WorldWideScience

Sample records for pretend play activity

  1. Development of Intersubjectivity in Social Pretend Play.

    Science.gov (United States)

    Goncu, Artin

    1993-01-01

    Discusses processes in the development of shared pretend representations: adoption of shared pretend focus; metacommunication defining the activity as pretend play; and communication within pretend play. Examines claims that children's play becomes intersubjective only after three years of age. Concludes that intersubjectivity in peer pretend play…

  2. 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…

  3. Developmental Studies of Pretend Play.

    Science.gov (United States)

    Golomb, Claire

    This paper briefly reports on a series of studies that explore the relationship between symbolic or pretend modes of reasoning and cognitive processes which underlie conservation of quantity. It is hypothesized that the mental transformations which the child makes while playing a game of make-believe, namely, the transformation from his original…

  4. 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…

  5. The Heteroglossic World of Preschoolers' Pretend Play

    Science.gov (United States)

    Cohen, Lynn E.

    2009-01-01

    This inquiry applied Bakhtin's dialogic process to the pretend play of preschool children using an interpretive approach. It used vignettes from videotaped data and Bakhtin's theories of dialogism and heteroglossia to provide an understanding of how children appropriate social roles and rules in pretend play and use a variety of "voices"…

  6. Pretend play enhances creativity and imagination

    Directory of Open Access Journals (Sweden)

    shallu Sansanwal

    2014-01-01

    Full Text Available This paper reviews the literature to examine the themes that aims to find the association of pretend play with creativity and how pretend play is predictive of later life creativity. The developmental trends and issues of the play and creativity are also examined to find if any age and gender differences are there in developmental patterns of creativity through pretend play. The review of literature made it clear that pretend play uses cognitive processes that are involved in creative thinking. So pretend play is a predictor of creativity. Results of studies till date also indicated that creativity though develops in continuum has periods of lags and spurts throughout the childhood to adolescence. Gender differences have also been found in girls and boys play behaviors as girls are found to be engaged more in realistic role-playing than boys of their age in preschools. Later girls are found to excel boys in verbal and fluency tasks of creativity in early adolescence. Keywords: Pretend play, Creativity, Cognitive Processes, Developmental patterns, Gender differences and Review

  7. 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…

  8. Brief Report: Prompted Pretend Play in Autism.

    Science.gov (United States)

    Charman, Tony; Baron-Cohen, Simon

    1997-01-01

    A study of 22 children with autism and 19 children with mental retardation found that, when prompted, school-age and adolescent subjects with autism did not differ from children with mental retardation in production of functional play acts and situationally appropriate object substitution, but did produce fewer novel pretend play acts. (CR)

  9. Pretend Play: Antecedent of Adult Creativity.

    Science.gov (United States)

    Russ, Sandra W

    2016-01-01

    This article reviews the theoretical and empirical literature in the area of pretend play as a predictor of adult creativity. There is strong evidence that processes expressed in pretend play are associated with measures of creativity, especially with divergent thinking. There is some evidence from longitudinal studies that this association is stable over time. Converging evidence suggests that cognitive and affective processes in pretend play are involved in adult creative production. However, there is a lack of consensus in the field as to whether engaging in pretend play actually facilitates creative thinking. In addition, many other variables (opportunity, tolerance for failure, motivation, work ethic, etc.) determine whether children with creative potential are actually creative in adulthood. In spite of the many methodological challenges in conducting research in the play area, it is important to continue investigating specific processes expressed in play and their developmental trajectories. Large samples in multisite studies would be ideal in investigating the ability of specific play processes to predict these creative processes and creative productivity in adulthood. © 2016 Wiley Periodicals, Inc.

  10. 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…

  11. Aggression in Pretend Play and Aggressive Behavior in the Classroom

    Science.gov (United States)

    Fehr, Karla K.; Russ, Sandra W.

    2013-01-01

    Research Findings: Pretend play is an essential part of child development and adjustment. However, parents, teachers, and researchers debate the function of aggression in pretend play. Different models of aggression predict that the expression of aggression in play could either increase or decrease actual aggressive behavior. The current study…

  12. Gender Differences In Pretend Play Amongst School Children In ...

    African Journals Online (AJOL)

    Children begin to engage in pretend play, develop receptive and expressive language, and use mental representation at approximately the same time in their development. The researchers set out to investigate whether boys and girls have different fantasy worlds. The study thus explores gender differences in pretend play ...

  13. Metacommunication, Social Pretend Play and Children with Autism

    Science.gov (United States)

    Douglas, Susan; Stirling, Lesley

    2012-01-01

    This article investigates processes of engagement in social pretend play between children with autism (age range 3.6 to 7.2 years) and adult play partners, using a large corpus of conversational data. We take a qualitative discourse analytic approach to investigate the metacommunicative strategies used by the children. Our initial framework for…

  14. 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…

  15. Pretend play and the cultural foundations of mathematics

    NARCIS (Netherlands)

    Worthington, M.; van Oers, B.

    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

  16. 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…

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

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    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…

  18. Effectiveness of Adaptive Pretend Play on Affective Expression and Imagination of Children with Cerebral Palsy

    Science.gov (United States)

    Hsieh, Hsieh-Chun

    2012-01-01

    Purpose: Children with cerebral palsy (CP) have difficulty participating in role-pretending activities. The concept of adaptive play makes play accessible by modifying play materials for different needs or treatment goals for children with CP. This study examines the affective expressions and imagination in children with CP as a function of…

  19. 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.

  20. 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…

  1. 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…

  2. Effect of School Pretend Play on Preschoolers' Social Competence in Peer Interactions: Gender as a Potential Moderator

    Science.gov (United States)

    Fung, Wing-kai; Cheng, Rebecca Wing-yi

    2017-01-01

    This study investigated the moderating effect of gender on the causal relationships between different school play activities (pretend and non-pretend play) and social competence in peer interactions among a sample of Hong Kong children. Participants were 60 Hong Kong preschoolers (mean age = 5.44, 36.67% female). Children with matched home pretend…

  3. 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.

  4. Assessment of pretend play in Prader-Willi syndrome: a direct comparison to autism spectrum disorder.

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    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.

  5. 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.

  6. 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 language, narrative, and emotion regulation, the research conducted to date is consistent with all 3 positions but insufficient to draw conclusions. For executive function and social skills, existing research leans against the crucial causal position but is insufficient to differentiate the other 2. For reasoning, equifinality is definitely supported, ruling out a crucially causal position but still leaving open the possibility that pretend play is epiphenomenal. For problem solving, there is no compelling evidence that pretend play helps or is even a correlate. For creativity, intelligence, conservation, and theory of mind, inconsistent correlational results from sound studies and nonreplication with masked experimenters are problematic for a causal position, and some good studies favor an epiphenomenon position in which child, adult, and environment characteristics that go along with play are the true causal agents. We end by considering epiphenomenalism more deeply and discussing implications for preschool settings and further research in this domain. Our take-away message is that existing evidence does not support strong causal claims about the unique importance of pretend play for development and that much more and better research is essential for clarifying its possible role. (PsycINFO Database Record (c) 2013 APA, all rights reserved).

  7. 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…

  8. Scaffolding, Analysis and Materials: Contributing Factors in an Unexpected Finding of Advanced Infant/Toddler Pretend Play?

    Science.gov (United States)

    Morrissey, Anne-Marie

    2014-01-01

    As part of a longitudinal study, infant/toddler pretend play development and maternal play modelling were investigated in dyadic context. A total of 21 children were videotaped in monthly play sessions with their mothers, from age 8 to 17 months. Child and mother pretend play frequencies and levels were measured using Brown's Pretend Play…

  9. "Mommy, You Are the Princess and I Am the Queen": How Preschool Children's Initiation and Language Use during Pretend Play Relate to Complexity

    Science.gov (United States)

    Melzer, Dawn K.; Palermo, Cori A.

    2016-01-01

    The present study investigated the relationship between complexity of pretend play, initiation of pretense activities, and mental state utterances used during play. Children 3 to 4 years of age were videotaped while engaging in pretend play with a parent. The videotapes were coded according to mental state utterances (i.e. desire, emotion,…

  10. 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…

  11. 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. PMID:19721729

  12. 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

  13. 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…

  14. Assessing Preschool Children's Pretend Play: Preliminary Validation of the Affect in Play Scale-Preschool Version

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    Kaugars, Astrida Seja; Russ, Sandra W.

    2009-01-01

    Research Findings: A description of the development and preliminary validation of the Affect in Play Scale-Preschool version (APS-P) is presented by demonstrating associations among preschool children's play, creativity, and daily behavior using multiple methodologies. Thirty-three preschool-age children completed a standardized 5-minute play task…

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

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    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.

  16. Word Play: The Creation and Function of Novel Words in the Pretend Play of Two Siblings

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    Nwokah, Evangeline E.; Graves, Kelly N.

    2009-01-01

    This article examines the creation of novel words by two English-speaking male siblings, ages five- and six-years-old, during a fourteen-month period of weekly play sessions. The questions the article addresses are: Did the boys produce novel words? What types of words? Why were these words created? and Did they become a permanent part of the…

  17. Cross-cultural adaptation and reliability of child-initiated pretend play assessment (chlPPA).

    Science.gov (United States)

    Pfeifer, Luzia I; Queiroz, Mirella A; Santos, Jair L F; Stagnitti, Karen E

    2011-06-01

    Play is an indication of a children's development. Purpose. Organize a culturally adapt the Child-Initiated Pretend Play Assessment to Brazilian population. Translation and cultural adaptation procedures consisted of translation, synthesis, back translation, author's approval, and pretest of the assessment. For the pretest, 14 typically developing children were assessed. Was evaluated the use of play materials, duration of the assessment, and reliability. Play materials and duration of the assessment were appropriate for Brazilian children. Analysis of intra-rater reliability showed good agreement ranging from 0.90 to 1.00. Inter-rater reliability showed good to moderate agreement for five items ranging from 0.76 to 0.59. Four items showed chance to poor agreement (rho = -0.13 to 0.50). Results of the pretest indicate the Brazilian version of the ChlPPA is potentially useful for Brazilian children. ChlPPA training in Portuguese in Brazil with play observation feedback is recommended to improve inter-rater reliability.

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

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    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.

  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. 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…

  1. Pretend play, deferred imitation and parent-child interaction in speaking and non-speaking children with autism.

    Science.gov (United States)

    Strid, Karin; Heimann, Mikael; Tjus, Tomas

    2013-02-01

    This study investigates spontaneous pretend play during a parent-child free play observation, and deferred imitation observed in an experimental setting in speaking and non-speaking children with autism in comparison to children with typical development. Both groups of children with autism showed a reduced level of deferred imitation compared to the typically developing group, but only the non-speaking children with autism spent significantly less time in pretend play compared to children with typical development. Deferred imitation was related to parents' verbal interaction in both groups. An analysis of the parent-child interaction revealed that parents of children with autism used less synchronized comments compared to parents of typically developing children. Parents of the speaking group with autism used more synchronized than unsynchronized comments, while parents of the non-speaking group used the same amount of synchronized and unsynchronized comments. These findings are discussed in terms of how the developmental level affects behavior and interaction in autism. © 2012 The Authors. Scandinavian Journal of Psychology © 2012 The Scandinavian Psychological Associations.

  2. Imitation, pretend play, and childhood: essential elements in the evolution of human culture?

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    Nielsen, Mark

    2012-05-01

    There is much controversy over what is needed for culture to flourish and what has led human culture to be different from "cultural" characteristics of other animals. Here I argue that the emergence of childhood as a step in the life cycle was critical to the evolution of the human cultural mind. My line of reasoning is built around two complementary features of childhood: imitation and play. When children imitate adults they routinely copy unnecessary and arbitrary actions. They will persistently replicate how an object is used, even when doing so interferes with their ability to produce the very outcome those actions are intended to bring about. Though seemingly maladaptive, this behavior provides for the faithful transmission of cultural ideas across generations. When children play together they commonly construct rules and meanings that exist purely because the players agree they "exist." Play thus provides the building blocks with which children rehearse the kinds of institutional realities that typify cultural practices. I argue that these forms of imitation and play represent a foundation upon which human culture flourished and that neither are prevalent in nonhuman animals. In light of these arguments evidence will be assessed suggesting that childhood emerged relatively late in human evolution.

  3. Bakhtin's Carnival and Pretend Role Play: A Comparison of Social Contexts

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    Cohen, Lynn E.

    2011-01-01

    Twentieth-century Russian literary critic and semiotician Mikhail Bakhtin developed an emology that linked carnival, authority, and laughter. Drawing on his work, the author investigates hidden parent-child interactions and children's discourse in early-childhood play. She argues that Bakhtin's ideas of carnival and its discourses apply to young…

  4. 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.

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

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    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.

  6. 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.…

  7. "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…

  8. 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 20th...... century, has a long history and was only recently applied to HCI (Nardi 1996) and games (P. Barr et al. 2007), where Barr succeeded in situating play in the Activity Theory framework. Based on his work to establish a framework for analysing systems of values in games, this paper maps different levels...

  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. Effects of Pretend Imagery on Learning Dance in Preschool Children

    Science.gov (United States)

    Sacha, Tori J.; Russ, Sandra W.

    2006-01-01

    Play is important in child development and learning. The intent of this study was to assess the effects of play, using physical movement and pretend imagery, on learning dance. Four preschool dance classes, encompassing 32 children ages 3-6, were randomly divided into pretend imagery groups and traditional teaching groups. The classes were…

  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. Transition problems and play as transitory activity

    DEFF Research Database (Denmark)

    Broström, Stig

    2005-01-01

    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......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...... 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...

  13. 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...

  14. 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

  15. 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.

  16. 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.

  17. Active Play: Exploring the Influences on Children's School Playground Activities

    Science.gov (United States)

    Hyndman, Brendon; Benson, Amanda; Telford, Amanda

    2016-01-01

    Because children spend so much of their time in schools, their playgrounds offer a good setting for promoting active play in young lives. Teachers, instead of considering active play a taxing demand on their busy day, have begun to develop an informal curriculum for it. The authors review the research on children's active play and explores its…

  18. World History Plays, Puzzles and Activities.

    Science.gov (United States)

    Stevens, Lawrence

    This instructional resource, for grades 7-10, includes a collection of 10 plays with related learning activities. Units of study include: (1) "Alexander the Great and the Greeks"; (2) "The Black Death and the End of the Middle Ages"; (3) "Robert Clive and Imperialism"; (4) "Christopher Columbus and the Age of…

  19. Active play opportunities at child care.

    Science.gov (United States)

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

    2015-06-01

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

  20. Play.

    Science.gov (United States)

    Rogers, Fred; Sharapan, Hedda

    1993-01-01

    Contends that, in childhood, work and play seem to come together. Says that for young children their play is their work, and the more adults encourage children to play, the more they emphasize important lifelong resource. Examines some uses of children's play, making and building, artwork, dramatic play, monsters and superheroes, gun play, and…

  1. Playing It Smart: Safety in Extracurricular Activities

    Science.gov (United States)

    Armenta, Tony

    2011-01-01

    An integral part of the school experience for many students is involvement in extracurricular activities such as athletics, cheerleading, band, and others. Likewise, cocurricular activities, such as field trips, provide a chance for students to connect off-campus experiences to the material learned in the classroom. These types of activities,…

  2. Repetitive Activity in the Play of Children with Mental Retardation.

    Science.gov (United States)

    Lender, Winifred Lloyds; Goodman, Joan F.; Linn, Margaret Inman

    1998-01-01

    This study investigated the amount, quality, and persistence of spontaneous repetitive play and alternative types of play with 28 children (half with Down syndrome). Down-syndrome children engaged in more repetitive activity, though the quality of play was similar for both groups. Results suggest that repetitive play may serve the same…

  3. 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.

  4. Is it play? Towards a reconceptualisation of role-play from an activity theory perspective.

    NARCIS (Netherlands)

    van Oers, B.

    2013-01-01

    This article proposes a reconceptualisation of role play on the basis of the Cultural-Historical theory (Vygotskij -Leont'ev - El'konin). The theory conceives of play as a specific mode of activity defined by a format that includes three basic parameters (rules, degrees of freedom and involvement).

  5. A Comparative Study of Active Play on Differently Designed Playgrounds

    Science.gov (United States)

    Luchs, Antje; Fikus, Monika

    2013-01-01

    The physical and social environment of children in cities is continuously changing. Knowledge about the positive effects of natural play experiences within the child's development is becoming widely known. Affordances of diverse landscape elements and especially loose parts for play in natural environments influence play activities. New concepts…

  6. Playful Interactions Stimulating Physical Activity in Public Spaces

    DEFF Research Database (Denmark)

    Sturm, Janienke; Bekker, Tilde; Vanden Abeele, Vero

    In this position paper we describe our vision on designing playful interactions to persuade people to be physically active in public spaces. Social embeddedness and playful interaction are the core elements of this vision. We illustrate how our design vision is incorporated into innovative concepts...... to motivate each other to be physically active by creating challenges for each other. Designing playful solutions for public spaces asks for low-threshold solutions that support easy stepping in and stepping out solutions....

  7. The impact of children's perception of an activity as play rather than not play on emotional well-being.

    Science.gov (United States)

    Howard, J; McInnes, K

    2013-09-01

    As an important aspect of health and development, a number of policy and practice initiatives across education, health and social care are aimed at increasing children's emotional well-being. Links have been made between young children's emotional well-being and play although empirical evidence is limited. This paper demonstrates that when children perceive an activity as play, they show more signs of emotional well-being than when they perceive the same activity as not play. One hundred and twenty-nine children aged between 3 and 5 years participated in the study. The cues children use to differentiate play and not play were used to create an activity session that was 'like play' and an activity session that was 'not like play'. The activity itself remained constant. Children were allocated to either of the activity session types alternately and emotional well-being was measured using the Leuvens Involvement Scale. There was a significant difference in the level of emotional well-being displayed by children in the two activity session types. Children who undertook the 'like play' activity scored significantly higher than children who undertook the same activity but 'not like play'. Detailed observational analysis also showed increased behavioural indicators relating to emotional well-being among children participating in the 'like play' rather than 'not like play' activity session. Children demonstrate increased emotional well-being when they perceive an activity as play rather than not play. Findings support the proposition that play can be seen as an observable behaviour but also as a mental state. As well as providing important evidence as to the value of play for enhancing children's emotional well-being, findings are discussed in relation to professional practice in children's services. The paper highlights the training needs of practitioners to enable them to understand children's views about play and use this information to create playful situations which

  8. INTERVALS OF ACTIVE PLAY AND BREAK IN BASKETBALL GAMES

    Directory of Open Access Journals (Sweden)

    Pavle Rubin

    2010-09-01

    Full Text Available The problem of the research comes from the need for decomposition of a basketball game. The aim was to determine the intervals of active game (“live ball” - term defined by rules and break (“dead ball” - term defined by rules, by analyzing basketball games. In order to obtain the relevant information, basketball games from five different competitions (top level of quality were analyzed. The sample consists of seven games played in the 2006/2007 season: NCAA Play - Off Final game, Adriatic League finals, ULEB Cup final game, Euroleague (2 games and the NBA league (2 games. The most important information gained by this research is that the average interval of active play lasts approximately 47 seconds, while the average break interval lasts approximately 57 seconds. This information is significant for coaches and should be used in planning the training process.

