosts virtual group discussions for fellows as part of its fellowship programmes, in order to deepen their knowledge base in health professions education and research. In June 2008, a group of seven FAIMER(®) fellows and faculty members moderated an online discussion on CBME using an online role-play exercise with other fellows and faculty members. Out of a total of 102 fellows, 36 (35.3%) participated actively, which exceeded the typical percentage of list server participation. In addition, a rich discussion resulted in a comprehensive report on the goals, challenges, logistical components, role of Health Ministry policy and the possible ethical mandate of CBME in developing countries. Online role-play encouraged distributed participation among a highly diverse international group of participants, supporting the conclusion that role-playing can be used effectively with mid-career health professional faculty members in the online environment. © Blackwell Publishing Ltd 2011.

  11. A qualitative approach to assessing work ability.

    Science.gov (United States)

    Tengland, Per-Anders

    2013-01-01

    We often need to be able to assess the extent to which individuals have or lack work ability. For this we need instruments. Most of the instruments available have flaws. They either lack validity or they use roundabout methods when collecting information about the individual's work ability. The aim of this paper is to present a conceptual model for constructing a questionnaire that can be used for assessing work ability. The methods used are philosophical, i.e. analytical and deductive. A conceptual theory is provided, and based on the resulting definition of the concept of "work ability" conclusions are drawn regarding how to assess work ability. When constructing quantitative instruments, we can increase validity through using a more strict definition of work ability. However, such an approach will only solve some of the problems noted above. The proposal is, instead, to create a qualitative questionnaire, founded on a definition of "work ability", which focuses on the concrete problems concerning the work ability of the individual. Finally, a sketch of such an instrument is provided, with questions covering all the relevant aspects of work ability. The qualitative questionnaire proposed is believed to be superior to more traditional (quantitative) instruments for assessing a person's work ability, as well as for finding solutions to her problems concerning work ability.

  12. Artificial intelligence model for sustain ability measurement

    International Nuclear Information System (INIS)

    Navickiene, R.; Navickas, K.

    2012-01-01

    The article analyses the main dimensions of organizational sustain ability, their possible integrations into artificial neural network. In this article authors performing analyses of organizational internal and external environments, their possible correlations with 4 components of sustain ability, and the principal determination models for sustain ability of organizations. Based on the general principles of sustainable development organizations, a artificial intelligence model for the determination of organizational sustain ability has been developed. The use of self-organizing neural networks allows the identification of the organizational sustain ability and the endeavour to explore vital, social, antropogenical and economical efficiency. The determination of the forest enterprise sustain ability is expected to help better manage the sustain ability. (Authors)

  13. 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…

  14. When play is a family business: adult play, hierarchy, and possible stress reduction in common marmosets.

    Science.gov (United States)

    Norscia, Ivan; Palagi, Elisabetta

    2011-04-01

    Easy to recognize but not easy to define, animal play is a baffling behavior because it has no obvious immediate benefits for the performers. However, the absence of immediate advantages, if true, would leave adult play (costly but maintained by evolution, spanning lemurs to Homo sapiens) unexplained. Although a commonly held view maintains that play is limited by stress, an emergent hypothesis states that play can regulate stress in the short term. Here we explored this hypothesis in a captive family group of New World monkeys, Callithrix jacchus (common marmoset). We observed six subjects and gathered data on aggressive, play, and scratching behavior via focal (6 h/individual) and all occurrences sampling (115 h). We found that play levels were highest during pre-feeding, the period of maximum anxiety due to the forthcoming competition over food. Scratching (the most reliable indicator of stress in primates) and play showed opposite trends along hierarchy, with dominants scratching more and playing less than subordinates. Finally, scratching decreased after play, whereas play appeared to be unrelated to previous scratching events, symptoms of a potential stressful state. In conclusion, both play timing and hierarchical distribution indicate that play limits stress, more than vice versa, at least in the short term.