  9. Sand and Water Play: Simple, Creative Activities for Young Children.

    Science.gov (United States)

    West, Sherrie; Cox, Amy

    Based on the view that creative play and hands-on experiences are essential to the development of well-balanced children and that their teachers have the responsibility to create an environment that can stimulate children's senses and curiosity, this book provides activities incorporating the use of sand and water tables into the classroom on a…

  10. Engagement, enjoyment, and energy expenditure during active video game play.

    Science.gov (United States)

    Lyons, Elizabeth J; Tate, Deborah F; Ward, Dianne S; Ribisl, Kurt M; Bowling, J Michael; Kalyanaraman, Sriram

    2014-02-01

    Playing active video games can produce moderate levels of physical activity, but little is known about how these games motivate players to be active. Several psychological predictors, such as perceptions of competence, control, and engagement, may be associated with enjoyment of a game, which has in turn been hypothesized to predict energy expended during play. However, these relationships have yet to be tested in active video games. Young adults aged 18-35 (N = 97, 50 female) game for 13 minutes while energy expenditure was measured using indirect calorimetry. Self-reported measures of engagement, perceived competence, perceived control, and enjoyment were taken immediately afterward. Mediation was analyzed using path analysis. A path model in which enjoyment mediated the effects of engagement, perceived competence, and perceived control on energy expenditure and BMI directly affected energy expenditure was an adequate fit to the data, χ(2)(1, N = 97) = .199, p = .655; CFI = 1.00; RMSEA video game play. Games that are more enjoyable and engaging may produce greater intensity activity. Developers, practitioners, and researchers should consider characteristics that influence these predictors when creating or recommending active video games. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  11. Maximizing children's physical activity using the LET US Play principles.

    Science.gov (United States)

    Brazendale, Keith; Chandler, Jessica L; Beets, Michael W; Weaver, Robert G; Beighle, Aaron; Huberty, Jennifer L; Moore, Justin B

    2015-07-01

    Staff in settings that care for children struggle to implement standards designed to promote moderate-to-vigorous physical activity (MVPA), suggesting a need for effective strategies to maximize the amount of time children spend in MVPA during scheduled PA opportunities. The purpose of this study was to compare the MVPA children accumulate during commonly played games delivered in their traditional format versus games modified according to the LET US Play principles. Children (K-5th) participated in 1-hour PA sessions delivered on non-consecutive days (summer 2014). Using a randomized, counterbalanced design, one of the six games was played for 20min using either traditional rules or LET US Play followed by the other strategy with a 10min break in between. Physical activity was measured via accelerometry. Repeated-measures, mixed-effects regression models were used to estimate differences in percent of time spent sedentary and in MVPA. A total of 267 children (age 7.5years, 43% female, 29% African American) participated in 50, 1-hour activity sessions. Games incorporating LET US Play elicited more MVPA from both boys and girls compared to the same games with traditional rules. For boys and girls, the largest MVPA difference occurred during tag games (+20.3%). The largest reduction in the percent of time sedentary occurred during tag games (boys -27.7%, girls -32.4%). Overall, the percentage of children meeting 50% time in MVPA increased in four games (+18.7% to +53.1%). LET US Play led to greater accumulation of MVPA for boys and girls, and can increase the percent of children attaining the 50% of time in MVPA standard. Copyright © 2015 Elsevier Inc. All rights reserved.

  12. Beyond Physical Activity: The Importance of Play and Nature-Based Play Spaces for Children's Health and Development.

    Science.gov (United States)

    Herrington, Susan; Brussoni, Mariana

    2015-12-01

    The reduction of child obesity continues to be a challenge worldwide. Research indicates that playing outdoors, particularly in natural play spaces, boosts children's physical activity, potentially decreasing childhood obesity. We present evidence that natural play spaces also provide for more diverse forms of play for children of varying ages and competencies. This is crucial because play spaces designed expressly for physical activity may not increase physical activity among less active children. Moreover, when researchers only examine physical activity in play, they overlook the valuable contributions that play makes to other aspects of children's health and development. To enhance research on children and their play environments, we introduce the theory of play affordances. To assist in the creation of more natural play spaces, we describe the Seven Cs, an evidence-based approach for designing children's play spaces that promotes diverse play. We end with some preliminary insights from our current research using the Seven Cs to illustrate the connections between play, nature, and children's healthy development.

  13. Playing educational activities as a condition of cooperation skills

    Directory of Open Access Journals (Sweden)

    Panfilova A. P.

    2016-07-01

    Full Text Available the article made an analysis of the training playing activity from the point of view of its influence on the development of collaboration skills among the participants of game sessions, spelled out the conditions for achieving this goal and the necessary ingredients for the organization of effective interpersonal interaction in the process of learning game, based on the rules and ethical norms that do not allow to manipulate and interact correctly.

  14. Interdisciplinary Design Studio Education: Place through the activity of play

    Directory of Open Access Journals (Sweden)

    Fatos Adiloglu

    2011-09-01

    Full Text Available This paper discusses the activity of play in design education among university students with interdisciplinary background. The study subscribes to social theories of learning and takes into account an international summer school which brought visual communication design and architecture students and instructors together at the intersection of design in Istanbul asking such questions: How can student learning activity in design education are fostered? How can studio experience be formulated to cultivate the understanding of place? In this study the international group acted as a learning community. Istanbul served at her best offering her potential for making connections through exploration and discovery. The paper casts student tasks formulated as playful graphic expression and reflects student statements, unfolding connections made across filters of space, time and movement in the working process of visual design studio. The particular design studio experiences uncover how students reconstructed their own texts. The study as a result releases the fact that one might best come to know a place through the activity of play and this kind of knowing is one that constantly evolving.

  15. Brain activity and desire for Internet video game play.

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F

    2011-01-01

    Recent studies have suggested that the brain circuitry mediating cue-induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for Internet video games during cue presentation would activate similar brain regions to those that have been linked with craving for drugs or pathologic gambling. This study involved the acquisition of diagnostic magnetic resonance imaging and functional magnetic resonance imaging data from 19 healthy male adults (age, 18-23 years) following training and a standardized 10-day period of game play with a specified novel Internet video game, "War Rock" (K2 Network, Irvine, CA). Using segments of videotape consisting of 5 contiguous 90-second segments of alternating resting, matched control, and video game-related scenes, desire to play the game was assessed using a 7-point visual analogue scale before and after presentation of the videotape. In responding to Internet video game stimuli, compared with neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (false discovery rate Internet video game showed significantly greater activity in right medial frontal lobe, right and left frontal precentral gyrus, right parietal postcentral gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the Internet video game in the subjects who played more Internet video game was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. The present findings suggest that cue-induced activation to Internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathologic gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal

  16. 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

  17. Brain activity and desire for internet video game play

    Science.gov (United States)

    Han, Doug Hyun; Bolo, Nicolas; Daniels, Melissa A.; Arenella, Lynn; Lyoo, In Kyoon; Renshaw, Perry F.

    2010-01-01

    Objective Recent studies have suggested that the brain circuitry mediating cue induced desire for video games is similar to that elicited by cues related to drugs and alcohol. We hypothesized that desire for internet video games during cue presentation would activate similar brain regions to those which have been linked with craving for drugs or pathological gambling. Methods This study involved the acquisition of diagnostic MRI and fMRI data from 19 healthy male adults (ages 18–23 years) following training and a standardized 10-day period of game play with a specified novel internet video game, “War Rock” (K-network®). Using segments of videotape consisting of five contiguous 90-second segments of alternating resting, matched control and video game-related scenes, desire to play the game was assessed using a seven point visual analogue scale before and after presentation of the videotape. Results In responding to internet video game stimuli, compared to neutral control stimuli, significantly greater activity was identified in left inferior frontal gyrus, left parahippocampal gyrus, right and left parietal lobe, right and left thalamus, and right cerebellum (FDR video game (MIGP) cohort showed significantly greater activity in right medial frontal lobe, right and left frontal pre-central gyrus, right parietal post-central gyrus, right parahippocampal gyrus, and left parietal precuneus gyrus. Controlling for total game time, reported desire for the internet video game in the MIGP cohort was positively correlated with activation in right medial frontal lobe and right parahippocampal gyrus. Discussion The present findings suggest that cue-induced activation to internet video game stimuli may be similar to that observed during cue presentation in persons with substance dependence or pathological gambling. In particular, cues appear to commonly elicit activity in the dorsolateral prefrontal, orbitofrontal cortex, parahippocampal gyrus, and thalamus. PMID:21220070

  18. On detecting the playing/non-playing activity of musicians in symphonic music videos

    NARCIS (Netherlands)

    Bazzica, A.; Liem, C.C.S.; Hanjalic, A.

    2016-01-01

    Information on whether a musician in a large symphonic orchestra plays her instrument at a given time stamp or not is valuable for a wide variety of applications aiming at mimicking and enriching the classical music concert experience on modern multimedia platforms. In this work, we propose a novel

  19. Active and non-active video gaming among Dutch adolescents: who plays and how much?

    Science.gov (United States)

    Simons, Monique; de Vet, Emely; Brug, Johannes; Seidell, Jaap; Chinapaw, Mai J M

    2014-11-01

    The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. Cross-sectional. A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n = 373), recruited via schools. Multivariable logistic regression analyses were conducted to examine demographic correlates of active gaming (≥ 1 h per week) and non-active gaming (>7h per week). Of all participants (n=373), 3% reported to play exclusively active games, 40% active games and non-active games, 40% exclusively non-active games, and 17% not playing video games at all. Active gaming adolescents played active games on average on 1.5 (sd = 1.2) days per school week for 36 (sd = 32.9)min and 1 (sd = 0.54) day per weekend for 42 (sd = 36.5)min. Non-active gaming adolescents played on average on 3.3 (sd = 1.6) days per school week for 65 (sd = 46.0)min and 1.4 (sd = 0.65) days per weekend for 80 (sd = 50.8)min. Adolescents attending lower levels of education were more likely to play active games ≥ 1 h per week than adolescents attending higher educational levels. Boys and older adolescents were more likely to play non-active games >7h per week, than girls or younger adolescents. Many adolescents play active games, especially those following a lower educational level, but time spent in this activity is relatively low compared to non-active gaming. To be feasible as a public health strategy, active gaming interventions should achieve more time is spent on active gaming at the expense of non-active gaming. Copyright © 2013 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  20. Maternal attitude and child interest in various play activities before and after mother-child play sessions

    Directory of Open Access Journals (Sweden)

    Soedjatmiko Soedjatmiko

    2018-01-01

    Full Text Available Background Play stimulates children’s growth and development. When mothers and their children play, a positive attitude from the mother and adequate interest from the child is required. Little is known about the play activities that effectively stimulate such positive maternal attitude and child interest. Objective To assess for associations between various play activities with maternal attitude and child interest before and after mother-child play sessions. Methods Pre-post intervention questionnaires were distributed to mothers before and after playing with their children. Children were aged 1-5 years, from two play sites (in Surabaya and Makassar, and included using purposive sampling. Eight types of toys/play activities were provided. The allocated time for answering the 17-question survey was 15 minutes. Average scores before and after the mother-child play sessions were analyzed using paired T-test. Results We collected 264 valid questionnaires, 235 in Surabaya and 29 in Makassar. Improvement of maternal attitude after the mother-child play session was found in 132 mothers [mean diff. 0.07 (SD 0.42; 95%CI -0.117 to -0.015; P=0.011]. Play activities with significant improvements in maternal attitude were jigsaw puzzle [mean diff. 0.09 (SD 0.66; 95% CI 0.007 to 0.167;P= 0.033, Lego blocks (mean diff.-0.10 (SD 0.69; 95%CI -0.186 to -0.018; P=0.017, mini-gardening (mean diff. -0.15 (SD 0.75; 95%CI -0.238 to -0.057; P=0.002, sandbox [mean diff.-0.24 (SD 0.83; 95%CI -0.339 to – 0.138; P < 0.001], fishing [mean diff. -0.17 (SD 0.68; 95%CI -0.253 to -0.088; P < 0.001], and animal figurines [mean diff. -0.21 (SD 0.75; 95%CI -0.3 to -0.117;P <0.001]. Improvement of child interest was found in 161 children [mean diff. 0.20 (SD 0.52; 95%CI -0.264 to -0.116; P<0.001]. Play activities with significant improvements in child interest were jigsaw puzzle, Lego blocks, origami, mini-gardening, fishing, and animal figurines. Conclusion Some mother

  1. Parents' Perceptions of Preschool Activities: Exploring Outdoor Play

    Science.gov (United States)

    Jayasuriya, Avanthi; Williams, Marcia; Edwards, Todd; Tandon, Pooja

    2016-01-01

    Research Findings: Outdoor play is important for children's health and development, yet many preschool-age children in child care settings do not receive the recommended 60 min/day of outdoor play. Child care providers have previously described parent-related barriers to increasing outdoor playtime, including parents not providing appropriate…

  2. Activity and energy expenditure in older people playing active video games.

    Science.gov (United States)

    Taylor, Lynne M; Maddison, Ralph; Pfaeffli, Leila A; Rawstorn, Jonathan C; Gant, Nicholas; Kerse, Ngaire M

    2012-12-01

    Tayl To quantify energy expenditure in older adults playing interactive video games while standing and seated, and secondarily to determine whether participants' balance status influenced the energy cost associated with active video game play. Cross-sectional study. University research center. Community-dwelling adults (N=19) aged 70.7±6.4 years. Participants played 9 active video games, each for 5 minutes, in random order. Two games (boxing and bowling) were played in both seated and standing positions. Energy expenditure was assessed using indirect calorimetry while at rest and during game play. Energy expenditure was expressed in kilojoules per minute and metabolic equivalents (METs). Balance was assessed using the mini-BESTest, the Activities-specific Balance Confidence Scale, and the Timed Up and Go (TUG). Mean ± SD energy expenditure was significantly greater for all game conditions compared with rest (all P≤.01) and ranged from 1.46±.41 METs to 2.97±1.16 METs. There was no significant difference in energy expenditure, activity counts, or perceived exertion between equivalent games played while standing and seated. No significant correlations were observed between energy expenditure or activity counts and balance status. Active video games provide light-intensity exercise in community-dwelling older people, whether played while seated or standing. People who are unable to stand may derive equivalent benefits from active video games played while seated. Further research is required to determine whether sustained use of active video games alters physical activity levels in community settings for this population. Copyright © 2012 American Congress of Rehabilitation Medicine. Published by Elsevier Inc. All rights reserved.

  3. Running on Empty? Observing Causal Relationships of Play and Development

    Science.gov (United States)

    Harris, Paul L.; Jalloul, Malak

    2013-01-01

    In an article in the January 2013 "Psychological Review," Lillard, Lemer, Hopkins, Dore, Smith, and Palmquist set out to critique the customary claim that pretend play contributes to healthy child development. Following Peter Smith, they distinguished three possibilities for the impact of pretend play. Pretend play, they proposed, might…

  4. 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

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

    Directory of Open Access Journals (Sweden)

    Tom Goulding

    2010-04-01

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

  6. Metabolic changes associated with playing active video game ...

    African Journals Online (AJOL)

    Twenty adults (10 males and 10 females) between 19 and 25 years of age played Nintendo Wii Boxing™ for 15 minutes. ... the VO2max assessment. ... opponent when compared to when at rest (1.1 ± 0.1 kcal•min-1), while no significant differences were found between the two video game opponents or males and females.

  7. The motivation of children to play an active video game

    NARCIS (Netherlands)

    Chin A Paw, M.J.M.; Jacobs, W.M.; Vaessen, E.P.G.; Titze, S.; van Mechelen, W.

    2008-01-01

    The purpose of this pilot study was to evaluate the effect of a weekly multiplayer class on the motivation of children aged 9-12 years to play an interactive dance simulation video game (IDSVG) at home over a period of 12 weeks. A sample of 27 children was randomly assigned to (1) a home group

  8. 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

  9. Montessori and Play: Theory vs. Practice.

    Science.gov (United States)

    Torrence, Martha

    2001-01-01

    Surveyed Montessori preprimary teachers concerning attitudes toward pretend play in the classroom. Found mixed feelings among teachers toward pretend play. By a margin of 2 to 1, teachers were dissatisfied with the training they had received regarding the role of children's play in Montessori settings. (KB)

  10. Piano Playing Reduces Stress More than Other Creative Art Activities

    Science.gov (United States)

    Toyoshima, Kumiko; Fukui, Hajime; Kuda, Kiyoto

    2011-01-01

    Few studies have been conducted on the physiological effects of creative art activities. In this study, the effects of creative art activities on human stress were investigated, and their effects were compared in 57 healthy college students (27 males and 30 females). Subjects were divided into four groups, each of which participated in 30-minute…

  11. Spondylolysis in Active Adolescents: Expediting Return to Play.

    Science.gov (United States)

    Moeller, James L.; Rifat, Sami F.

    2001-01-01

    Spondylolysis is a common cause of back pain in active adolescents. For prolonged pain, an aggressive workup and specific diagnosis are needed. History and physical exam findings are not diagnostic. Tests beyond radiographs (computed tomography, bone scans, and magnetic resonance imaging) are necessary to determine metabolic activity and full…

  12. What is the meaning and nature of active play for today's children in the UK?

    Directory of Open Access Journals (Sweden)

    Jago Russell

    2011-03-01

    Full Text Available Abstract Background Preventing the decline in physical activity which occurs around 10-11 years of age is a public health priority. Physically active play can make unique contributions to children's development which cannot be obtained from more structured forms of physical activity. Encouraging active play in children's leisure time has potential to increase physical activity levels while promoting optimal child development. Aspired wisdom states that contemporary British children no longer play outdoors, but systematic evidence for this is lacking. We need to build a more informed picture of contemporary children's play before we consider interventions to increase it. Methods Eleven focus groups were conducted with 77, 10-11 year old children from four primary schools in Bristol, UK. Focus groups examined: 1 children's perceptions of 'play'; 2 how much of their play is active play; and 3 contexts of children's active play. All focus groups were audio-taped and transcribed verbatim. Data were analysed using a thematic approach. Results Children's perceptions of play were broad and included both physically active and sedentary behaviours. Children reported that they frequently engaged in active play and valued both the physical and social benefits it provided. Whereas boys frequently reported having a 'kick about' or riding bikes as their preferred forms of active play, girls were less likely to report a specific activity. Additionally, boys reported greater independent mobility in their active play compared to girls. Finally, boys were more likely to report playing with neighbourhood friends but girls more frequently reported playing with family members. Conclusions Promoting active play in children's leisure time may increase the physical activity of children, but interventions may need to be tailored according to gender.

  13. What is the meaning and nature of active play for today's children in the UK?

    Science.gov (United States)

    2011-01-01

    Background Preventing the decline in physical activity which occurs around 10-11 years of age is a public health priority. Physically active play can make unique contributions to children's development which cannot be obtained from more structured forms of physical activity. Encouraging active play in children's leisure time has potential to increase physical activity levels while promoting optimal child development. Aspired wisdom states that contemporary British children no longer play outdoors, but systematic evidence for this is lacking. We need to build a more informed picture of contemporary children's play before we consider interventions to increase it. Methods Eleven focus groups were conducted with 77, 10-11 year old children from four primary schools in Bristol, UK. Focus groups examined: 1) children's perceptions of 'play'; 2) how much of their play is active play; and 3) contexts of children's active play. All focus groups were audio-taped and transcribed verbatim. Data were analysed using a thematic approach. Results Children's perceptions of play were broad and included both physically active and sedentary behaviours. Children reported that they frequently engaged in active play and valued both the physical and social benefits it provided. Whereas boys frequently reported having a 'kick about' or riding bikes as their preferred forms of active play, girls were less likely to report a specific activity. Additionally, boys reported greater independent mobility in their active play compared to girls. Finally, boys were more likely to report playing with neighbourhood friends but girls more frequently reported playing with family members. Conclusions Promoting active play in children's leisure time may increase the physical activity of children, but interventions may need to be tailored according to gender. PMID:21385336

  14. Physical Activity Plays an Important Role in Body Weight Regulation

    Directory of Open Access Journals (Sweden)

    Jean-Philippe Chaput

    2011-01-01

    Full Text Available Emerging literature highlights the need to incorporate physical activity into every strategy intended to prevent weight gain as well as to maintain weight loss over time. Furthermore, physical activity should be part of any plan to lose weight. The stimulus of exercise provides valuable metabolic adaptations that improve energy and macronutrient balance regulation. A tight coupling between energy intake and energy expenditure has been documented at high levels of physical exercise, suggesting that exercise may improve appetite control. The regular practice of physical activity has also been reported to reduce the risk of stress-induced weight gain. A more personalized approach is recommended when planning exercise programs in a clinical weight loss setting in order to limit the compensatory changes associated to exercise-induced weight loss. With modern environment promoting overeating and sedentary behavior, there is an urgent need for a concerted action including legislative measures to promote healthy active living in order to curb the current epidemic of chronic diseases.

  15. Physical activity and play in kindergarten age children

    DEFF Research Database (Denmark)

    Caroli, Margherita; Malecka-Tendera, Ewa; Epifani, Susi

    2011-01-01

    and Poland. The parents ’ and children ’ s physical activity habits and attitudes assessed by a questionnaire fi lled by the parents. Overweight and obesity assessed by Cole ’ s BMI cut-off points. Statistical analysis performed by χ^2 test and the test of proportion. Denmark shows the lowest rate (14...... hour (p sport (p

  16. Relations between Playing Activities and Fine Motor Development

    Science.gov (United States)

    Suggate, Sebastian; Stoeger, Heidrun; Pufke, Eva

    2017-01-01

    Children's fine motor skills (FMS) are being increasingly recognized as an important aspect of preschool development; yet, we know very little about the experiences that foster their development. We utilized a parent-administered children's fine and gross motor activities questionnaire (MAQ) to investigate links with FMS. We recruited a sample of…

  17. Play Matters

    DEFF Research Database (Denmark)

    Sicart (Vila), Miguel Angel

    What do we think about when we think about play? A pastime? Games? Childish activities? The opposite of work? Think again: If we are happy and well rested, we may approach even our daily tasks in a playful way, taking the attitude of play without the activity of play. So what, then, is play......, 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......? 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...

  18. The Origins of Exploratory Play.

    Science.gov (United States)

    Fenson, Larry; Schell, Robert E.

    1985-01-01

    Discusses developmental changes in visual exploration and manipulative investigation among children from birth to six months, six to 12 months, and 12 to 36 months of age. Also discusses pretend play in terms of decentration, decontextualization, and integration. (RH)

  19. Parent participation plays an important part in promoting physical activity

    Directory of Open Access Journals (Sweden)

    Anna-Karin Lindqvist

    2015-08-01

    Full Text Available Although physical activity (PA is an important and modifiable determinant of health, in Sweden only 15% of boys and 10% of girls aged 15 years old achieve the recommended levels of PA 7 days per week. Adolescents’ PA levels are associated with social influence exerted by parents, friends, and teachers. The purpose of this study was to describe parents’ experiences of being a part of their adolescents’ empowerment-inspired PA intervention. A qualitative interview study was performed at a school in the northern part of Sweden. A total of 10 parents were interviewed, and the collected data were analyzed with qualitative content analysis. Three subthemes were combined into one main theme, demonstrating that parents are one important part of a successful PA intervention. The life of an adolescent has many options and demands that make it difficult to prioritize PA. Although parents felt that they were important in supporting their adolescent, a successful PA intervention must have multiple components. Moreover, the parents noted that the intervention had a positive effect upon not only their adolescents’, but also their own PA. Interventions aimed at promoting PA among adolescents should include measures to stimulate parent participation, have an empowerment approach, and preferably be school-based.

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

    OpenAIRE

    Carolina Mora

    2016-01-01

    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, escayola...

  1. Influences of Technology-Related Playful Activity and Thought on Moral Development

    Science.gov (United States)

    Bergen, Doris; Davis, Darrel

    2011-01-01

    Many early developmental theorists such as Freud, Erikson, Piaget, and Vygotsky suggested that play--which the authors of this article define as both playful activity and playful thought--had the power to influence the moral emotions, behaviors, and reasoning of children. More recent researchers have also found evidence of moral development in…

  2. 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…

  3. Organized Sports and Unstructured Active Play as Physical Activity Sources in Children From Low-Income, Chicago Households.

    Science.gov (United States)

    Appelhans, Bradley M; Li, Hong

    2016-08-01

    This study tested associations of organized sports participation and unstructured active play with overall moderate and vigorous physical activity (MVPA) in low-income children and examined factors associated with participation frequency. Research staff visited 88 low-income Chicago households with children ages 6-13 years. MVPA was assessed through 7-day accelerometry. Researchers documented the home availability of physical activity equipment. Caregivers reported on child participation in organized sports and unstructured active play, family support for physical activity, perceived neighborhood safety, and access to neighborhood physical activity venues. Despite similar participation in organized sports and unstructured active play, boys accumulated more MVPA than girls. MVPA was predicted by an interaction between gender and unstructured active play. Boys accumulated 23-45 additional minutes of weekday MVPA and 53-62 additional minutes of weekend MVPA through unstructured active play, with no such associations in girls. Higher reported neighborhood safety and family support for physical activity were associated with engagement in unstructured active play for both genders, and with participation in organized sports for girls. Physical activity interventions for low-income, urban children should emphasize unstructured active play, particularly in boys. Fostering family support for physical activity and safe play environments may be critical intervention components.

  4. Alien Contact: Proof Positive or a Case of Let's Play Pretend?

    Science.gov (United States)

    DiSpezio, Michael A.

    2011-01-01

    Explore claims of extraterrestrial life and our efforts to communicate with inhabitants of worlds outside our solar system. Even though there's no "proof positive" for extraterrestrial life-forms of any flavor, we've set the stage for applying a battery of critical-thinking skills to the valid analysis of scientific data. (Contains 3 figures and 5…

  5. Using Activity Theory to Understand Intergenerational Play: The Case of Family Quest

    Science.gov (United States)

    Siyahhan, Sinem; Barab, Sasha A.; Downton, Michael P.

    2010-01-01

    We implemented a five-week family program called "Family Quest" where parents and children ages 9 to 13 played Quest Atlantis, a multiuser 3D educational computer game, at a local after-school club for 90-minute sessions. We used activity theory as a conceptual and an analytical framework to study the nature of intergenerational play, the…

  6. The Activity Demands and Physiological Responses Encountered During Basketball Match-Play: A Systematic Review.

    Science.gov (United States)

    Stojanović, Emilija; Stojiljković, Nenad; Scanlan, Aaron T; Dalbo, Vincent J; Berkelmans, Daniel M; Milanović, Zoran

    2018-01-01

    Basketball is a popular, court-based team sport that has been extensively studied over the last decade. The purpose of this article was to provide a systematic review regarding the activity demands and physiological responses experienced during basketball match-play according to playing period, playing position, playing level, geographical location, and sex. An electronic database search of relevant articles published prior to 30 September 2016 was performed with PubMed, MEDLINE, ERIC, Google Scholar, SCIndex, and ScienceDirect. Studies that measured activity demands and/or physiological responses during basketball match-play were included. Following screening, 25 articles remained for review. During live playing time across 40-min matches, male and female basketball players travel 5-6 km at average physiological intensities above lactate threshold and 85% of maximal heart rate (HR). Temporal comparisons show a reduction in vigorous activities in the fourth quarter, likely contributing to lower blood lactate concentrations and HR responses evident towards the end of matches. Guards tend to perform a higher percentage of live playing time sprinting and performing high-intensity shuffling compared with forwards and centers. Guards also perform less standing and walking during match-play compared with forwards and centers. Variations in activity demands likely account for the higher blood lactate concentrations and HR responses observed for guards compared with forwards and centers. Furthermore, higher-level players perform a greater intermittent workload than lower-level players. Moreover, geographical differences may exist in the activity demands (distance and frequency) and physiological responses between Australian, African, and European basketball players, whereby Australian players sustain greater workloads. While activity demands and physiological data vary across playing positions, playing levels, and geographical locations, male and female players competing

  7. 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.

  8. Changes in brain activity in response to problem solving during the abstinence from online game play.

    Science.gov (United States)

    Kim, Sun Mi; Han, Doug Hyun; Lee, Young Sik; Kim, Jieun E; Renshaw, Perry F

    2012-06-01

    Several studies have suggested that addictive disorders including substance abuse and pathologic gambling might be associated with dysfunction on working memory and prefrontal activity. We hypothesized that excessive online game playing is associated with deficits in prefrontal cortex function and that recovery from excessive online game playing might improve prefrontal cortical activation in response to working memory stimulation. Thirteen adolescents with excessive online game playing (AEOP) and ten healthy adolescents (HC) agreed to participate in this study. The severity of online game play and playing time were evaluated for a baseline measurement and again following four weeks of treatment. Brain activation in response to working memory tasks (simple and complex calculations) at baseline and subsequent measurements was assessed using BOLD functional magnetic resonance imaging (fMRI). Compared to the HC subjects, the AEOP participants exhibited significantly greater activity in the right middle occipital gyrus, left cerebellum posterior lobe, left premotor cortex and left middle temporal gyrus in response to working memory tasks during baseline measurements. After four weeks of treatment, the AEOP subjects showed increased activity within the right dorsolateral prefrontal cortex and left occipital fusiform gyrus. After four weeks of treatment, changes in the severity of online game playing were negatively correlated with changes in the mean β value of the right dorsolateral prefrontal cortex in response to complex stimulation. We suggest that the effects of online game addiction on working memory may be similar to those observed in patients with substance dependence.

  9. Changes in cue-induced, prefrontal cortex activity with video-game play.

    Science.gov (United States)

    Han, Doug Hyun; Kim, Yang Soo; Lee, Yong Sik; Min, Kyung Joon; Renshaw, Perry F

    2010-12-01

    Brain responses, particularly within the orbitofrontal and cingulate cortices, to Internet video-game cues in college students are similar to those observed in patients with substance dependence in response to the substance-related cues. In this study, we report changes in brain activity between baseline and following 6 weeks of Internet video-game play. We hypothesized that subjects with high levels of self-reported craving for Internet video-game play would be associated with increased activity in the prefrontal cortex, particularly the orbitofrontal and anterior cingulate cortex. Twenty-one healthy university students were recruited. At baseline and after a 6-week period of Internet video-game play, brain activity during presentation of video-game cues was assessed using 3T blood oxygen level dependent functional magnetic resonance imaging. Craving for Internet video-game play was assessed by self-report on a 7-point visual analogue scale following cue presentation. During a standardized 6-week video-game play period, brain activity in the anterior cingulate and orbitofrontal cortex of the excessive Internet game-playing group (EIGP) increased in response to Internet video-game cues. In contrast, activity observed in the general player group (GP) was not changed or decreased. In addition, the change of craving for Internet video games was positively correlated with the change in activity of the anterior cingulate in all subjects. These changes in frontal-lobe activity with extended video-game play may be similar to those observed during the early stages of addiction.

  10. Technical activity profile and influence of body anthropometry on playing performance in female elite team handball

    DEFF Research Database (Denmark)

    Michalsik, Lars B; Aagaard, Per; Madsen, Klavs

    2015-01-01

    To determine the physical demands placed on female elite team handball (TH) players in relation to playing position and body anthropometry, female elite TH primarily field players were monitored during match-play using video recording and subsequent computerized technical match analysis during 5...... regular tournament match seasons. Technical match activities were distributed in 6 major types of playing actions (shots, breakthroughs, fast breaks, technical errors, defensive errors, and tackles) and further divided into various subcategories (e.g., type of shot, hard or light tackles, claspings...... that female elite TH players during competitive games intermittently perform a high number of short-term, high-intense technical playing actions making modern female elite TH a physically demanding team sport. No sign of technical fatigue were observed, since the amount of intense technical playing actions...

  11. 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…

  12. Children with Autism Spectrum Disorder and Patterns of Participation in Daily Physical and Play Activities

    Directory of Open Access Journals (Sweden)

    Amir Hossein Memari

    2015-01-01

    Full Text Available Autism spectrum disorder (ASD indicates several neurodevelopmental impairments which may end in impairments in motor or physical activities. Daily physical activity involvement was investigated in a total of 83 children (52 boys and 31 girls with ASD aged 6–15 years. Results indicated that only 10 (12% of children with ASD were physically active. Children were predominantly engaged in solitary play rather than social play activities. Gender, family income, and household structure were found to be associated with activity scores. Financial burden and lack of opportunities were noted as the leading barriers to physical activities. In conclusion, findings indicated a low rate of physical activity participation in children with ASD that is closely associated with sociodemographic variables.

  13. Narrative increases step counts during active video game play among children

    Science.gov (United States)

    Active video games (AVGs) capable of inducing physical activity (PA) level offer a novel alternative to child obesity. Unfortunately, children's motivation to play AVG decreases quickly, underscoring the need to find new methods to maintain their engagement. According to narrative transportation th...

  14. Playing "The Ladybug Game": Parent Guidance of Young Children's Numeracy Activities

    Science.gov (United States)

    Vandermaas-Peeler, Maureen; Ferretti, Larissa; Loving, Sara

    2012-01-01

    Parent guidance for numeracy activities and preschoolers' numeracy performance were examined in the context of playing a board game in three sessions over a two-week period. Twenty-eight parent-child dyads were randomly assigned to a numeracy awareness group in which parents were provided with suggested numeracy activities to incorporate into the…

  15. Adherence to active play and electronic media guidelines in preschool children: gender and parental education considerations.

    Science.gov (United States)

    Loprinzi, Paul D; Schary, David P; Cardinal, Bradley J

    2013-01-01

    The primary purpose of the present study was to examine adherence to current active play and electronic media use guidelines in a sample of US preschool-aged children and to examine whether differences occurred across gender and parental education. 164 parents completed an on-line survey to estimate preschool children's active play and sedentary behaviors. For weekdays, 50% of the sample met the active play guideline with this increasing to 65% during the weekend. With respect to electronic media use, 90% of the sample met guidelines during the week, with the percentage meeting guidelines dropping to 78% during the weekend. A greater percentage of preschool children from high parental education families (83.4 ± 3.3) met electronic media use guidelines on the weekends, compared to preschool children from low parental education families (59.4 ± 8.1) (p = 0.002). Our findings indicate that a substantial portion of preschool children are not meeting active play guidelines and that adherence to active play and electronic media use guidelines may be influenced by parental education.

  16. HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork.

    Science.gov (United States)

    Díaz, Diego José; Boj, Clara; Portalés, Cristina

    2016-04-23

    This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing by almost 2000 users around the world (in workshops, artistic events, conferences, etc.). Here, we present the temporal evolution of HybridPLAY with the different versions of the sensors and the video games, and a detailed technical description of the sensors and the way interactions are produced. We also present the outcomes after the evaluation by users at different events and workshops. We believe that HybridPLAY has great potential to contribute to increased physical activity in kids, and also to improve the learning process and monitoring at school centres by letting users create the content of the apps, leading to new narratives and fostering creativity.

  17. HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork

    Directory of Open Access Journals (Sweden)

    Diego José Díaz

    2016-04-01

    Full Text Available This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds. HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing by almost 2000 users around the world (in workshops, artistic events, conferences, etc.. Here, we present the temporal evolution of HybridPLAY with the different versions of the sensors and the video games, and a detailed technical description of the sensors and the way interactions are produced. We also present the outcomes after the evaluation by users at different events and workshops. We believe that HybridPLAY has great potential to contribute to increased physical activity in kids, and also to improve the learning process and monitoring at school centres by letting users create the content of the apps, leading to new narratives and fostering creativity.