  15. The "State of Play" in Australia: Early Childhood Educators and Play-Based Learning

    Science.gov (United States)

    Sumsion, Jennifer; Grieshaber, Sue; McArdle, Felicity; Shield, Paul

    2014-01-01

    This article provides an overview of the Education Meets Play study that will investigate early childhood educators' use of play-based learning, now mandatory under the "National Quality Standard". By building on what can be gleaned about educators' approaches to play-based learning prior to the implementation of the "Early Years…

  16. Pedagogical Positioning in Play--Teachers Being inside and outside of Children's Imaginary Play

    Science.gov (United States)

    Fleer, Marilyn

    2015-01-01

    Although there is a long tradition of play pedagogy in early childhood education, teachers have mostly taken a passive role in children's play. There are relatively few studies of the pedagogical roles adults take from inside of children's imaginary play. This paper seeks to fill this gap through presenting the findings of a study where the play…

  17. 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…

  18. Playing with Technology: Mother-Toddler Interaction Scores Lower during Play with Electronic Toys

    Science.gov (United States)

    Wooldridge, Michaela B.; Shapka, Jennifer

    2012-01-01

    To investigate play with electronic toys (battery-operated or digital), 25 mother-toddler (16-24 months old) dyads were videotaped in their homes playing with sets of age-appropriate electronic and non-electronic toys for approximately 10 min each. Parent-child interactions were coded from recorded segments of both of the play conditions using the…

  19. Taking Play Seriously: Children and Play in Early Childhood Education--An Exciting Challenge

    Science.gov (United States)

    Lillemyr, Ole Fredrik

    2009-01-01

    In the book the author presents from different perspectives what is understood by the phenomenon of children's play, why it is important, and how children's play challenge and stimulate the educator or caregiver in regard of educational values and practice, with the conclusion: play has to be taken seriously. A selection of theories is introduced…

  20. 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.

  1. Play and Productivity: Enhancing the Creative Climate at Workplace Meetings with Play Cues

    Science.gov (United States)

    West, Samuel E.; Hoff, Eva; Carlsson, Ingegerd

    2016-01-01

    The authors investigate the links between playfulness and creative organizational climates established by other research, using play cues--objects and sweets--they provide participants halfway through workplace meetings. Their findings suggest such cues significantly enhance the creative climate and playfulness in workplace meetings without…

  2. 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…

  3. 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...

  4. Observing and Assessing Young Children's Digital Play in the Early Years: Using the Digital Play Framework

    Science.gov (United States)

    Edwards, Susan; Bird, Jo

    2017-01-01

    Early childhood education settings are characterized by the use of play-based learning and the assessment of children's play by teachers to promote further learning. A problem with technology use in early childhood settings is that little is known about how children learn to use technologies through play. This lack of knowledge makes it difficult…

  5. 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

  6. Pigs, Planes, and Play-Doh: Children's Perspectives on Play as Revealed through Their Drawings

    Science.gov (United States)

    Duncan, Pauline Agnieszka

    2015-01-01

    Play, an elusive concept despite the extensive literature on the subject, remains especially problematic for research focused on the perspective of children. The author discusses her study on children's perspectives about play, exploring drawing as a method for learning how young children conceptualize play within a social-semiotic framework. Her…

  7. 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

  8. "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…

  9. Work ability assessment in a worker population: comparison and determinants of Work Ability Index and Work Ability score

    OpenAIRE

    El Fassi, Mehdi; Bocquet, Valery; Majery, Nicole; Lair, Marie Lise; Couffignal, Sophie; Mairiaux, Philippe

    2013-01-01

    Background Public authorities in European countries are paying increasing attention to the promotion of work ability throughout working life and the best method to monitor work ability in populations of workers is becoming a significant question. The present study aims to compare the assessment of work ability based on the use of the Work Ability Index (WAI), a 7-item questionnaire, with another one based on the use of WAI?s first item, which consists in the worker?s self-assessment of his/he...

  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 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.

  12. Bluetooth as a Playful Public Art Interface

    Science.gov (United States)

    Stukoff, Maria N.

    This chapter investigates how the application of emergent communication technologies assisted in the design of playful art experience in a public place. Every Passing Moment (EPM), was a mobile public artwork that tracked and recorded any discoverable Bluetooth device to automatically seed a flower in a virtual garden projected onto an urban screen. The EPM was the first public art work to run blu_box, a custom-designed Bluetooth system for mobile telephony. The aim of blu_box was to build a system that supported playful interactions between the public and an urban screen, openly accessible to anyone with a Bluetooth-enabled mobile phone. This participatory engagement was observed in EPM on three levels, namely; unconscious, conscious, and dynamic play. Furthermore, this chapter highlights how sound and face-to-face communication proved imperative in the play dynamics of EPM. In conclusion, this chapter proposes ways in which the use of emergent communication technologies in public places, especially when interfaced with urban screening platforms, can construct playful city spaces for the public at large.