  18. HybridPLAY: A New Technology to Foster Outdoors Physical Activity, Verbal Communication and Teamwork

    Science.gov (United States)

    Díaz, Diego José; Boj, Clara; Portalés, Cristina

    2016-01-01

    This paper presents HybridPLAY, a novel technology composed of a sensor and mobile-based video games that transforms urban playgrounds into game scenarios. With this technology we aim to stimulate physical activity and playful learning by creating an entertaining environment in which users can actively participate and collaborate. HybridPLAY is different from other existing technologies that enhance playgrounds, as it is not integrated in them but can be attached to the different elements of the playgrounds, making its use more ubiquitous (i.e., not restricted to the playgrounds). HybridPLAY was born in 2007 as an artistic concept, and evolved after different phases of research and testing by almost 2000 users around the world (in workshops, artistic events, conferences, etc.). Here, we present the temporal evolution of HybridPLAY with the different versions of the sensors and the video games, and a detailed technical description of the sensors and the way interactions are produced. We also present the outcomes after the evaluation by users at different events and workshops. We believe that HybridPLAY has great potential to contribute to increased physical activity in kids, and also to improve the learning process and monitoring at school centres by letting users create the content of the apps, leading to new narratives and fostering creativity. PMID:27120601

  19. Where they live, how they play: Neighborhood greenness and outdoor physical activity among preschoolers

    Directory of Open Access Journals (Sweden)

    Grigsby-Toussaint Diana S

    2011-12-01

    Full Text Available Abstract Background Emerging empirical evidence suggests exposure to "green" environments may encourage higher levels of physical activity among children. Few studies, however, have explored this association exclusively in pre-school aged children in the United States. We examined whether residing in neighborhoods with higher levels of greenness was associated with higher levels of outdoor physical activity among preschoolers. In addition, we also explored whether outdoor playing behaviors (e.g., active vs. quiet were influenced by levels of neighborhood greenness independent of demographic and parental support factors. Results Higher levels of neighborhood greenness as measured by the Normalized Difference Vegetation Index (NDVI was associated with higher levels of outdoor playing time among preschool-aged children in our sample. Specifically, a one unit increase in neighborhood greenness increased a child's outdoor playing time by approximately 3 minutes. A dose-response relationship was observed between increasing levels of parental support for physical activity (e.g., time spent playing with children and child outdoor physical activity (p Conclusions Consistent with previous studies, neighborhood greenness influences physical activity behavior. However, for preschoolers, parental involvement may be more critical for improving physical activity levels.

  20. Meaning and purposes of the play activity for childhood education’ teachers

    Directory of Open Access Journals (Sweden)

    Dijnane Fernanda Vedovatto Iza

    2015-11-01

    Full Text Available In this paper we discusses the importance of the childish education teachers clearly know about the meaning and the sense of the play activities with children 0 a 6 years old. This is part of doctor thesis from among of goals, one of them was to unveil the meaning and sense of the play activities attributed by childish education teachers. Part of the methodology used in the research involved interview with five childish education teachers who participated of a course about o theme and, so, video-records about yours routines and activities with the children. The results denote that the meaning and sense attributed by these teachers at to propose play activities for the children are connected to understanding of this activity as generating of the learns for this ages and, therefore, it needs to be developed with pleasure. The changes in the practices with the children are attribute to the courses which the teachers change experiences, discusses problems, suggest solutions and enlarge the possibilities about yours practices with children, which can to mean the improvement of the childish education quality. From There the importance of the public politics invest in the actions to the continuing childish teacher education by partnership with the university, so that the teachers can enlarge yours conceptions about the play activities and feel safety about to propose and to encourage these activities between children.

  1. Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games.

    Science.gov (United States)

    Peng, Wei; Lin, Jih-Hsuan; Crouse, Julia

    2011-11-01

    This article reports a meta-analysis of energy expenditure (EE) of playing active video games (AVGs). In particular, heart rate (HR), oxygen consumption (VO2), and EE were assessed and three moderators for the effects of AVGs--types of AVG, player age, and player weight status--were analyzed. The results show that playing AVGs significantly increased HR, VO2, and EE from resting. The effect sizes of playing AVGs on HR, VO2, and EE were similar to traditional physical activities. AVG type and player age were significant moderators for the effects of AVGs. The finding suggests that AVGs are effective technologies that may facilitate light- to moderate-intensity physical activity promotion.

  2. Ecological literacy and concepts formation in childhood education through playful activities

    Directory of Open Access Journals (Sweden)

    Ana Célia de Brito Miranda

    2010-07-01

    Full Text Available This study aimed to investigate the concept formation involved in the study of food chain by utilizing the vygotskian referential and playful activities. The teacher-researcher planned the activities that were experienced by a group of children in an elementary school aged 4 to 5. The topic chosen intended to support ecological literacy and the construction of scientific concepts in children. For the data collect, the study employed diverse instruments of a playful nature, such as theatre, games, drawings, and video-recorded interviews. The study showed a generally positive influence of playful activities to develop a perception of belonging to the food chain and becoming aware of the importance of caring for animals in order to preserve life, as well as an evolution inside the phases proposed by Vygotsky.

  3. 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.

  4. Exploring children's seasonal play to promote active lifestyles in Auckland, New Zealand.

    Science.gov (United States)

    Ergler, Christina R; Kearns, Robin; Witten, Karen

    2016-09-01

    Studies of seasonal barriers for outdoor activities seldom view families' play practices as grounded in the everyday experience of the natural elements. This paper brings 20 families' mundane outdoor play experiences in Auckland's temperate climate to the fore. Through drawings and interviews, families residing in both suburban detached houses and central city apartments revealed locally constituted beliefs about appropriate play spaces (e.g. garden, park). While the majority of participants retreated to indoor activities during winter, some children and their parents viewed the outdoors as the only opportunity for 'real fun'. We advocate the importance of a better understanding of children's seasonal outdoor play. In particular, we argue that in order to promote year-round healthy levels of outdoor activities it is necessary to understand variations in societal, neighbourhood and family values attributed to outdoor activities. Further, to develop a more nuanced understanding of the locational complexities of outdoor play it is important to understand the meanings of, and practices associated with, seasonal and weather conditions in different international locations. Copyright © 2016 Elsevier Ltd. All rights reserved.

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

    Science.gov (United States)

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

    2015-01-24

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

  6. Relation of adolescent video game play to time spent in other activities.

    Science.gov (United States)

    Cummings, Hope M; Vandewater, Elizabeth A

    2007-07-01

    To examine the notion that playing video games is negatively related to the time adolescents spend in more developmentally appropriate activities. Nonexperimental study. Survey data collected during the 2002-2003 school year. A nationally representative sample of 1491 children aged 10 to 19 years. Main Outcome Measure Twenty-four-hour time-use diaries were collected on 1 weekday and 1 weekend day, both randomly chosen. Time-use diaries were used to determine adolescents' time spent playing video games, with parents and friends, reading and doing homework, and in sports and active leisure. Differences in time spent between game players and nonplayers as well as the magnitude of the relationships among game time and activity time among adolescent game players were assessed. Thirty-six percent of adolescents (80% of boys and 20% of girls) played video games. On average, gamers played for an hour on the weekdays and an hour and a half on the weekends. Compared with nongamers, adolescent gamers spent 30% less time reading and 34% less time doing homework. Among gamers (both genders), time spent playing video games without parents or friends was negatively related to time spent with parents and friends in other activities. Although gamers and nongamers did not differ in the amount of time they spent interacting with family and friends, concerns regarding gamers' neglect of school responsibilities (reading and homework) are warranted. Although only a small percentage of girls played video games, our findings suggest that playing video games may have different social implications for girls than for boys.

  7. Relation of Adolescent Video Game Play to Time Spent in Other Activities

    Science.gov (United States)

    Cummings, Hope M.; Vandewater, Elizabeth A.

    2017-01-01

    Objective To examine the notion that playing video games is negatively related to the time adolescents spend in more developmentally appropriate activities. Design Nonexperimental study. Setting Survey data collected during the 2002–2003 school year. Participants A nationally representative sample of 1491 children aged 10 to 19 years. Main Outcome Measure Twenty-four–hour time-use diaries were collected on 1 weekday and 1 weekend day, both randomly chosen. Time-use diaries were used to determine adolescents’ time spent playing video games, with parents and friends, reading and doing homework, and in sports and active leisure. Results Differences in time spent between game players and nonplayers as well as the magnitude of the relationships among game time and activity time among adolescent game players were assessed. Thirty-six percent of adolescents (80% of boys and 20% of girls) played video games. On average, gamers played for an hour on the weekdays and an hour and a half on the weekends. Compared with nongamers, adolescent gamers spent 30% less time reading and 34% less time doing homework. Among gamers (both genders), time spent playing video games without parents or friends was negatively related to time spent with parents and friends in other activities. Conclusions Although gamers and nongamers did not differ in the amount of time they spent interacting with family and friends, concerns regarding gamers’ neglect of school responsibilities (reading and homework) are warranted. Although only a small percentage of girls played video games, our findings suggest that playing video games may have different social implications for girls than for boys. PMID:17606832

  8. Meaning and purposes of the play activity for childhood education’ teachers

    OpenAIRE

    Dijnane Fernanda Vedovatto Iza; Maria Aparecida Mello

    2015-01-01

    In this paper we discusses the importance of the childish education teachers clearly know about the meaning and the sense of the play activities with children 0 a 6 years old. This is part of doctor thesis from among of goals, one of them was to unveil the meaning and sense of the play activities attributed by childish education teachers. Part of the methodology used in the research involved interview with five childish education teachers who participated of a course about o theme and, so, vi...

  9. Active play exercise intervention in children with asthma: a PILOT STUDY.

    Science.gov (United States)

    Westergren, Thomas; Fegran, Liv; Nilsen, Tonje; Haraldstad, Kristin; Kittang, Ole Bjørn; Berntsen, Sveinung

    2016-01-05

    Increased physical activity (PA) may be beneficial for children with asthma. Knowledge about how to intervene and encourage children with asthma to be physically active is required. In the present study, we aimed to pilot a 6-week exercise intervention designed as active play and examine attendance rate, exercise intensity and children's perceptions of participating. 6 children with asthma (4 boys, 2 girls) aged 10-12 years, participated in 60 min of active play exercise twice weekly. A mixed-methods design was applied. The data analysed included attendance rate, exercise intensity assessed by heart rate (HR) monitoring during exercise sessions, registration and description of the active play exercise programme, 3 semistructured focus groups, field observations of 5 exercise sessions, and preintervention and postintervention testing. The average attendance rate was 90%. Intensity ≥ 80% of maximal HR (HRmax) was recorded for a median (IQR) time of 22 (8) out of 60 min per session. Median (IQR) HR during the sessions was 146 (9; 74% of HRmax) bpm. Children reported increased health-related quality of life (HRQoL) post-test compared with baseline. Children enjoyed participating and reported no limitations by asthma or serious asthma attacks. Instead, they perceived that their asthma and fitness had improved after the programme. The instructors created an inclusive atmosphere that was characterised by easy-to-master games, fair competition, humour and mutual participation. The exercise intervention pilot focusing on active play had a high attendance rate, relatively high exercise intensity, and satisfaction; the children perceived that their fitness and asthma had improved, and reported increased HRQoL. A randomised controlled trial of active play exercise including children with asthma should be conducted to evaluate effect on PA level, physical fitness, asthma control and HRQoL. Published by the BMJ Publishing Group Limited. For permission to use (where not already

  10. Playing outdoor and practising sport: A study of physical activity levels in Portuguese children.

    Science.gov (United States)

    Silva, Paula; Santos, Maria Paula

    2017-03-01

    In outdoor activities, it seems reasonable that the longer children spend in spontaneous physical activity (PA), the higher the probability of being active. Indeed, the time spent outdoor has been identified as a variable consistently associated with the children's PA. Outdoor playing, such as the organized sports practice, appears associated with healthier lifestyle standards. All the recommendations mention the importance of increasing daily PA practice in children and teenagers, but few studies highlight the relationship between outdoor play and the recommended PA levels. The purpose of this study is to investigate the relationships between the frequency of outdoor play, the frequency of the organized sports practice, and the compliance of the recommendations for PA practice in children in the inner city area of Porto. The sample of this study is composed of 422 individuals (mean age of 11.6 years). Two hundred and twenty-five of them were girls and 197 were boys from the sixth grade (elementary schools located in the inner city area of Porto). PA was objectively evaluated using accelerometers. Participants reported frequency of participation in different PA contexts, such as sports practice and outdoor play. The results show a predictor effect of participating in sports three or more times per week on compliance of PA guidelines. In conclusion, organized sports practice seems more effective than outdoor play to reach the recommended levels of PA in children.

  11. Organizing "Play Streets" during school vacations can increase physical activity and decrease sedentary time in children.

    Science.gov (United States)

    D'Haese, Sara; Van Dyck, Delfien; De Bourdeaudhuij, Ilse; Deforche, Benedicte; Cardon, Greet

    2015-02-13

    A Play Street is a street that is reserved for children's safe play for a specific period during school vacations. It was hypothesized that a Play Street near children's home can increase their moderate- to vigorous-intensity physical activity (MVPA) and decrease their sedentary time. Therefore, the aim of this study was to investigate the effect of Play Streets on children's MVPA and sedentary time.A nonequivalent control group pretest-posttest design was used to determine the effects of Play Streets on children's MVPA and sedentary time. Data were collected in Ghent during July and August 2013. The study sample consisted of 126 children (54 from Play streets, 72 from control streets). Children wore an accelerometer for 8 consecutive days and their parents fill out a questionnaire before and after the measurement period. During the intervention, streets were enclosed and reserved for children's play. Four-level (neighborhood - household - child - time of measurement (no intervention or during intervention)) linear regression models were conducted in MLwiN to determine intervention effects.Positive intervention effects were found for sedentary time (β = -0.76 ± 0.39; χ(2) = 3.9; p = 0.05) and MVPA (β = 0.82 ± 0.43; χ(2) = 3.6; p = 0.06). Between 14h00 and 19h00, MVPA from children living in Play Streets increased from 27 minutes during normal conditions to 36 minutes during the Play Street intervention, whereas control children's MVPA decreased from 27 to 24 minutes. Sedentary time from children living in the Play Street decreased from 146 minutes during normal conditions to 138 minutes during the Play Street intervention, whereas control children's sedentary time increased from 156 minutes to 165 minutes. The intervention effects on MVPA (β = -0.62 ± 0.25; χ(2) = 6.3; p = 0.01) and sedentary time (β = 0.85 ± 0.0.33; χ(2) = 6.6; p = 0.01) remained significant when the effects were

  12. Developmental Coordination Disorder, Gender, and Body Weight: Examining the Impact of Participation in Active Play

    Science.gov (United States)

    Cairney, John; Kwan, Matthew Y. W.; Hay, John A.; Faught, Brent E.

    2012-01-01

    Background: To examine whether differences in participation in active play (PAP) can account for gender differences in the relationship between Developmental Coordination Disorder (DCD) and body weight/fat (BMI and percentage fat) in youth. Methods: A cross-sectional investigation of students in grades four through eight (n = 590). Height, weight…

  13. The Play Curricular Activity Reflection Discussion Model for Game-Based Learning

    Science.gov (United States)

    Foster, Aroutis; Shah, Mamta

    2015-01-01

    This article elucidates the process of game-based learning in classrooms through the use of the Play Curricular activity Reflection Discussion (PCaRD) model. A mixed-methods study was conducted at a high school to implement three games with the PCaRD model in a year-long elective course. Data sources included interviews and observations for…

  14. Sports Game Play: A Comparison of Moderate to Vigorous Physical Activities in Adolescents

    Science.gov (United States)

    Patience, Marcia A.; Kilpatrick, Marcus W.; Sun, Haichun; Flory, Sara B.; Watterson, Thomas A.

    2013-01-01

    Background: Research suggests participation in sports is an important contributor to overall adolescent physical activity (PA). Sports play has become increasingly important in physical education (PE) classes as a means for promoting healthful and enjoyable PA. Research is needed that investigates physiological and perceptual responses to sport…

  15. An Examination of Language Practices during Mother-Child Play Activities among Mexican Immigrant Families

    Science.gov (United States)

    Palacios, Natalia; Kibler, Amanda K.; Baird, Ashley Simpson; Parr, Alyssa; Bergey, Rebecca

    2015-01-01

    We examined the language practices of five mother-child dyads during a structured play activity, particularly in relation to maternal question use. The study includes second-generation, 4-year-old children of Mexican immigrants who demonstrate either high vocabulary levels in English and Spanish or low levels of vocabulary in both languages.…

  16. Developing Adolescents' Resistance to Sexual Coercion through Role-Playing Activities in a Virtual World

    Science.gov (United States)

    McGinn, Marion; Arnedillo-Sánchez, Inmaculada

    2015-01-01

    This paper explores the use of a three dimensional virtual world (3-DVW) to delivery assertiveness training to young adolescents. The case study aims to understand how a sense of presence in VWs facilitates and affect the performance of students role-playing activities to enhance their ability to resist sexual coercion. The results indicate that a…

  17. Video game play, child diet, and physical activity behavior change: A randomized clinical trial

    Science.gov (United States)

    Video games designed to promote behavior change are a promising venue to enable children to learn healthier behaviors. The purpose is to evaluate the outcome from playing "Escape from Diab" (Diab) and "Nanoswarm: Invasion from Inner Space" (Nano) video games on children's diet, physical activity, an...

  18. Association of Active Play-Related Parenting Behaviors, Orientations, and Practices with Preschool Sedentary Behavior

    Science.gov (United States)

    Loprinzi, Paul D.; Cardinal, Bradley J.; Kane, Christy; Lee, Hyo; Beets, Michael W.