  13. [Play therapy in social work with children].

    Science.gov (United States)

    Dvarionas, Dziugas

    2002-01-01

    This article introduces the results of scientific research performed in 1995-1997 in Kaunas primary school with 1st and 2nd grade children exhibiting behavioral disorders. Play therapy, a quite novel method in the country, seeks better improvement and an achievement of a better relationship for disadvantaged children in educational process. Play group counseling, or play media counseling, is shown as an important method in working with early primary grade children, especially those who present behavioral problems in the classroom. Another important aspect of group play therapy is the concentrated relationship with the counselor. Primary school children, especially those who are disadvantaged respond more to warmth than to praise for being right and doing well. Data analysis allow us to assume that behavioral difficulties of primary school children are connected with a low rate of self-esteem and dissatisfaction with their vital activities. Main conclusions to correspond with hypothesis held for the research are: a) children exhibiting behavioral problems are less active in educational process; b) by means of systematic use of play group counseling method in school, problematic children are able to solve their difficulties and to optimize their academic improvement; c) there is a complementary relationship between child's self-esteem and his/her satisfaction with his/her vital activity.

  14. 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

  15. 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.

  16. How do We Redo Design for Play?

    DEFF Research Database (Denmark)

    Feder, Karen

    2017-01-01

    D project that is planning to redo the way we design for play, with a more child-centred mind-set. It shows how we can combine a tool kit of co-creation methods with a more child-centred approach, framing them in a workshop format that embraces spending time together with children with a BIIT......Designers in play designing companies do not involve children as much as they would like to, and most of the time it happens only in the test phase. They don’t know how to involve children and they don’t know where to find the knowledge, tools or methods to do it. This paper introduces a Ph...... – Be In It Together approach, while specifically targeting play designers in the front-end process in practice. The aim of redo design for play with a more child-centred mind-set is to be able to take on the child’s perspective and learn when and how to involve children as a way to design better play experiences...

  17. Interplay of Cognitive Efficiency, Cognitive Ability and Motivation

    Directory of Open Access Journals (Sweden)

    Bruna Piks

    2014-10-01

    Full Text Available The current body of research often focuses on the problem of cognitive decline through ageing. People adapt to these changes of cognitive resources by using brain reserve. An overview of results of different studies on how cognitive abilities of older adults decline highlights high variability of conclusions and sometimes contradiction but it has been shown older adults can be as good as or even better than younger participants in specific domains. Among others, personal meaningfulness of a situation and closeness to the researcher can be strong factors when assessing cognitive abilities and the aim of this paper was to research how these effect cognitive efficiency. In the pilot study we eliminated the factor of laboratory setting and checked how cognitive efficiency and abilities change in relation to motivation. Forty-eight participants, divided into two age groups, were asked to pass a proverb interpretation test. The results showed that participant’s subjective view on the researcher, perceived closeness, correlated with the adequacy in proverb interpretation. Both groups scored higher on adequacy of interpretation when they perceived to be close to the researcher. The younger adults outperformed the older but those in the older adults’ group, who felt to be close to the researcher scored as well as younger adults who didn’t perceived to be close to the researcher. This motivational reserve might play a role in assessing cognitive abilities and pathologies that affect the outcome of neuropsychological tests.

  18. PLAY ACTIVITY WITH MILITARY TOYS AT PRESCHOOL AGE

    Directory of Open Access Journals (Sweden)

    Irina Nikolaevna Aleshina

    2013-12-01

    Full Text Available The article analyzes various attitudes to military toys, both positive and negative, existing in Russia and abroad. Toy weapons are viewed as a separate type of military toy. The study looks at the impact of military toys on children’s emotions and personality. The study looks at how children play games on their own and the way they organize them. We have conducted an experiment where three types of toys were used – military toys, soft toys and objects that act as toy substitutes. The study of games and the roles children took showed their poor playing skills. The research has detected existing connection between imagination and thinking ability and the children’s play activity. None of the children took the role of ‘the defender of the weak’ or ‘Patria’s defender’, which contradicts the results of an opinion survey of children’s parents who think that military toys help to develop ‘patriotism’, ‘courage’, and ‘teach to protect the weak’.Repeated observation of the way the same children play with military toys has shown that they take the role of defenders of the motherland or the weak only after watching TV-programmes or fiction films which show male characters defending their motherland or the weak using weapons, which shows that children’s games have social character.The experiment’s results detected what activity adults, who are concerned with the young generation’s attitude to weapons and violence, should perform. It is vital to strengthen children’s moral, ethical and cognitive spheres first, and only in second place fight against sales of military toys both in Russia and abroad.DOI: http://dx.doi.org/10.12731/2218-7405-2013-8-53