    2014-01-01

    Background: Parents' behaviors, practices, beliefs, and attitudes greatly influence children's active play behavior; however, little research has examined these parental influences on preschool children's sedentary behavior (SB). Purpose: The purpose of this study was to examine the association between parental influences on preschool SB. Methods:…

  19. Comparing Active Game-Playing Scores and Academic Performances of Elementary School Students

    Science.gov (United States)

    Kert, Serhat Bahadir; Köskeroglu Büyükimdat, Meryem; Uzun, Ahmet; Çayiroglu, Beytullah

    2017-01-01

    In the educational sciences, many discussions on the use of computer games occur. Most of the scientists believe that traditional computer games are time-consuming software and that game-playing activities negatively affect students' academic performance. In this study, the accuracy of this general opinion was examined by focusing on the real…

  20. Playing it safe: the influence of neighbourhood safety on children's physical activity. A review.

    Science.gov (United States)

    Carver, Alison; Timperio, Anna; Crawford, David

    2008-06-01

    Compared with previous generations, children spend less time playing outdoors and have lower participation rates in active transport. Many studies have identified lack of neighbourhood safety as a potential barrier to children's physical activity. This review describes concerns regarding 'stranger danger' and road safety, and discusses empirical studies that examine associations between neighbourhood safety and physical activity among youth. Variability of perceptions of safety between parents and youth are examined; 'social traps' are identified; and physical/social environmental interventions aimed at improving neighbourhood safety are discussed. A research agenda is suggested for further study of perceived and objective measures of neighbourhood safety and their associations with children's physical activity.

  1. An intergenerational study of perceptions of changes in active free play among families from rural areas of Western Canada

    Directory of Open Access Journals (Sweden)

    Nicholas L. Holt

    2016-08-01

    Full Text Available Abstract Background Children’s engagement in active free play has declined across recent generations. Therefore, the purpose of this study was to examine perceptions of intergenerational changes in active free play among families from rural areas. We addressed two research questions: (1 How has active free play changed across three generations? (2 What suggestions do participants have for reviving active free play? Methods Data were collected via 49 individual interviews with members of 16 families (15 grandparents, 16 parents, and 18 children residing in rural areas/small towns in the Province of Alberta (Canada. Interview recordings were transcribed verbatim and subjected to thematic analysis guided by an ecological framework of active free play. Results Factors that depicted the changing nature of active free play were coded in the themes of less imagination/more technology, safety concerns, surveillance, other children to play with, purposeful physical activity, play spaces/organized activities, and the good parenting ideal. Suggestions for reviving active free play were coded in the themes of enhance facilities to keep kids entertained, provide more opportunities for supervised play, create more community events, and decrease use of technology. Conclusions These results reinforce the need to consider multiple levels of social ecology in the study of active free play, and highlight the importance of community-based initiatives to revive active free play in ways that are consistent with contemporary notions of good parenting.

  2. Using virtual robot-mediated play activities to assess cognitive skills.

    Science.gov (United States)

    Encarnação, Pedro; Alvarez, Liliana; Rios, Adriana; Maya, Catarina; Adams, Kim; Cook, Al

    2014-05-01

    To evaluate the feasibility of using virtual robot-mediated play activities to assess cognitive skills. Children with and without disabilities utilized both a physical robot and a matching virtual robot to perform the same play activities. The activities were designed such that successfully performing them is an indication of understanding of the underlying cognitive skills. Participants' performance with both robots was similar when evaluated by the success rates in each of the activities. Session video analysis encompassing participants' behavioral, interaction and communication aspects revealed differences in sustained attention, visuospatial and temporal perception, and self-regulation, favoring the virtual robot. The study shows that virtual robots are a viable alternative to the use of physical robots for assessing children's cognitive skills, with the potential of overcoming limitations of physical robots such as cost, reliability and the need for on-site technical support. Virtual robots can provide a vehicle for children to demonstrate cognitive understanding. Virtual and physical robots can be used as augmentative manipulation tools allowing children with disabilities to actively participate in play, educational and therapeutic activities. Virtual robots have the potential of overcoming limitations of physical robots such as cost, reliability and the need for on-site technical support.

  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. Gender-specific activity demands experienced during semiprofessional basketball game play.

    Science.gov (United States)

    Scanlan, Aaron T; Dascombe, Ben J; Kidcaff, Andrew P; Peucker, Jessica L; Dalbo, Vincent J

    2015-07-01

    To compare game activity demands between female and male semiprofessional basketball players. Female (n=12) and male (n=12) semiprofessional basketball players were monitored across 3 competitive games. Time-motion-analysis procedures quantified player activity into predefined movement categories across backcourt (BC) and frontcourt (FC) positions. Activity frequencies, durations, and distances were calculated relative to live playing time (min). Work:rest ratios were also calculated using the video data. Game activity was compared between genders for each playing position and all players. Female players performed at greater running work-rates than male players (45.7±1.4 vs. 42.1±1.7 m/min, P=.05), while male players performed more dribbling than female players (2.5±0.3 vs. 3.0±0.2 s/min; 8.4±0.3 vs. 9.7±0.7 m/min, P=.05). Positional analyses revealed that female BC players performed more low-intensity shuffling (P=.04) and jumping (P=.05), as well as longer (P=.04) jogging durations, than male BC players. Female FC players executed more upper-body activity (P=.03) and larger work:rest ratios (Pintermittent demands, distance traveled, high-intensity shuffling activity, and sprinting requirements during game play. These findings indicate that gender-specific running and dribbling differences might exist in semiprofessional basketball. Furthermore, position-specific variations between female and male basketball players should be considered. These data may prove useful in the development of gender-specific conditioning plans relative to playing position in basketball.

  5. Developing pharmacy student communication skills through role-playing and active learning.

    Science.gov (United States)

    Luiz Adrian, Julie Ann; Zeszotarski, Paula; Ma, Carolyn

    2015-04-25

    To evaluate the impact on pharmacy students of a communication course, which used role-playing to develop active-learning skills. Students role-playing pharmacists in patient care scenarios were critiqued by students and pharmacist faculty members. Grading was performed using the rubric inspired by Bruce Berger's Communication Skills for Pharmacists. Written skills were evaluated using student written critique questionnaires. Students completed precourse and postcourse self-assessment surveys. Preceptor evaluations were analyzed for course impact. Students demonstrated improvement in oral skills based on role-play scores (45.87/50) after practice sessions. The average score based on the student questionnaire was 9.31/10. Gain was demonstrated in all defined course objectives. Impact on introductory pharmacy practice experience (IPPE) communication objectives was insignificant. Student evaluations for course and teaching strategy reflected a high average. Study results demonstrated improvement in oral and written communication skills that may help improve interprofessional teamwork between pharmacists and other health care providers.

  6. Exercise intensity levels in children with cerebral palsy while playing with an active video game console.

    Science.gov (United States)

    Robert, Maxime; Ballaz, Laurent; Hart, Raphael; Lemay, Martin

    2013-08-01

    Children with cerebral palsy (CP) are prone to secondary complications related to physical inactivity and poor cardiorespiratory capacity. This problem could be greatly attenuated through the use of video games that incorporate physical activity for 2 reasons: Video games already represent an important component of leisure time in younger people, and such games can lead to a high level of exercise intensity in people who are healthy. The study objective was to evaluate exercise intensity in children with spastic diplegic CP and children who were typically developing while playing with an active video game console. This was a cross-sectional study. Ten children (7-12 years old) with spastic diplegic CP (Gross Motor Function Classification System level I or II) and 10 children who were age matched and typically developing were evaluated in a movement analysis laboratory. Four games were played with the active video game console (jogging, bicycling, snowboarding, and skiing) for 40 minutes. Heart rate was recorded during the entire playing period with a heart rate belt monitor. Exercise intensity was defined as the percentage of heart rate reserve (HRR). In addition, lower extremity motion analysis was carried out during the final minute of the playing period for the jogging and bicycling games. No difference between groups was observed for any variables. A main effect of games was observed for the amount of time spent at an intensity greater than 40% of HRR. Specifically, more than 50% of the playing time for the jogging game and more than 30% of the playing time for the bicycling game were spent at an intensity greater than 40% of HRR. In addition, the jogging game produced a larger range of motion than the bicycling game. A limitation of this study was the relatively small and heterogeneous sample. For all 4 games, similar exercise intensity levels were observed for children who were typically developing and children with CP, suggesting that children with CP could

  7. Playing Active Video Games may not develop movement skills: An intervention trial.

    Science.gov (United States)

    Barnett, Lisa M; Ridgers, Nicola D; Reynolds, John; Hanna, Lisa; Salmon, Jo

    2015-01-01

    To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Intervention children played Active Video Games for 6 weeks (1 h/week) in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control) and time (pre and post) and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no). Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Ninety-five Australian children (55% girls; 43% intervention group) aged 4 to 8 years (M 6.2, SD 0.95) participated. Object control skill improved over time (p = 0.006) but there was no significant difference (p = 0.913) between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835). A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406) or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and 'real life' activities. Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.

  8. Playing Active Video Games may not develop movement skills: An intervention trial

    Directory of Open Access Journals (Sweden)

    Lisa M. Barnett

    2015-01-01

    Full Text Available Background: To investigate the impact of playing sports Active Video Games on children's actual and perceived object control skills. Methods: Intervention children played Active Video Games for 6 weeks (1 h/week in 2012. The Test of Gross Motor Development-2 assessed object control skill. The Pictorial Scale of Perceived Movement Skill Competence assessed perceived object control skill. Repeated measurements of object control and perceived object control were analysed for the whole sample, using linear mixed models, which included fixed effects for group (intervention or control and time (pre and post and their interaction. The first model adjusted for sex only and the second model also adjusted for age, and prior ball sports experience (yes/no. Seven mixed-gender focus discussions were conducted with intervention children after programme completion. Results: Ninety-five Australian children (55% girls; 43% intervention group aged 4 to 8 years (M 6.2, SD 0.95 participated. Object control skill improved over time (p = 0.006 but there was no significant difference (p = 0.913 between groups in improvement (predicted means: control 31.80 to 33.53, SED = 0.748; intervention 30.33 to 31.83, SED = 0.835. A similar result held for the second model. Similarly the intervention did not change perceived object control in Model 1 (predicted means: control: 19.08 to 18.68, SED = 0.362; intervention 18.67 to 18.88, SED = 0.406 or Model 2. Children found the intervention enjoyable, but most did not perceive direct equivalence between Active Video Games and ‘real life’ activities. Conclusions: Whilst Active Video Game play may help introduce children to sport, this amount of time playing is unlikely to build skill.

  9. Is Young Children's Recognition of Pretense Metarepresentational or Merely Behavioral? Evidence from 2- and 3-Year-Olds' Understanding of Pretend Sounds and Speech

    Science.gov (United States)

    Friedman, Ori; Neary, Karen R.; Burnstein, Corinna L.; Leslie, Alan M.

    2010-01-01

    When young children observe pretend-play, do they interpret it simply as a type of behavior, or do they infer the underlying mental state that gives the behavior meaning? This is a long-standing question with deep implications for how "theory on mind" develops. The two leading accounts of shared pretense give opposing answers. The behavioral…

  10. Active and non-active video gaming among Dutch adolescents: Who plays and how much?

    NARCIS (Netherlands)

    Simons, M.; Vet, E. de; Brug, J.; Seidell, J.; Chinapaw, M.J.M.

    2014-01-01

    Objectives: The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. Design: Cross-sectional. Methods: A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n= 373), recruited via

  11. Active and non-active video gaming among Dutch adolescents : who plays and how much?

    NARCIS (Netherlands)

    Simons, Monique; de Vet, Emely; Brug, Johannes; Seidell, Jaap; Chinapaw, Mai J M

    2014-01-01

    OBJECTIVES: The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. DESIGN: Cross-sectional. METHODS: A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n = 373), recruited via

  12. Active and non-active video gaming among Dutch adolescents: Who plays and how much?

    NARCIS (Netherlands)

    simons, M.; de Vet, E.W.M.L.; Brug, J.; Seidell, J.C.; Chin A Paw, M.J.M.

    2014-01-01

    OBJECTIVES: The aim of study was to determine prevalence and identify demographic correlates of active and non-active gaming among adolescents. DESIGN: Cross-sectional. METHODS: A survey, assessing game behavior and correlates, was conducted among adolescents (12-16 years, n = 373), recruited via

  13. Active release technique in hamstrings strain: Rehabilitation and return to play – a case study

    Directory of Open Access Journals (Sweden)

    Hariharasudhan Ravichandran

    2017-01-01

    Full Text Available Hamstring injuries and its rehabilitation in competitive events such as football targets safe and early return to play. This is because hamstring injuries are more related to prolonged recovery time and high rate of re-injury. In this case study, Zakeer Mundampara, 26-year-old footballer of Chennaiyin FC team (Indian super league tournament, who was rehabilitated for Grade 2 hamstring strain was briefed. To describe the importance of conservative rehabilitation in hamstring injuries and report on player's rehabilitation program and clinical outcome. Zakeer Mundampara was conservatively treated with active release technique for 2 weeks duration. Data collected includes passive knee extension test range of motion and verbal rating score. After 2 weeks of rehabilitation, Zakeer Mundampara had nearly full range of pain-free movement, normal gait and trained to run safely. By the 3rd week, he started to perform all sports specific drills. He was rehabilitated and set fit to play after 4 weeks from the date of injury. Active release technique is effective in hamstring injuries. In this case study, rehabilitation program with an emphasis on active release technique is found to be effective in returning the footballer back to play.

  14. Does playing a sports active video game improve young children's ball skill competence?

    Science.gov (United States)

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

    2016-05-01

    Actual and perceived object control (commonly ball) skill proficiency is associated with higher physical activity in children and adolescents. Active video games (AVGs) encourage whole body movement to control/play the electronic gaming system and therefore provide an opportunity for screen time to become more active. The purpose of this study was to determine whether playing sports AVGs has a positive influence on young children's actual and perceived object control skills. Two group pre/post experimental design study. Thirty-six children aged 6-10 years old from one school were randomly allocated to a control or intervention condition. The Test of Gross Motor Development-3 assessed object control skill. The Pictorial Scale of Perceived Competence for Young Children assessed perceived object control skill. The intervention consisted of 6×50min lunchtime AVG sessions on the Xbox Kinect. Two to three sport games were chosen for participants to play each session. General linear models with either perceived object control or actual object control skill as the outcome variables were conducted. Each base model adjusted for intervention status and pre-score of the respective outcome variable. Additional models adjusted for potential confounding variables (sex of child and game at home). No significant differences between the control and intervention groups were observed for both outcomes. This study found that playing the Xbox Kinect does not significantly influence children's perceived or actual object control skills, suggesting that the utility of the Xbox Kinect for developing perceived and actual object control skill competence is questionable. Copyright © 2015 Sports Medicine Australia. Published by Elsevier Ltd. All rights reserved.

  15. Technical activity profile and influence of body anthropometry on playing performance in female elite team handball.

    Science.gov (United States)

    Michalsik, Lars B; Aagaard, Per; Madsen, Klavs

    2015-04-01

    To determine the physical demands placed on female elite team handball (TH) players in relation to playing position and body anthropometry, female elite TH primarily field players were monitored during match-play using video recording and subsequent computerized technical match analysis during 5 regular tournament match seasons. Technical match activities were distributed in 6 major types of playing actions (shots, breakthroughs, fast breaks, technical errors, defensive errors, and tackles) and further divided into various subcategories (e.g., type of shot, hard or light tackles, claspings, screenings, and blockings). Furthermore, anthropometric measurements were performed. Each player had 28.3 ± 11.0 (group means ± SD) high-intense playing actions per match with a total effective playing time of 50.70 ± 5.83 minutes. On average, each player made 2.8 ± 2.6 fast breaks, gave 7.9 ± 14.4 screenings, received 14.6 ± 9.2 tackles in total, and performed 7.7 ± 3.7 shots while in offense, along with 3.5 ± 3.8 blockings, 1.9 ± 2.7 claspings, and 6.2 ± 3.8 hard tackles in defense. Mean body height, body mass, and age in the Danish Premier Female Team Handball League were 175.4 ± 6.1 cm, 69.5 ± 6.5 kg, and 25.4 ± 3.7 years, respectively. Wing players were lighter (63.5 ± 4.8 kg, p games intermittently perform a high number of short-term, high-intense technical playing actions making modern female elite TH a physically demanding team sport. No sign of technical fatigue were observed, since the amount of intense technical playing actions remained unchanged in the second half. Marked positional differences in the physical demands were demonstrated, with wing players performing more fast breaks and less physical confrontations than BP and PV. Body anthropometry differed substantially between different playing positions. Consequently, this should lead to an increase in physical training in modern female elite TH directed at specific positions and individual physical

  16. Carboxylate groups play a major role in antitumor activity of Ganoderma applanatum polysaccharide.

    Science.gov (United States)

    Sun, Xiaobo; Zhao, Chen; Pan, Wei; Wang, Jinping; Wang, Weijun

    2015-06-05

    In this paper, the structure difference between the polysaccharides isolated from fruit bodies (FGAP) and submerged fermentation system (SGAP) of Ganoderma applanatum was investigated by means of GPC, HPLC and IR, respectively. And their antitumor activities were evaluated against Sarcoma 180 in vivo. The results showed that FGAP and SGAP were typical polysaccharides with different molecular weights, monosaccharide components, and functional groups. Closely related to the distinct structures, FGAP exhibited a better antitumor activity than SGAP. Moreover, since FGAP contained carboxylate groups rather than SGAP, such groups were chemically introduced into SGAP (CSGAP) by carboxymethylation in order to identify their contribution to antitumor activity. The results demonstrated that the inhibition of CSGAP against Sarcoma 180 in vivo was significantly enhanced by comparison to the native SGAP and even higher than that of FGAP, suggesting that the carboxylate groups played a major role in antitumor activity of G. applanatum polysaccharide. Copyright © 2015 Elsevier Ltd. All rights reserved.

  17. Play-Based Mathematics Activities as a Resource for Changing Educator Attitudes and Practice

    Directory of Open Access Journals (Sweden)

    Caroline Cohrssen

    2016-05-01

    Full Text Available This multiple case study explored early childhood educators’ implementation of a suite of play-based mathematics activities with children aged 3 to 5 years in six different early childhood education and care programs in Melbourne, Australia. Educators approached the enactment of the activities differently; however, those educators who used the activities reasonably frequently and with attention to the underpinning mathematical concepts reported an increase in their self-confidence in supporting children’s mathematical thinking. For these educators, increasing self-confidence, in conjunction with children’s enthusiasm, led to increased frequency and further gains in self-confidence. Some educators did not implement the activities and no change in attitude was observed. New ways to support early childhood mathematics teaching practice, as a means to challenge entrenched attitudes and beliefs, are needed.

  18. Active and non-active video gaming among Dutch adolescents: Who plays and how much?

    NARCIS (Netherlands)

    Simons, M.; Vet, de E.W.M.L.; Brug, J.; Seidell, J.C.; Chinapaw, M.

    2014-01-01

    Objective: The aim of study was to determine prevalence and identify demographic correlates of activeand non-active gaming among adolescents.Design: Cross-sectional.Methods: A survey, assessing game behavior and correlates, was conducted among adolescents (12–16years, n = 373), recruited via

  19. Effect of a family focused active play intervention on sedentary time and physical activity in preschool children

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    O’Dwyer Mareesa V

    2012-10-01

    Full Text Available Abstract Background Early childhood provides a window of opportunity for the promotion of physical activity. Given the limited effectiveness of interventions to date, new approaches are needed. Socio-ecological models suggest that involving parents as intervention targets may be effective in fostering healthier lifestyles in children. This study describes the effectiveness of a family-focused ‘Active Play’ intervention in decreasing sedentary time and increasing total physical activity in preschool children. Method Seventy-seven families were recruited from 8 randomly selected SureStart children’s centres in the North West of England. Centres were randomly assigned to either an intervention (n = 4 or a comparison group (n = 4. Parents and children in the intervention group received a 10-week active play programme delivered by trained active play professionals; this included an activity and educational component. Families in the comparison group were asked to maintain their usual routine. Each participating parent and child wore a uni-axial accelerometer for 7 days at baseline and post-test. Week and weekend day sedentary time and total physical activity adjusted for child- and home- level covariates were analysed using multilevel analyses. Results Significant intervention effects were observed for sedentary time and physical activity for both week and weekend days. Children in the intervention group engaged in 1.5% and 4.3% less sedentary time during week and weekend days, respectively and 4.5% and 13.1% more physical activity during week and weekend days, respectively than children in the comparison group. Parent’s participation in sport and their physical activity levels, child’s sex, availability of media in the home and attendance at organised activities were significant predictors of sedentary time and physical activity in this age group. Conclusion A 10-week family focused active play intervention produced positive

  20. Development of the Assistance to Participate Scale (APS) for children's play and leisure activities.

    Science.gov (United States)

    Bourke-Taylor, H; Law, M; Howie, L; Pallant, J F

    2009-09-01

    This paper describes the development and psychometric evaluation of the Assistance to Participate Scale (APS). The APS measures the assistance that a school-aged child with a disability requires to participate in play and leisure activities from the primary carer's perspective. Mixed methodology using an instrument design model was used to complete two studies. First, a qualitative research design was used to generate items and scoring criteria for the APS. Second, a quantitative study evaluated the instrument using data collected from 152 mothers with children aged 5-18 years. Statistical analysis assessed the underlying structure, internal consistency and construct validity of the APS. Exploratory factor analysis revealed two correlated components, reflecting home-based and community-based play activities. Both subscales and the total APS scale showed good internal consistency. The APS correlated as predicted with individual domains and overall scores for other validated measures (Pediatric Evaluation of Disability Inventory caregiver scales and Pediatric Quality of Life Inventory) with correlations ranging from rho = 0.42 to rho = 0.77. The APS was able to discriminate between groups of children based on type of schooling (regular or segregated), need for equipment/assistive devices, frequency of lifting and disability. The APS provides professionals with a brief psychometrically sound tool that measures the amount of caregiver assistance provided to a child with a disability to participate in play and recreation. The APS may be used as an outcome measure and to evaluate and predict the amount and type of additional assistance families need to facilitate their child's participation in an important aspect of the child's daily life and development: play and recreation.

  1. Superheroes: An Opportunity for Prosocial Play

    Science.gov (United States)

    De-Souza, Desalyn; Radell, Jacqueline

    2011-01-01

    Superhero play has long been thought of as violent, aggressive, and disruptive. Some argue that aggressive play should not be allowed because it exposes children to inappropriate concepts and attitudes and sends the message that the use of aggression can achieve a desired goal. However, educators know that pretend play is an avenue for healthy…

  2. Exploring the Impact of Role-Playing on Peer Feedback in an Online Case-Based Learning Activity

    Science.gov (United States)

    Ching, Yu-Hui

    2014-01-01

    This study explored the impact of role-playing on the quality of peer feedback and learners' perception of this strategy in a case-based learning activity with VoiceThread in an online course. The findings revealed potential positive impact of role-playing on learners' generation of constructive feedback as role-playing was associated with higher…

  3. Let the Children Play: Scoping Review on the Implementation and Use of Loose Parts for Promoting Physical Activity Participation.

    Science.gov (United States)

    Houser, Natalie E; Roach, Lindsay; Stone, Michelle R; Turner, Joan; Kirk, Sara F L

    2016-01-01

    Active play has become a critical focus in terms of physical activity participation in young children. Unstructured or child-led play offers children the opportunity to interact with the environment in a range of different ways. Unstructured materials, often called loose parts, encourage child-led play, and therefore may also promote physical activity. The purpose of this scoping review was to determine what is currently known about how loose parts may influence physical activity participation. Following a systematic literature search, a total of 16 articles were retrieved, reviewed and categorized according to: (1) types of loose parts; (2) types of play; and (3) types of thinking. We found that there are currently a range of loose parts being used to support play, but the way in which they are implemented varies and there is a lack of clarity around how they might support the development of active outdoor play and physical literacy skills.

  4. Let the Children Play: Scoping Review on the Implementation and Use of Loose Parts for Promoting Physical Activity Participation

    Directory of Open Access Journals (Sweden)

    Natalie E. Houser

    2016-09-01

    Full Text Available Active play has become a critical focus in terms of physical activity participation in young children. Unstructured or child-led play offers children the opportunity to interact with the environment in a range of different ways. Unstructured materials, often called loose parts, encourage child-led play, and therefore may also promote physical activity. The purpose of this scoping review was to determine what is currently known about how loose parts may influence physical activity participation. Following a systematic literature search, a total of 16 articles were retrieved, reviewed and categorized according to: (1 types of loose parts; (2 types of play; and (3 types of thinking. We found that there are currently a range of loose parts being used to support play, but the way in which they are implemented varies and there is a lack of clarity around how they might support the development of active outdoor play and physical literacy skills.

  5. Assessment of active play, inactivity and perceived barriers in an inner city neighborhood

    Science.gov (United States)

    Kottyan, Gregg; Kottyan, Leah; Edwards, Nicholas M.; Unaka, Ndidi I.

    2014-01-01

    Avondale, a disadvantaged neighborhood in Cincinnati, lags behind on a number of indicators of child well-being. Childhood obesity has become increasingly prevalent, as one third of Avondale’s kindergarteners are obese or overweight. The study objective was to determine perceptions of the quantity of and obstacles to childhood physical activity in the Avondale community. Caregivers of children from two elementary schools were surveyed to assess their child’s physical activity and barriers to being active. Three hundred forty surveys were returned out of 1,047 for a response rate of 32%. On school days, 41% of caregivers reported that their children spent more than 2 hours watching television, playing video games, or spending time on the computer. While over half of respondents reported that their children get more than 2 hours of physical activity on school days, 14% of children were reported to be physically active less than 1 hour per day. Caregivers identified violence, cost of extracurricular activities, and lack of organized activities as barriers to their child’s physical activity. The overwhelming majority of caregivers expressed interest in a program to make local playgrounds safer. In conclusion, children in Avondale are not participating in enough physical activity and are exposed to more screen time than is recommended by the AAP. Safety concerns were identified as a critical barrier to address in future advocacy efforts in this community. This project represents an important step toward increasing the physical activity of children in Avondale and engaging the local community. PMID:24306236

  6. Developing Pharmacy Student Communication Skills through Role-Playing and Active Learning

    Science.gov (United States)

    Zeszotarski, Paula; Ma, Carolyn

    2015-01-01

    Objective. To evaluate the impact on pharmacy students of a communication course, which used role-playing to develop active-learning skills. Design. Students role-playing pharmacists in patient care scenarios were critiqued by students and pharmacist faculty members. Grading was performed using the rubric inspired by Bruce Berger’s Communication Skills for Pharmacists. Written skills were evaluated using student written critique questionnaires. Students completed precourse and postcourse self-assessment surveys. Preceptor evaluations were analyzed for course impact. Assessment. Students demonstrated improvement in oral skills based on role-play scores (45.87/50) after practice sessions. The average score based on the student questionnaire was 9.31/10. Gain was demonstrated in all defined course objectives. Impact on introductory pharmacy practice experience (IPPE) communication objectives was insignificant. Student evaluations for course and teaching strategy reflected a high average. Conclusion. Study results demonstrated improvement in oral and written communication skills that may help improve interprofessional teamwork between pharmacists and other health care providers. PMID:25995519

  7. ENERGY EXPENDITURE AND INTENSITY OF PHYSICAL ACTIVITY IN SOCCER REFEREES DURING MATCH-PLAY

    Directory of Open Access Journals (Sweden)

    Alberto Inácio da Silva

    2008-09-01

    Full Text Available The aim of this study was to determine the caloric expenditure and the intensity of physical activities performed by official soccer referees during a match expressed in Metabolic Equivalent (METs. The physical activity of referees accredited by CBF (Brazilian Confederation of Soccer was video-recorded during twenty-nine official games of Paraná Championship (Brasil, Series A and B of the 2005/2006. Computerized video analysis was used to determine the time spent in 6 locomotor activities (standing still, walking, jogging, backwards running, running and sprint. The frequency and duration of each activity were recorded and these data were utilized to calculate the distance covered by the referee. Energy expenditure values were estimated, utilizing specific equations, from the time players spent in each motor activity. The referees observed in this study had a mean age of 38.9 ± 3.8 years, body mass of 86.1 ± 7.1 kg, stature of 1.80 ± 0.07 m and a body mass index of 26.5 ± 0.6 kg·m-2. During match-play, referees covered an average distance of 9155.4 ± 70.3 meters (8411 - 9765, with a mean energy expenditure of 734.7 ± 65 kcal. This energy expenditure was significantly reduced in the second half: 359.9 ± 6.3 vs 374.7 ± 6.6 kcal (p = 0.006, and averaged to be moderate energy intensity (5 METs with predominant utilization of the aerobic energy system. In total, during 67% of match-play the intensity was equal or lower than 3.8 METs and in 33% it was higher than 9.8 METs. The pattern of movement observed in the present study confirms that soccer refereeing may be considered as a highly intermittent exercise mode. The high to low-intensity activity ratio may be defined as 1:7.1. In conclusion, referees officiating in professional soccer matches in Brazil should perform a physical conditioning regime that provides the stamina required at this level and consume appropriate and adequate nutrition to meet the energetic demands for match-play

  8. Adolescent exergame play for weight loss and psychosocial improvement: a controlled physical activity intervention.

    Science.gov (United States)

    Staiano, Amanda E; Abraham, Anisha A; Calvert, Sandra L

    2013-03-01

    Overweight and obese youth, who face increased risk of medical complications including heart disease and type II diabetes, can benefit from sustainable physical activity interventions that result in weight loss. This study examined whether a 20-week exergame (i.e., videogame that requires gross motor activity) intervention can produce weight loss and improve psychosocial outcomes for 54 overweight and obese African-American adolescents. Participants were recruited from a public high school and randomly assigned to competitive exergame, cooperative exergame, or control conditions. All exergame participants were encouraged to play the Nintendo Wii Active game for 30-60 min per school day in a lunch-time or after-school program. Cooperative exergame participants worked with a peer to expend calories and earn points together, whereas competitive exergame participants competed against a peer. Control participants continued regular daily activities. Outcome measures included changes in weight, peer support, self-efficacy, and self-esteem, measured at baseline, and at ∼10 and 20 weeks. Growth curve analysis revealed that cooperative exergame players lost significantly more weight (mean = 1.65 kg; s.d. = 4.52) than the control group, which did not lose weight. The competitive exergame players did not differ significantly from the other conditions. Cooperative exergame players also significantly increased in self-efficacy compared to the control group, and both exergame conditions significantly increased in peer support more than the control group. Exergames, especially played cooperatively, can be an effective technological tool for weight loss among youth. Copyright © 2012 The Obesity Society.

  9. RAGE Plays a Role in LPS-Induced NF-κB Activation and Endothelial Hyperpermeability

    Science.gov (United States)

    Wang, Liqun; Wu, Jie; Guo, Xiaohua; Huang, Xuliang; Huang, Qiaobing

    2017-01-01

    Endothelial functional dysregulation and barrier disruption contribute to the initiation and development of sepsis. The receptor for advanced glycation end products (RAGE) has been demonstrated to be involved in the pathogenesis of sepsis. The present study aimed to investigate the role of RAGE in lipopolysaccharide (LPS)-induced nuclear factor-κB (NF-κB) activation in endothelial cells and the consequent endothelial hyperpermeability. LPS-induced upregulation of RAGE protein expression in human umbilical vein endothelial cells (HUVECs) was detected by western blotting. Activation of NF-κB was revealed using western blotting and immunofluorescent staining. LPS-elicited endothelial hyperpermeability was explored by transendothelial electrical resistance (TER) assay and endothelial monolayer permeability assay. The blocking antibody specific to RAGE was used to confirm the role of RAGE in LPS-mediated NF-κB activation and endothelial barrier disruption. We found that LPS upregulated the protein expression of RAGE in a dose- and time-dependent manner in HUVECs. Moreover, LPS triggered a significant phosphorylation and degradation of IκBα, as well as NF-κB p65 nuclear translocation. Moreover, we observed a significant increase in endothelial permeability after LPS treatment. However, the RAGE blocking antibody attenuated LPS-evoked NF-κB activation and endothelial hyperpermeability. Our results suggest that RAGE plays an important role in LPS-induced NF-κB activation and endothelial barrier dysfunction. PMID:28358333

  10. RAGE Plays a Role in LPS-Induced NF-κB Activation and Endothelial Hyperpermeability.

    Science.gov (United States)

    Wang, Liqun; Wu, Jie; Guo, Xiaohua; Huang, Xuliang; Huang, Qiaobing

    2017-03-30

    Endothelial functional dysregulation and barrier disruption contribute to the initiation and development of sepsis. The receptor for advanced glycation end products (RAGE) has been demonstrated to be involved in the pathogenesis of sepsis. The present study aimed to investigate the role of RAGE in lipopolysaccharide (LPS)-induced nuclear factor-κB (NF-κB) activation in endothelial cells and the consequent endothelial hyperpermeability. LPS-induced upregulation of RAGE protein expression in human umbilical vein endothelial cells (HUVECs) was detected by western blotting. Activation of NF-κB was revealed using western blotting and immunofluorescent staining. LPS-elicited endothelial hyperpermeability was explored by transendothelial electrical resistance (TER) assay and endothelial monolayer permeability assay. The blocking antibody specific to RAGE was used to confirm the role of RAGE in LPS-mediated NF-κB activation and endothelial barrier disruption. We found that LPS upregulated the protein expression of RAGE in a dose- and time-dependent manner in HUVECs. Moreover, LPS triggered a significant phosphorylation and degradation of IκBα, as well as NF-κB p65 nuclear translocation. Moreover, we observed a significant increase in endothelial permeability after LPS treatment. However, the RAGE blocking antibody attenuated LPS-evoked NF-κB activation and endothelial hyperpermeability. Our results suggest that RAGE plays an important role in LPS-induced NF-κB activation and endothelial barrier dysfunction.

  11. The Use of Linked Activity Schedules to Teach Children with Autism to Play Hide-and-Seek

    Science.gov (United States)

    Brodhead, Matthew T.; Higbee, Thomas S.; Pollard, Joy S.; Akers, Jessica S.; Gerencser, Kristina R.

    2014-01-01

    Linked activity schedules were used to establish appropriate game play in children with autism during a game of hide-and-seek. All 6 participants demonstrated acquisition of appropriate play skills in the presence of the activity schedules and maintained responding during subsequent phases. When the schedules were removed, responding decreased to…

  12. Energy expenditure and intensity of physical activity in soccer referees during match-play.

    Science.gov (United States)

    da Silva, Alberto Inácio; Fernandes, Luiz Cláudio; Fernandez, Ricardo

    2008-01-01

    The aim of this study was to determine the caloric expenditure and the intensity of physical activities performed by official soccer referees during a match expressed in Metabolic Equivalent (METs). The physical activity of referees accredited by CBF (Brazilian Confederation of Soccer) was video-recorded during twenty-nine official games of Paraná Championship (Brasil), Series A and B of the 2005/2006. Computerized video analysis was used to determine the time spent in 6 locomotor activities (standing still, walking, jogging, backwards running, running and sprint). The frequency and duration of each activity were recorded and these data were utilized to calculate the distance covered by the referee. Energy expenditure values were estimated, utilizing specific equations, from the time players spent in each motor activity. The referees observed in this study had a mean age of 38.9 ± 3.8 years, body mass of 86.1 ± 7.1 kg, stature of 1.80 ± 0.07 m and a body mass index of 26.5 ± 0.6 kg·m(-2). During match-play, referees covered an average distance of 9155.4 ± 70.3 meters (8411 - 9765), with a mean energy expenditure of 734.7 ± 65 kcal. This energy expenditure was significantly reduced in the second half: 359.9 ± 6.3 vs 374.7 ± 6.6 kcal (p = 0.006), and averaged to be moderate energy intensity (5 METs) with predominant utilization of the aerobic energy system. In total, during 67% of match-play the intensity was equal or lower than 3.8 METs and in 33% it was higher than 9.8 METs. The pattern of movement observed in the present study confirms that soccer refereeing may be considered as a highly intermittent exercise mode. The high to low-intensity activity ratio may be defined as 1:7.1. In conclusion, referees officiating in professional soccer matches in Brazil should perform a physical conditioning regime that provides the stamina required at this level and consume appropriate and adequate nutrition to meet the energetic demands for match-play. Key points

  13. Not Just "A Walking the Dog": Dog Walking and Pet Play and Their Association With Recommended Physical Activity Among Adolescents.