  19. THE NONLINEAR TRAJECTORY OF CHANGE IN PLAY PROFILES OF THREE CHILDREN IN PSYCHODYNAMIC PLAY THERAPY

    Directory of Open Access Journals (Sweden)

    Sibel Halfon

    2016-10-01

    Full Text Available Aim: Even though there is substantial evidence that play based therapies produce significant change, the specific play processes in treatment remain unexamined. For that purpose, processes of change in long-term psychodynamic play therapy are assessed through a repeated systematic assessment of three children’s Play Profiles, which reflect patterns of organization among play variables that contribute to play activity in therapy, indicative of the children’s coping strategies, and an expression of their internal world. The main aims of the study are to investigate the kinds of Play Profiles expressed in treatment, and to test whether there is emergence of new and more adaptive Play Profiles using dynamic systems theory as a methodological framework.Methods and Procedures: Each session from the long-term psychodynamic treatment (mean number of sessions = 55 of three 6 year old good outcome cases presenting with Separation Anxiety were recorded, transcribed and coded using items from the Children's Play Therapy Instrument, created to assess the play activity of children in psychotherapy, generating discrete and measurable units of play activity arranged along a continuum of four play profiles: Adaptive, Inhibited, Impulsive, and Disorganized. The play profiles were clustered through K-means Algorithm, generating 7 discrete states characterizing the course of treatment and the transitions between these states were analyzed by Markov Transition Matrix, Recurrence Quantification Analysis (RQA and odds ratios comparing the first and second halves of psychotherapy.Results: The Markov Transitions between the states scaled almost perfectly and also showed the ergodicity of the system meaning that the child can reach any state or shift to another one in play. The RQA and odds ratios showed two trends of change, first concerning the decrease in the use of less adaptive strategies, second regarding the reduction of play interruptions.Conclusions: The

  20. Teacher’s Interaction Styles during Sociodramatic Play that Promote Reading and Writing among Preschoolers

    Directory of Open Access Journals (Sweden)

    Excelsa C. Tongson

    2014-12-01

    Full Text Available This study was conducted to help understand a teacher’s facilitation of reading and writing during sociodramatic play among Filipino preschoolers. It describes how Filipino preschool teachers demonstrate redirecting and extending style interactions as they participate during sociodramatic play. It also identifies the ways by which the teacher provided print-rich environments in the dramatic play area to promote early reading and writing among Filipino children with ages ranging from four years old to f ive years old and 11 months. Five female teachers from four schools in Quezon City that adopt the play curriculum based on a set of criteria were studied. Each teacher was interviewed regarding play, her role, and how she prepares the dramatic play area. She was observed for 10 consecutive school days. The teachers’ interaction styles were classified as either extending or redirecting. Four of the f ive teachers demonstrated at varying degrees both extending and redirecting styles as they participated in the children’s sociodramatic play. The interaction style of the teacher revealed her ability to perform within the context of the play and the ways she assisted children in performing reading and writing activities. The considerable increase in the frequency of children’s literacy activities during sociodramatic play could be attributed to the combination of extending style interaction and the integration of literacy materials in the dramatic play area.

  1. Cracking Bank PINs by Playing Mastermind

    Science.gov (United States)

    Focardi, Riccardo; Luccio, Flaminia L.

    The bank director was pretty upset noticing Joe, the system administrator, spending his spare time playing Mastermind, an old useless game of the 70ies. He had fought the instinct of telling him how to better spend his life, just limiting to look at him in disgust long enough to be certain to be noticed. No wonder when the next day the director fell on his chair astonished while reading, on the newspaper, about a huge digital fraud on the ATMs of his bank, with millions of Euros stolen by a team of hackers all around the world. The article mentioned how the hackers had 'played with the bank computers just like playing Mastermind', being able to disclose thousands of user PINs during the one-hour lunch break. That precise moment, a second before falling senseless, he understood the subtle smile on Joe's face the day before, while training at his preferred game, Mastermind.

  2. 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

  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. 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.

  5. Magical arts: the poetics of play.

    Science.gov (United States)

    Jacobus, Mary

    2005-01-01

    The paper argues that links between play and magic in British Object Relations point to the persistence of aesthetic concerns within psychoanalysis. Magical thinking is present in British Object Relations psychoanalysis from its beginnings in Klein's play technique and early aesthetic writings, surfacing elsewhere in Susan Isaac's educational experiments and her theories of metaphor. Marion Milner's clinical account of the overlapping areas of illusion and symbol-formation in a boy's war-games link the primitive rituals of Frazer's "The Golden Bough" with her patient's creativity. In Winnicott's concept of the transitional object, the theory of play achieves its apotheosis as a diffusive theory of culture or "private madness," and as a paradigm for psychoanalysis itself. Tracing the non-positivistic, mystical, and poetical elements in British Object Relations underlines the extent to which aesthetics is not just entangled with psychoanalysis, but constitutive of it in its mid-twentieth century manifestations.

  6. Organic Functional Group Playing Card Deck

    Science.gov (United States)

    Welsh, Michael J.

    2003-04-01

    The recognition and identification of organic functional groups, while essential for chemistry and biology majors, is also very useful for non-science majors in the study of molecules in art and life. In order to make this task more palatable for the non-science major (art and communications students), the images of a traditional playing deck of cards (heart, spade, diamond, and club) have been replaced with four representations of common organic functional groups. The hierarchy rules for naming two groups in a molecule is loosely incorporated to represent the sequence (King, Queen, Jack, ?, Ace) of the deck. Students practice recognizing and identifying organic groups by playing simple card games of "Old Maid" and "Go Fish". To play games like "Poker" or "Gin", a student must not only recognize the functional groups, but also master a naming hierarchy for the organic groups.

  7. 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.

  8. Genetics and genomics of musical abilities

    OpenAIRE

    Oikkonen, Jaana

    2016-01-01

    Most people have the capacity for music perception and production, but the degree of music competency varies between individuals. In this thesis, I studied abilities to identify pitch, tone duration and sound patterns with Karma s test for auditory structuring (KMT), and Seashore s tests for time (ST) and pitch (SP). These abilities can be considered as basic components of musicality. Additionally, I studied self-reported musical activities, especially composing and arranging. Musical ability...

  9. 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

  10. On the playful use of digital media

    DEFF Research Database (Denmark)

    Cermak, Daniel

    2016-01-01

    Daniel Cermak-Sassenrath. On the playful use of digital media. Invited article (formatted as an interview). In: Goethe-Institut, Brasil. Games of the South, 2016. Available online, https://www.goethe.de/ins/br/en/kul/sup/sds/sud/20824177.html.......Daniel Cermak-Sassenrath. On the playful use of digital media. Invited article (formatted as an interview). In: Goethe-Institut, Brasil. Games of the South, 2016. Available online, https://www.goethe.de/ins/br/en/kul/sup/sds/sud/20824177.html....

  11. Toys and games in play therapy.

    Science.gov (United States)

    Meschiany, A; Krontal, S

    1998-01-01

    The present article discusses the difference between play therapy with toys and play therapy with games from a psychodynamic point of view. Toys are regarded as offering the child an opportunity to develop a variety of transference reactions, while games, because of their inherent competitive characteristic, restrain the scope of possible transference reactions. The authors claim that therapists should consider these eventualities when choosing which games or toys are to be available in the therapy room. This choice might determine, in advance, the initial characteristics of the patient's transference.

  12. Live action role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2006-01-01

    Live action role-playing games share a range of characteristics with massively multi-player online games (MMOGs). Because these games have existed for more than 20 years, players of these games have a substantial amount of experience in handling issues pertinent to MMOGs. Survey and review of live...... action role-playing games, whose participant count can be in the thousands, reveal that features such as size, theme, game master-to-player ratio, and others interact to form complex systems that require several different groups of control tools to manage. The way that these games are managed offers...

  13. Scaffolded filmmaking in PlayOFF

    DEFF Research Database (Denmark)

    Philipsen, Heidi

    2012-01-01

    How is it possible to make an entire short film in only 48 hours? This task was carried out in the global online film contest, called PlayOFF, held by Odense International Film Festival (OFF) in August 2010 and -11. Contestants from all over the world - as different countries as Palestine, China...... the productions. This article is based on an empirical study of film processes in PlayOFF 2010 and -11, and I will point out how these findings could be used in developing creativity. Based on my empirical studies I will suggest a learning design for scaffolded filmmaking and propose some ideas of how to transfer...