    Science.gov (United States)

    Martin, Karen E; Wood, Lisa; Christian, Hayley; Trapp, Georgina S A

    2015-01-01

    To examine the role of pet play and dog walking in children's and adolescents' leisure time, and the relationship between these activities and physical activity. The study design was observational. The study setting was metropolitan Perth and nonmetropolitan regions in Western Australia. The study included 1097 primary school (mean age, 10.1 years; SD, 1.6 years) and 657 secondary school (mean age, 14.0 years; SD, 1.3 years) students. Validated measures of total physical activity, dog walking, and pet play activity (prevalence and time) were calculated. Generalized linear models tested for differences between proportions, while adjusting for socioeconomic status, age, and school-level clustering. Approximately one third of primary school and one quarter of secondary school students reported that they walked the dog at least once in the last week. Pet play was the most common play activity for primary and secondary school girls, and the second and third most popular play activity for secondary and primary school boys, respectively. Secondary school students who walked the dog or played with pets spent an average of 1 hour per week on each activity, and they were significantly more likely (p dog walking and pet play, and the high level of pet ownership in many Western countries, promotion of these activities to support young people's health is warranted.

  14. Reclaiming streets for outdoor play: A process and impact evaluation of "Juega en tu Barrio" (Play in your Neighborhood, an intervention to increase physical activity and opportunities for play.

    Directory of Open Access Journals (Sweden)

    Andrea Cortinez-O'Ryan

    Full Text Available New strategies are required to create supportive physical and social environments for children and promote active free-play. Juega en tu Barrio (JETB; Play in your Neighborhood was designed and implemented to explore the effectiveness of closing a street in a low-to-middle income neighborhood in order to increase children's outside play and physical activity.A pretest-posttest design with control group was employed to investigate the intervention effects in a subsample of 100 children, 51 from the intervention neighborhood and 49 from the control neighborhood. The children wore pedometers for one week, and their parents completed questionnaires at two time points: before the intervention began and during the last two weeks of the intervention. JETB was conducted in the intervention neighborhood from 17:30 to 20:30, twice a week, from September to December 2014. Stewards ensured that the children were safe. Children and adults were assessed using systematic observation.The intervention and control neighborhoods included 177 and 116 children respectively. The average attendance per event was 60 children (SD = 22, reach 34%. In the intervention neighborhood, a significant increase between baseline and final assessment was observed in after-school outdoor playtime (p = 0.02, steps during the 3-hour intervention (p = 0.004, and daily steps Monday to Sunday (p = 0.006. Meanwhile, no changes were observed in the control neighborhood for the same variables. The proportion of children who met recommended daily step counts increased from 27.5% to 53.0% in the intervention neighborhood (p = 0.007, while for control neighborhood no difference was observed (49.0% to 53.0% p = 0.804.JETB showed high community engagement while offering opportunities for increased outdoor play in children. The intervention showed a significant effect on the number of children meeting the daily pedometer-derived physical activity recommendations.

  15. Plug&Play Brain-Computer Interfaces for effective Active and Assisted Living control.

    Science.gov (United States)

    Mora, Niccolò; De Munari, Ilaria; Ciampolini, Paolo; Del R Millán, José

    2017-08-01

    Brain-Computer Interfaces (BCI) rely on the interpretation of brain activity to provide people with disabilities with an alternative/augmentative interaction path. In light of this, BCI could be considered as enabling technology in many fields, including Active and Assisted Living (AAL) systems control. Interaction barriers could be removed indeed, enabling user with severe motor impairments to gain control over a wide range of AAL features. In this paper, a cost-effective BCI solution, targeted (but not limited) to AAL system control is presented. A custom hardware module is briefly reviewed, while signal processing techniques are covered in more depth. Steady-state visual evoked potentials (SSVEP) are exploited in this work as operating BCI protocol. In contrast with most common SSVEP-BCI approaches, we propose the definition of a prediction confidence indicator, which is shown to improve overall classification accuracy. The confidence indicator is derived without any subject-specific approach and is stable across users: it can thus be defined once and then shared between different persons. This allows some kind of Plug&Play interaction. Furthermore, by modelling rest/idle periods with the confidence indicator, it is possible to detect active control periods and separate them from "background activity": this is capital for real-time, self-paced operation. Finally, the indicator also allows to dynamically choose the most appropriate observation window length, improving system's responsiveness and user's comfort. Good results are achieved under such operating conditions, achieving, for instance, a false positive rate of 0.16 min -1 , which outperform current literature findings.

  16. MAML1 enhances the transcriptional activity of Runx2 and plays a role in bone development.

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    Takashi Watanabe

    Full Text Available Mastermind-like 1 (MAML1 is a transcriptional co-activator in the Notch signaling pathway. Recently, however, several reports revealed novel and unique roles for MAML1 that are independent of the Notch signaling pathway. We found that MAML1 enhances the transcriptional activity of runt-related transcription factor 2 (Runx2, a transcription factor essential for osteoblastic differentiation and chondrocyte proliferation and maturation. MAML1 significantly enhanced the Runx2-mediated transcription of the p6OSE2-Luc reporter, in which luciferase expression was controlled by six copies of the osteoblast specific element 2 (OSE2 from the Runx2-regulated osteocalcin gene promoter. Interestingly, a deletion mutant of MAML1 lacking the N-terminal Notch-binding domain also enhanced Runx2-mediated transcription. Moreover, inhibition of Notch signaling did not affect the action of MAML1 on Runx2, suggesting that the activation of Runx2 by MAML1 may be caused in a Notch-independent manner. Overexpression of MAML1 transiently enhanced the Runx2-mediated expression of alkaline phosphatase, an early marker of osteoblast differentiation, in the murine pluripotent mesenchymal cell line C3H10T1/2. MAML1(-/- embryos at embryonic day 16.5 (E16.5 had shorter bone lengths than wild-type embryos. The area of primary spongiosa of the femoral diaphysis was narrowed. At E14.5, extended zone of collagen type II alpha 1 (Col2a1 and Sox9 expression, markers of chondrocyte differentiation, and decreased zone of collagen type X alpha 1 (Col10a1 expression, a marker of hypertrophic chondrocyte, were observed. These observations suggest that chondrocyte maturation was impaired in MAML1(-/- mice. MAML1 enhances the transcriptional activity of Runx2 and plays a role in bone development.

  17. The energy cost of playing active video games in children with obesity and children of a healthy weight.

    Science.gov (United States)

    O'Donovan, C; Roche, E F; Hussey, J

    2014-08-01

    Increasing physical activity and reducing sedentary behaviour form a large part of the treatment of paediatric obesity. However, many children today spend prolonged periods of time playing sedentary video games. Active video games (AVGs) represent a novel and child friendly form of physical activity. To measure the energy cost of playing two AVGs in children with obesity and healthy age- and gender-matched children. The energy cost of gaming and heart rates achieved during gaming conditions were compared between groups. AVG play can result in light-to-moderate intensity physical activity (2.7-5.4 metabolic equivalents). When corrected for fat-free mass those with obesity expended significantly less energy than healthy weight peers playing Nintendo Wii Fit Free Jogging (P = 0.017). No significant difference was seen between groups in the energy cost of playing Boxing. Certain AVGs, particularly those that require lower limb movement, could be used to increase total energy expenditure, replace more sedentary activities, or achieve moderate intensity physical activity among children with obesity. There seems to be some differences in how children with obesity and children of a healthy weight play AVGs. This could result in those with obesity expending less energy than their lean peers during AVG play. © 2013 The Authors. Pediatric Obesity © 2013 International Association for the Study of Obesity.

  18. Attitudes of Students Studying in Coaching And Sport Management Department Towards Playing Games Involving Physical Activity

    Directory of Open Access Journals (Sweden)

    Hüseyin ÖZTÜRK

    2016-12-01

    Full Text Available This study has been prepared to determine attitudes of students studying in Coaching and Sport Management departments towards playing game including physcical activity. The sample of study consists of 388 students having sudied in Gaziantep University Coaching and Sport Management Department in 2014-2015 academic year.So as to determine the attitudes of students, the’’Playfulnessscale" was used. Statistical analysis of the data obtained in this study was made by using the SPSS 22.0 software packages. While evaluating the data for statistical analyzes, for frequency, percentage, mean, standard deviation, and comparison of two independent groups the t-test was used and for comparison of more than two independent groups ANOVA and LSD multiple comparison tests were used. According to results of study, It seems that statistically there is no significant difference between student’s genders,ages and their attitudes towards palying game including physical activity and according to their departments there is no significant difference among their attitudes but there is a significant difference between the fundimension and social cohesion dimension.

  19. Do family environment factors play a role in adolescents' involvement in organized activities?

    Science.gov (United States)

    Badura, Petr; Madarasova Geckova, Andrea; Sigmundova, Dagmar; Sigmund, Erik; van Dijk, Jitse P; Reijneveld, Sijmen A

    2017-08-01

    The study assessed the association of family environment factors with adolescents' participation in organized leisure-time activities (OLTA). We used data on 10,472 Czech adolescents aged 11-15 years (49.2% boys) from the 2013/2014 Health Behaviour in School-aged Children study. The associations of family support, the presence of parental screen-time rules and joint family activities with participation in at least one OLTA were assessed using logistic regression. High family support and the presence of parental screen-time rules were associated with higher odds of OLTA participation. Moreover, adolescents playing sports, indoor games and going for walks with their families at least weekly were more likely to participate in OLTA. Conversely, those spending time in joint family TV/video watching on most days were less likely to do so. A supportive family environment and direct parental involvement in their adolescent children's leisure are associated with OLTA participation in early to middle adolescence. Copyright © 2017 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

  20. Efflux pumps of Mycobacterium tuberculosis play a significant role in antituberculosis activity of potential drug candidates.

    Science.gov (United States)

    Balganesh, Meenakshi; Dinesh, Neela; Sharma, Sreevalli; Kuruppath, Sanjana; Nair, Anju V; Sharma, Umender

    2012-05-01

    Active efflux of drugs mediated by efflux pumps that confer drug resistance is one of the mechanisms developed by bacteria to counter the adverse effects of antibiotics and chemicals. To understand these efflux mechanisms in Mycobacterium tuberculosis, we generated knockout (KO) mutants of four efflux pumps of the pathogen belonging to different classes. We measured the MICs and kill values of two different compound classes on the wild type (WT) and the efflux pump (EP) KO mutants in the presence and absence of the efflux inhibitors verapamil and l-phenylalanyl-l-arginyl-β-naphthylamide (PAβN). Among the pumps studied, the efflux pumps belonging to the ABC (ATP-binding cassette) class, encoded by Rv1218c, and the SMR (small multidrug resistance) class, encoded by Rv3065, appear to play important roles in mediating the efflux of different chemical classes and antibiotics. Efflux pumps encoded by Rv0849 and Rv1258c also mediate the efflux of these compounds, but to a lesser extent. Increased killing is observed in WT M. tuberculosis cells by these compounds in the presence of either verapamil or PAβN. The efflux pump KO mutants were more susceptible to these compounds in the presence of efflux inhibitors. We have shown that these four efflux pumps of M. tuberculosis play a vital role in mediating efflux of different chemical scaffolds. Inhibitors of one or several of these efflux pumps could have a significant impact in the treatment of tuberculosis. The identification and characterization of Rv0849, a new efflux pump belonging to the MFS (major facilitator superfamily) class, are reported.

  1. 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.

  2. Platelet activating factor receptor binding plays a critical role in jet fuel-induced immune suppression

    International Nuclear Information System (INIS)

    Ramos, Gerardo; Kazimi, Nasser; Nghiem, Dat X.; Walterscheid, Jeffrey P.; Ullrich, Stephen E.

    2004-01-01

    Applying military jet fuel (JP-8) or commercial jet fuel (Jet-A) to the skin of mice suppresses the immune response in a dose-dependant manner. The release of biological response modifiers, particularly prostaglandin E 2 (PGE 2 ), is a critical step in activating immune suppression. Previous studies have shown that injecting selective cyclooxygenase-2 inhibitors into jet fuel-treated mice blocks immune suppression. Because the inflammatory phospholipid mediator, platelet-activating factor (PAF), up-regulates cyclooxygenase-2 production and PGE 2 synthesis by keratinocytes, we tested the hypothesis that PAF-receptor binding plays a role in jet fuel-induced immune suppression. Treating keratinocyte cultures with PAF and/or jet fuel (JP-8 and Jet-A) stimulates PGE 2 secretion. Jet fuel-induced PGE 2 production was suppressed by treating the keratinocytes with specific PAF-receptor antagonists. Injecting mice with PAF, or treating the skin of the mice with JP-8, or Jet-A, induced immune suppression. Jet fuel-induced immune suppression was blocked when the jet fuel-treated mice were injected with PAF-receptor antagonists before treatment. Jet fuel treatment has been reported to activate oxidative stress and treating the mice with anti-oxidants (Vitamins C, or E or beta-hydroxy toluene), before jet fuel application, interfered with immune suppression. These findings confirm previous studies showing that PAF-receptor binding can modulate immune function. Furthermore, they suggest that PAF-receptor binding may be an early event in the induction of immune suppression by immunotoxic environmental agents that target the skin

  3. Playing in parallel: the effects of multiplayer modes in active video game on motivation and physical exertion.

    Science.gov (United States)

    Peng, Wei; Crouse, Julia

    2013-06-01

    Although multiplayer modes are common among contemporary video games, the bulk of game research focuses on the single-player mode. To fill the gap in the literature, the current study investigated the effects of different multiplayer modes on enjoyment, future play motivation, and the actual physical activity intensity in an active video game. One hundred sixty-two participants participated in a one-factor between-subject laboratory experiment with three conditions: (a) single player: play against self pretest score; (b) cooperation with another player in the same physical space; (c) parallel competition with another player in separated physical spaces. We found that parallel competition in separate physical spaces was the optimal mode, since it resulted in both high enjoyment and future play motivation and high physical intensity. Implications for future research on multiplayer mode and play space as well as active video game-based physical activity interventions are discussed.

  4. PRIDE for PLAY: Personal Responsibility in Daily Effort for Participation in Lifelong Activity for Youths. A Singaporean Context.

    Science.gov (United States)

    Chia, Michael

    2007-09-01

    Singapore, a developed city state of four million people is experiencing the pitfalls that come with rapid modernisation and economic progress- elevated disease risk factors among adults and young people. Weekly compulsory physical education classes of 70 minutes in schools and the associated sports activities after classes are inadequate to meet emergent physical activity guidelines of a daily accumulation of at least 90 minutes of physical activity of at least moderate intensity. Daily play sessions that are exclusive of an active daily recess, physical education classes taught by trained specialists and after-school sport sessions, can provide many developmental and holistic health benefits that may carry over into adulthood. A school environment that is play-encouraging, play-enabling and play-inviting can be a useful, innovative and natural way of inculcating a love for movement and help redress a serious trend of physical activity insufficiency while youngsters engage electronic gaming activities. Pilot initiatives for the PRIDE (personal responsibility in daily effort) for PLAY (participation in lifelong activity for youths) programme is a radicalised approach in a number of primary schools in Singapore to infuse daily physical play of between 20 to 45 minutes during curriculum hours. The hope is that PRIDE for PLAY will reap benefits of improved holistic health of youngsters- better physical, social, emotional and mental attributes. While PRIDE for PLAY is no panacea to all of the ills of modernisation, it will go some way in helping the students of tomorrow to be physically healthy, socially more engaged and tolerant of others, mentally more apt to problem-solve and emotionally more proficient to embrace working life in adulthood. Key pointsPhysical play is natural among young people and a daily dose of play can help young people meet daily requirements for accumulated physical activity of at least 90 minutes and at least of a moderate intensity.Play is

  5. Playing the Game and Speaking the Right Language: Language Policy and Materiality in a Bilingual Preschool Activity

    Science.gov (United States)

    Martín-Bylund, Anna

    2017-01-01

    What are the material-semiotic relationships between a language policy and a table game activity in a bilingual preschool? Using Actor-Network Theory (ANT), the aim of this article is to explore this question, working with both human and nonhuman aspects of the activity, symmetrically, at the same level. The game playing activity takes place at a…

  6. Learning through role-playing games: an approach for active learning and teaching

    Directory of Open Access Journals (Sweden)

    Marco Antonio Ferreira Randi

    Full Text Available This study evaluates the use of role-playing games (RPGs as a methodological approach for teaching cellular biology, assessing student satisfaction, learning outcomes, and retention of acquired knowledge. First-year undergraduate medical students at two Brazilian public universities attended either an RPG-based class (RPG group or a lecture (lecture-based group on topics related to cellular biology. Pre- and post-RPG-based class questionnaires were compared to scores in regular exams and in an unannounced test one year later to assess students' attitudes and learning. From the 230 students that attended the RPG classes, 78.4% responded that the RPG-based classes were an effective tool for learning; 55.4% thought that such classes were better than lectures but did not replace them; and 81% responded that they would use this method. The lecture-based group achieved a higher grade in 1 of 14 regular exam questions. In the medium-term evaluation (one year later, the RPG group scored higher in 2 of 12 questions. RPG classes are thus quantitatively as effective as formal lectures, are well accepted by students, and may serve as educational tools, giving students the chance to learn actively and potentially retain the acquired knowledge more efficiently.