  14. 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...

  15. Women Do Not Play Their Aces

    DEFF Research Database (Denmark)

    Claussen, Jörg; Czibor, Eszter; Van Praag, Mirjam

    The underrepresentation of women at the top of hierarchies is often explained by gender differences in preferences. We find support for this claim by analyzing a large dataset from an online card game community, a stylized yet natural setting characterized by self-selection into an uncertain......, competitive and male-dominated environment. We observe gender differences in playing behavior consistent with women being more averse towards risk and competition. Moreover, we demonstrate how "shying away" makes female players less successful: despite no gender gap in playing skills, women accumulate lower...

  16. Playing Muller Games in a Hurry

    Directory of Open Access Journals (Sweden)

    John Fearnley

    2010-06-01

    Full Text Available This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  17. Playing Muller Games in a Hurry

    OpenAIRE

    Fearnley, John; Zimmermann, Martin

    2010-01-01

    This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1)^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games.

  18. Finnish Play Becomes Chinese Local Opera

    Institute of Scientific and Technical Information of China (English)

    1993-01-01

    IN the fall of 1992 an unusualpremiere took place in Xi′an:Totisesti totisesti,adapted from aFinnish stage play,was performed asan opera in Chinese by the HuaOpera Troupe,a part of the ShaanxiOpera Research Institute.Ms.InkeriKilpinen,the playwright,and Ms.Leena Laulajainen,vice-chairman ofFinland Writers′Association,cameto see the performance.Hua opera,also known as“Wanwan Opera,”is one of the localforms of opera in Shaanxi Province.It was originally performed in theform of shadow play,and was for-

  19. HCI Lessons From PlayStation VR

    OpenAIRE

    Habgood, Jacob; Wilson, David; Moore, David; Alapont, Sergio

    2017-01-01

    PlayStation VR has quickly built up a significant user-base of over a million headsets and its own ecosystem of games across a variety of genres. These games form part of a rapidly evolving testing ground for design solutions which can usefully inform HCI design for virtual reality. This paper reviews every PlayStation VR title released in the first three months of its lifecycle in order to identify emerging themes for locomotion. These themes are discussed with respect to the lessons learned...

  20. Risk Aversion Relates to Cognitive Ability

    DEFF Research Database (Denmark)

    Andersson, Ola; Holm, Håkan J.; Tyran, Jean-Robert Karl

    2016-01-01

    Recent experimental studies suggest that risk aversion is negatively related to cognitive ability. In this paper we report evidence that this relation might be spurious. We recruit a large subject pool drawn from the general Danish population for our experiment. By presenting subjects with choice...... tasks that vary the bias induced by random choices, we are able to generate both negative and positive correlations between risk aversion and cognitive ability. Structural estimation allowing for heterogeneity of noise yields no significant relation between risk aversion and cognitive ability. Our...... results suggest that cognitive ability is related to random decision making, rather than to risk preferences....

  1. Risk aversion relates to cognitive ability

    DEFF Research Database (Denmark)

    Andersson, Ola; Holm, Håkan J.; Tyran, Jean-Robert Karl

    Recent experimental studies suggest that risk aversion is negatively related to cognitive ability. In this paper we report evidence that this relation might be spurious. We recruit a large subject pool drawn from the general Danish population for our experiment. By presenting subjects with choice...... tasks that vary the bias induced by random choices, we are able to generate both negative and positive correlations between risk aversion and cognitive ability. Structural estimation allowing for heterogeneity of noise yields no significant relation between risk aversion and cognitive ability. Our...... results suggest that cognitive ability is related to random decision making rather than to risk preferences....

  2. Innovation and learning facilitated by play

    DEFF Research Database (Denmark)

    Hansen, Poul H. Kyvsgård; O´Connor, Rory

    2008-01-01

    "This paper describes an approach to facilitate interaction between students and industrial companies in a problem based learning environment. The approach is adapted from a methodology developed at the LEGO Company and relies on an improved ability to communicate complex problems when using...

  3. On Power, Psychopolitical Validity, and Play

    Science.gov (United States)

    Angelique, Holly L.

    2008-01-01

    In this commentary, the author discusses power as a useful concept for community psychology. Although Prilleltensky's analysis of power (this issue, pp. 116-136) has the potential to shift the ideological foundation of the field, the author notes that he focuses primarily on the ability to coerce and/or resist coercion. The author argues that…

  4. Science – a joyous playing field

    Indian Academy of Sciences (India)

    Lawrence

    ratory for a pharmaceutical company as part of my first job. I continued to do research ... not considered proprietary information by the management, I in- sisted on ... have the opportunity to appreciate the ability of human beings to uncover the ...

  5. Does playing a sports active video game improve object control skills of children with autism spectrum disorder?

    Directory of Open Access Journals (Sweden)

    Jacqueline Edwards

    2017-03-01

    Conclusion: The use of AVGs as a play-based intervention may not provide enough opportunity for children to perform the correct movement patterns to influence skill. However, play of such games may influence perceptions of skill ability in children with ASD, which could improve motivation to participate in physical activities.

  6. Playing Linear Number Board Games--but Not Circular Ones--Improves Low-Income Preschoolers' Numerical Understanding

    Science.gov (United States)

    Siegler, Robert S.; Ramani, Geetha B.

    2009-01-01

    A theoretical analysis of the development of numerical representations indicated that playing linear number board games should enhance preschoolers' numerical knowledge and ability to acquire new numerical knowledge. The effect on knowledge of numerical magnitudes was predicted to be larger when the game was played with a linear board than with a…

  7. [Person-organization fit and work ability].

    Science.gov (United States)

    Merecz, Dorota; Andysz, Aleksandra

    2011-01-01

    Person-environment issue has long been in focus of researchers who explore the area of human labor. It is known that the level of fit is a predictor of many phenomena related to health and attitude to work. The aim of this study was to explore the association between the level of person- organization fit (P-O fit) and work ability, including indicators of somatic and mental health. Research was conducted on a representative sample of 600 Polish men and women at working age. The Person-Organization Fit Questionnaire was used to assess three dimensions of P-O fit (supplementary fit, complementary fit and identification with organization); mental health status was measured by GHQ-28; the number of diagnosed diseases was taken as an index of somatic health; work ability, ability to physical and mental efforts were measured by three items from the Work Ability Index. A significant relationship between P-O fit level and work ability was found. In men, work ability predictors were: age, supplementary fit and mental health status, which explained 25% of the variance in work ability. In women, work ability predictors were: the number of diagnosed somatic diseases, supplementary fit, age and complementary fit, which explained 27% of the variance in work ability. Some gender-related differences in the predictive value of variables under the study were also found. The results of this study indicate the importance of P-O fit in shaping the sense of work ability, a recognized predictor of workers' occupational activity and the frequency of taking sick leave in subsequent years. Therefore, this result may be a useful argument to motivate employers to employ workers adequately to their abilities and preferences.

  8. [Death by erotic asphyxiation (breath control play)].

    Science.gov (United States)

    Madea, Burkhard; Hagemeier, Lars

    2013-01-01

    Most cases of sexual asphyxia are due to autoerotic activity. Asphyxia due to oronasal occlusion is mostly seen in very old or very young victims. Oronasal occlusion is also used in sadomasochistic sexual practices like "breath control play" or "erotic asphyxiation". If life saving time limitations of oronasal occlusion are not observed, conviction for homicide caused by negligence is possible.

  9. PLAY DIRECTING AND DIRECTORS: AN EVOLUTIONARY ...

    African Journals Online (AJOL)

    While the theatre director can be seen as the `god of the theatre', he/she can also be seen as a priest and a carrier who must coordinate human and material resources a master and a messenger. Drawing from the above, this paper traces the evolution of play directing and the theatre director in different theatres of the world ...

  10. Environmental Influences on Independent Collaborative Play

    Science.gov (United States)

    Mawson, Brent

    2010-01-01

    Data from two qualitative research projects indicated a relationship between the type of early childhood setting and children's independent collaborative play. The first research project involved 22 three and four-year-old children in a daylong setting and 47 children four-year-old children in a sessional kindergarten. The second project involved…

  11. Playing around in Lewis Carroll's "Alice" Books

    Science.gov (United States)

    Susina, Jan

    2010-01-01

    Mathematician Charles Dodgson's love of play and his need for rules came together in his use of popular games as part of the structure of the two famous children's books, "Alice in Wonderland" and "Through the Looking-Glass," he wrote under the pseudonym Lewis Carroll. The author of this article looks at the interplay between…

  12. Some Roles Children Play in Their Families

    Science.gov (United States)

    Rollins, Nancy; And Others

    1973-01-01

    A child patient may play one of several fixed roles in the family. As scapegoat, his shortcomings are emphasized; as baby, his dependence, weakness, and immaturity are rewarded; as pet, love and praise, some undeserved, are won; and, as peacemaker, he must promote peace at the cost of suppressing his own feelings. (ST)

  13. An Integrated Playful Music Learning Solution

    DEFF Research Database (Denmark)

    Jensen, Karl Kristoffer; Frimodt-Møller, Søren

    2015-01-01

    This paper presents an integrated solution using IT technologies to help a (young) musician learn a piece of music, or learn how to play an instru- ment. The rehearsal process is organized in sequences, consisting of various ac- tivities to be 'passed'. Several games are investigated that help...

  14. Compassionate Play in The Ludic Century

    Directory of Open Access Journals (Sweden)

    James Dyer

    2014-11-01

    Full Text Available In 2013 game designer Eric Zimmerman wrote a provocative manifesto entitled ‘Manifesto for a Ludic Century’ (2013a, in which Zimmerman declares the 21st Century’s dominant cultural form to be games. Consequently, Zimmerman proposes that the individual occupant of the century is therefore in a continuous state of game engagement. As such, this re-contextualisation of game space and play, indefinitely articulates the individual as a constant player and character, and thusly challenges the notions of selfhood. Importantly it should be noted, the state of a ludic century is explicitly assumed as a truth, however superficial it may appear. Accordingly, this paper is then afforded to be an extended hypothesis of the proposed ludic century, rather than a critical dissection and response to Zimmerman’s manifesto. This enables a hermeneutic framing of the questions: ‘What does it mean to live in a ludic century?’and ‘in what capacity may the self exist in the ludic century?’ These questions will attempt to distinguish play as an inherent cultural logic that extends beyond the limitations of explicit ‘gamification’ or instrumental play (Stenros et al., 2009; Zichermann, 2010. Concluding, it is claimed that the ludic century elicits a sustained delusion of self, as the player is confined to the designed game structure, which inhibits authentic engagement and interaction with environment and self. It is proposed that this evokes a form of suffering, the compassionate play within the ludic century.

  15. Contemporary Play Therapy: Theory, Research, and Practice

    Science.gov (United States)

    Schaefer, Charles E., Ed.; Gerard Kaduson, Heidi, Ed.

    2006-01-01

    This highly practical book presents current developments in play therapy, including innovative applications for particular problems and populations. Contributors first discuss the latest ideas and techniques emerging from object-relations, experiential, dynamic, and narrative perspectives. Next, research evaluating the effectiveness of play…

  16. Role playing research before Dungeons and Dragons

    DEFF Research Database (Denmark)

    Lieberoth, Andreas

    been published (for a review, see Lieberoth & Trier-Knudsen, 2015). Sometimes the therapeutic concept of “”Psychodrama”” is evoked as an earlier 20th century case (and suggested efficacy) of role playing as a positive tool for personal and psychological change, but digging a bit deeper, it turns out...

  17. Melting Metal on a Playing Card

    Science.gov (United States)

    Greenslade, Thomas B., Jr.

    2016-01-01

    Many of us are familiar with the demonstration of boiling water in a paper cup held over a candle or a Bunsen burner; the ignition temperature of paper is above the temperature of 100°C at which water boils under standard conditions. A more dramatic demonstration is melting tin held in a playing card. This illustration is from Tissandier's book on…

  18. 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…

  19. Instrument Records And Plays Back Acceleration Signals

    Science.gov (United States)

    Bozeman, Richard J.

    1994-01-01

    Small, battery-powered, hand-held instrument feeds power to accelerometer and records time-varying component of output for 15 seconds in analog form. No power needed to maintain content of memory; memory chip removed after recording and stored indefinitely. Recorded signal plays back at any time up to several years later. Principal advantages: compactness, portability, and low cost.

  20. Endowment Investing: Time for a Sustainability Play?

    Science.gov (United States)

    Pelletier, Stephen G.

    2010-01-01

    Managers of university endowment funds are paying closer attention to investing in "green" industries, commonly bundled under the umbrella "cleantech." Cleantech offers the possibility of buying in while prices are low "and" making a "green" investment play, but it also harbors the risks inherent in any emerging industry. Cleantech has varying…