  7. Brain Activity in Fairness Consideration during Asset Distribution: Does the Initial Ownership Play a Role?

    Science.gov (United States)

    Wu, Yin; Hu, Jie; van Dijk, Eric; Leliveld, Marijke C.; Zhou, Xiaolin

    2012-01-01

    Previous behavioral studies have shown that initial ownership influences individuals’ fairness consideration and other-regarding behavior. However, it is not entirely clear whether initial ownership influences the brain activity when a recipient evaluates the fairness of asset distribution. In this study, we randomly assigned the bargaining property (monetary reward) to either the allocator or the recipient in the ultimatum game and let participants of the study, acting as recipients, receive either disadvantageous unequal, equal, or advantageous unequal offers from allocators while the event-related potentials (ERPs) were recorded. Behavioral results showed that participants were more likely to reject disadvantageous unequal and equal offers when they initially owned the property as compared to when they did not. The two types of unequal offers evoked more negative going ERPs (the MFN) than the equal offers in an early time window and the differences were not modulated by the initial ownership. In a late time window, however, the P300 responses to division schemes were affected not only by the type of unequal offers but also by whom the property was initially assigned to. These findings suggest that while the MFN may function as a general mechanism that evaluates whether the offer is consistent or inconsistent with the equity rule, the P300 is sensitive to top-down controlled processes, into which factors related to the allocation of attentional resources, including initial ownership and personal interests, come to play. PMID:22761850

  8. TGFβ signaling plays a critical role in promoting alternative macrophage activation

    Directory of Open Access Journals (Sweden)

    Gong Dapeng

    2012-06-01

    Full Text Available Abstract Background Upon stimulation with different cytokines, macrophages can undergo classical or alternative activation to become M1 or M2 macrophages. Alternatively activated (or M2 macrophages are defined by their expression of specific gene products and play an important role in containing inflammation, removing apoptotic cells and repairing tissue damage. Whereas it is well-established that IL-4 can drive alternative activation, if lack of TGFβ signaling at physiological levels affects M2 polarization has not been addressed. Results Vav1-Cre x TβRIIfx/fx mice, lacking TβRII function in hematopoietic cells, exhibited uncontrolled pulmonary inflammation and developed a lethal autoimmune syndrome at young age. This was accompanied by significantly increased numbers of splenic neutrophils and T cells as well as elevated hepatic macrophage infiltration and bone marrow monocyte counts. TβRII-/- CD4+ and CD8+ T-cells in the lymph nodes and spleen expressed increased cell surface CD44, and CD69 was also higher on CD4+ lymph node T-cells. Loss of TβRII in bone marrow-derived macrophages (BMDMs did not affect the ability of these cells to perform efferocytosis. However, these cells were defective in basal and IL-4-induced arg1 mRNA and Arginase-1 protein production. Moreover, the transcription of genes that are typically upregulated in M2-polarized macrophages, such as ym1, mcr2 and mgl2, was also decreased in peritoneal macrophages and IL-4-stimulated TβRII-/- BMDMs. We found that cell surface and mRNA expression of Galectin-3, which also regulates M2 macrophage polarization, was lower in TβRII-/- BMDMs. Very interestingly, the impaired ability of these null mutant BMDMs to differentiate into IL-4 polarized macrophages was Stat6- and Smad3-independent, but correlated with reduced levels of phospho-Akt and β-catenin. Conclusions Our results establish a novel biological role for TGFβ signaling in controlling expression of genes

  9. Physical Activity Levels in Children With and Without Autism Spectrum Disorder When Playing Active and Sedentary Xbox Kinect Videogames.

    Science.gov (United States)

    Golden, Daphne; Getchell, Nancy

    2017-04-01

    We compare physical activity during bouts of sedentary videogaming (SVG), active videogaming (AVG), and paced walking in children with and without autism spectrum disorder (ASD) to determine the effectiveness of AVG in providing moderate-to-vigorous physical activity. Participants included nine males (8-11 years old) with ASD and eight age-matched males who were typically developing. Both groups had anthropometric and motor proficiency (Movement Assessment Battery for Children II) measures taken before testing. Participants attended three randomly assigned acquisition sessions: 20 minutes of paced walking at 4.5 metabolic equivalents, AVG, and SVG. Videogaming occurred on an Xbox ® Kinect. An Actical accelerometer provided activity counts (AC) and percentage of time in moderate-to-vigorous physical activity (%MVPA). These were compared using 3 × 2 repeated measures analysis of variance for each measure. Main effects for conditions existed for %MVPA (P < 0.0001) and AC (P < 0.0001). Post hoc Bonferroni comparisons indicated that AVG had significantly higher AC (P < 0.001) and % MVPA (P < 0.001) than SVG, but was significantly lower than paced walking (AC P < 0.001; %MVPA P < 0.01). Overall, participants spent 76.25% of their time in MVPA during AVG compared to 99.4% during paced walking and 2.31% in SVG. No main effects for groups or group by condition interaction effects were found for either measure. AVG may provide an appealing means by which all individuals can increase their overall physical activity levels, although AVG should not be seen as a replacement for walking or other forms of PA. Although further research is necessary, the finding that both groups performed similarly in AVG suggests that games can potentially be played without modifications or adaptations to gaming units, which may provide several advantages in terms of social/cost/ease of accessing unit.

  10. PRIDE FOR PLAY: PERSONAL RESPONSIBILITY IN DAILY EFFORT FOR PARTICIPATION IN LIFELONG ACTIVITY FOR YOUTHS. A SINGAPOREAN CONTEXT

    Directory of Open Access Journals (Sweden)

    Michael Chia

    2007-09-01

    Full Text Available Singapore, a developed city state of four million people is experiencing the pitfalls that come with rapid modernisation and economic progress- elevated disease risk factors among adults and young people. Weekly compulsory physical education classes of 70 minutes in schools and the associated sports activities after classes are inadequate to meet emergent physical activity guidelines of a daily accumulation of at least 90 minutes of physical activity of at least moderate intensity. Daily play sessions that are exclusive of an active daily recess, physical education classes taught by trained specialists and after-school sport sessions, can provide many developmental and holistic health benefits that may carry over into adulthood. A school environment that is play-encouraging, play-enabling and play-inviting can be a useful, innovative and natural way of inculcating a love for movement and help redress a serious trend of physical activity insufficiency while youngsters engage electronic gaming activities. Pilot initiatives for the PRIDE (personal responsibility in daily effort for PLAY (participation in lifelong activity for youths programme is a radicalised approach in a number of primary schools in Singapore to infuse daily physical play of between 20 to 45 minutes during curriculum hours. The hope is that PRIDE for PLAY will reap benefits of improved holistic health of youngsters- better physical, social, emotional and mental attributes. While PRIDE for PLAY is no panacea to all of the ills of modernisation, it will go some way in helping the students of tomorrow to be physically healthy, socially more engaged and tolerant of others, mentally more apt to problem-solve and emotionally more proficient to embrace working life in adulthood

  11. 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…

  12. 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…

  13. Contributing Factors on Malaysia Preschool Teachers' Belief, Attitude and Competence in Using Play Activities

    Science.gov (United States)

    Jantan, Hafsah Binti; Bin Hamdan, Abdul Rahim; Yahya, Fauziah Hj; Saleh, Halimatussadiah Binti; Ong, Mohd Hanafi Bin Azman

    2015-01-01

    This study focused on preschool teachers' belief, attitude, knowledge and competence in using play in Malaysia. Its purpose is to find out indicators significantly contribute to belief, attitude, knowledge and competence in play of preschool teachers in Malaysia. The method used was factor analysis in order to confirm indicators in each variable…

  14. 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…

  15. Real-time monitoring prefrontal activities during online video game playing by functional near-infrared spectroscopy.

    Science.gov (United States)

    Li, Yue; Zhang, Lei; Long, Kehong; Gong, Hui; Lei, Hao

    2018-02-16

    A growing body of literature has suggested that video game playing can induce functional and structural plasticity of the brain. The underlying mechanisms, however, remain poorly understood. In this study, functional near-infrared spectroscopy (fNIRS) was used to record prefrontal activities in 24 experienced game players when they played a massively multiplayer online battle arena (MOBA) video game, League of Legends (LOL), under naturalistic conditions. It was observed that game onset was associated with significant activations in the ventrolateral prefrontal cortex (VLPFC) and concomitant deactivations in the dorsolateral prefrontal cortex (DLPFC) and frontal pole area (FPA). Game events, such as slaying an enemy and being slain by an enemy evoked region-specific time-locked hemodynamic/oxygenation responses in the prefrontal cortex. It was proposed that the VLPFC activities during LOL playing are likely responses to visuo-motor task load of the game, while the DLPFC/FPA activities may be involved in the constant shifts of attentional states and allocation of cognitive resources required by game playing. The present study demonstrated that it is feasible to use fNIRS to monitor real-time prefrontal activity during online video game playing. Game events-evoked hemoglobin concentration changes in the prefrontal cortex while playing League of Legends. Slaying an enemy (A), Assist (B), Being slain by an enemy (C), destroy a turret (DT, D) and an artificially constructed random condition (E). This article is protected by copyright. All rights reserved.

  16. Estimating Whether Replacing Time in Active Outdoor Play and Sedentary Video Games With Active Video Games Influences Youth's Mental Health.

    Science.gov (United States)

    Janssen, Ian

    2016-11-01

    The primary objective was to use isotemporal substitution models to estimate whether replacing time spent in sedentary video games (SVGs) and active outdoor play (AOP) with active video games (AVGs) would be associated with changes in youth's mental health. A representative sample of 20,122 Canadian youth in Grades 6-10 was studied. The exposure variables were average hours/day spent playing AVGs, SVGs, and AOP. The outcomes consisted of a negative and internalizing mental health indicator (emotional problems), a positive and internalizing mental health indicator (life satisfaction), and a positive and externalizing mental health indicator (prosocial behavior). Isotemporal substitution models estimated the extent to which replacing time spent in SVGs and AOP with an equivalent amount of time in AVGs had on the mental health indicators. Replacing 1 hour/day of SVGs with 1 hour/day of AVGs was associated with a 6% (95% confidence interval: 3%-9%) reduced probability of high emotional problems, a 4% (2%-7%) increased probability of high life satisfaction, and a 13% (9%-16%) increased probability of high prosocial behavior. Replacing 1 hour/day of AOP with 1 hour/day of AVGs was associated with a 7% (3%-11%) increased probability of high emotional problems, a 3% (1%-5%) reduced probability of high life satisfaction, and a 6% (2%-9%) reduced probability of high prosocial behavior. Replacing SVGs with AVGs was associated with more preferable mental health indicators. Conversely, replacing AOP with AVGs was associated with more deleterious mental health indicators. Copyright © 2016 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.

  17. 'You have to do 60 minutes of physical activity per day … I saw it on TV': children's constructions of play in the context of Canadian public health discourse of playing for health.

    Science.gov (United States)

    Alexander, Stephanie A; Fusco, Caroline; Frohlich, Katherine L

    2015-02-01

    Public health institutions in many industrialised countries have been launching calls to address childhood obesity. As part of these efforts, Canadian physical activity campaigns have recently introduced children's play as a critical component of obesity prevention strategies. We consider this approach problematic as it may reshape the meanings and affective experiences of play for children. Drawing on the analytical concept of biopedagogies, we place Canadian public health discourse on play in dialogue with children's constructions of play to examine first, how play is promoted within obesity prevention strategies and second, whether children take up this public health discourse. Our findings suggest that: (i) the public health discourse on active play is taken up and reproduced by some children. However, for other children sedentary play is important for their social and emotional wellbeing; (ii) while active play is deemed to be a solution to the risk of obesity, it also embodies contradictions over risk in play, which children have to negotiate. We argue that the active play discourse, which valorises some representations of play (that is, active) while obscuring others (that is, sedentary), is reshaping meanings of play for children, and that this may have unintended consequences for children's wellbeing. © 2015 The Authors. Sociology of Health & Illness © 2015 Foundation for the Sociology of Health & Illness/John Wiley & Sons Ltd.

  18. The power of play: Innovations in Getting Active Summit 2011: a science panel proceedings report from the American Heart Association.

    Science.gov (United States)

    Lieberman, Debra A; Chamberlin, Barbara; Medina, Ernie; Franklin, Barry A; Sanner, Brigid McHugh; Vafiadis, Dorothea K

    2011-05-31

    To examine the influence active-play video gaming (also referred to as exergaming, exertainment, and active gaming) might have on improving health-related skills, enhancing self-esteem and self-efficacy, promoting social support, and ultimately motivating positive changes in health behaviors, the American Heart Association convened The Power of Play: Innovations in Getting Active Summit. The summit, as well as a follow-up science panel, was hosted by the American Heart Association and Nintendo of America. The science panel discussed the current state of research on active-play video gaming and its potential to serve as a gateway experience that might motivate players to increase the amount and intensity of physical activity in their daily lives. The panel identified the need for continued research on the gateway concept and on other behavioral health outcomes that could result from active-play video games and considered how these games could potentially affect disparate populations. The summit represented an exciting first step in convening healthcare providers, behavioral researchers, and professionals from the active-play video game industry to discuss the potential health benefits of active-play video games. Research is needed to improve understanding of processes of behavior change with active games. Future games and technologies may be designed with the goal to optimize physical activity participation, increase energy expenditure, and effectively address the abilities and interests of diverse and targeted populations. The summit helped the participants gain an understanding of what is known, identified gaps in current research, and supported a dialogue for continued collaboration.

  19. Being alone, playing alone, and acting alone: distinguishing among reticence and passive and active solitude in young children.

    Science.gov (United States)

    Coplan, R J; Rubin, K H; Fox, N A; Calkins, S D; Stewart, S L

    1994-02-01

    3 forms of solitude were studied in young children--reticence (onlooker and unoccupied behavior), solitary-passive behavior (solitary-constructive and -exploratory play), and solitary-active behavior (solitary-functional and -dramatic play). 48 4-year-old children grouped in quartets of same-sex unfamiliar peers were observed in several situations. Mothers completed the Colorado Temperament Inventory. Results indicated that (1) solitary-passive, solitary-active, and reticent behaviors were nonsignificantly intercorrelated; (2) reticence was stable and associated with the demonstration of anxiety and hovering near others, whereas solitary-passive and solitary-active play were stable yet unrelated to anxiety and hovering; (3) reticence during free play was generally associated with poor performance and displays of wariness in several other social situations, while solitary-passive and -active play were not; (4) reticence was associated with maternal ratings of child shyness, while solitary-active behavior was associated with maternal ratings of impulsivity. Results are discussed in terms of the underlying mechanisms associated with reticence and passive and active withdrawal.

  20. 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 activities....... Those artefacts are recent examples of the history of mass-production, mass-distribution, and mass-consumption of music. Since children do get into touch with the mass-phenomenon of popular music and artists, concerns may be articulated that this can have problematic effects on children’s lives. By help...... of, among others, Marx Wartofsky’s artefact theory, the article tries to get beyond “black-or-white” prejudices concerning technologies and their limited insight; this is done by suggesting to focus on the children’s own perspectives and how music-play activities may be meaningful in relation...

  1. Using Analogy Role-Play Activity in an Undergraduate Biology Classroom to Show Central Dogma Revision

    Science.gov (United States)

    Takemura, Masaharu; Kurabayashi, Mario

    2014-01-01

    For the study of biology in an undergraduate classroom, a classroom exercise was developed: an analogy role-play to learn mechanisms of gene transcription and protein translation (central dogma). To develop the central dogma role-play exercise, we made DNA and mRNA using paper sheets, tRNA using a wire dress hanger, and amino acids using Lego®…

  2. Computer playfulness, Internet dependency and their relationships with online activity types and student academic performance.

    Science.gov (United States)

    Jia, Ronnie

    2012-06-01

    Prior research on Internet dependency has examined various individual traits as contributing factors. Since domain-specific traits tend to have higher abilities to explain outcome variables, this study investigates a technology-related specific trait, i.e., computer playfulness, as a predictor of Internet dependency, and their influence on Internet usage patterns and academic performance. A sample of 267 college students was surveyed to examine these relationships. In addition to demographic information, the questionnaire contained measurement scales to assess playfulness, Internet dependency as well as work/study-related and social-related uses of the Internet. Survey data indicate that playfulness significantly predicts Internet dependency (ΔR (2) = 19%). Playfulness is also significantly related to students' grade point average (p <.001), as well as Internet use for social purposes (p <.022), and its impacts are fully mediated by Internet dependency. It was also found that neither playfulness nor Internet dependency is significantly associated with Internet use for work/study purposes. Playfulness, as a domain-specific individual trait, is a powerful predictor of Internet dependency, which is positively related to social use of the Internet, and negatively related to student academic performance.

  3. Use of Active-Play Video Games to Enhance Aerobic Fitness in Schizophrenia: Feasibility, Safety, and Adherence.

    Science.gov (United States)

    Kimhy, David; Khan, Samira; Ayanrouh, Lindsey; Chang, Rachel W; Hansen, Marie C; Lister, Amanda; Ballon, Jacob S; Vakhrusheva, Julia; Armstrong, Hilary F; Bartels, Matthew N; Sloan, Richard P

    2016-02-01

    Active-play video games have been used to enhance aerobic fitness in various clinical populations, but their use among individuals with schizophrenia has been limited. Feasibility, acceptability, safety, and adherence data were obtained for use of aerobic exercise (AE) equipment by 16 individuals with schizophrenia during a 12-week AE program consisting of three one-hour exercise sessions per week. Equipment included exercise video games for Xbox 360 with Kinect motion sensing devices and traditional exercise equipment. Most participants (81%) completed the training, attending an average of 79% of sessions. The proportion of time spent playing Xbox (39%) exceeded time spent on any other type of equipment. When using Xbox, participants played 2.24±1.59 games per session and reported high acceptability and enjoyment ratings, with no adverse events. Measures of feasibility, acceptability, adherence, and safety support the integration of active-play video games into AE training for people with schizophrenia.

  4. Playing To Learn.

    Science.gov (United States)

    Morrison, George S.; Rusher, Anne S.

    1999-01-01

    Identifies the concepts and skills young children learn through play and describes ways to implement a successful play program in early-childhood settings. Includes discussions of planning for play activities, providing props and other materials, contextualizing play, assessing learning during play, and explaining the play curriculum to families…

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

    Science.gov (United States)

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

    2017-10-24

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

  6. Comparison of electromyographic activity and range of neck motion in violin students with and without neck pain during playing.

    Science.gov (United States)

    Park, Kyue-nam; Kwon, Oh-yun; Ha, Sung-min; Kim, Su-jung; Choi, Hyun-jung; Weon, Jong-hyuck

    2012-12-01

    Neck pain is common in violin students during a musical performance. The purpose of this study was to compare electromyographic (EMG) activity in superficial neck muscles with neck motion when playing the violin as well as neck range of motion (ROM) at rest, between violin students with and without neck pain. Nine violin students with neck pain and nine age- and gender-matched subjects without neck pain were recruited. Muscle activity of the bilateral upper trapezius, sternocleidomastoid, and superficial cervical extensor muscles was measured using surface EMG. Kinematic data on neck motion while playing and active neck ROM were also measured using a three-dimensional motion analysis system. Independent t-tests were used to compare EMG activity with kinematic data between groups. These analyses revealed that while playing, both the angle of left lateral bending and leftward rotation of the cervical spine were significantly greater in the neck pain group than among those without neck pain. Similarly, EMG activity of the left upper trapezius, both cervical extensors, and both sternocleidomastoid muscles were significantly greater in the neck pain group. The active ROM of left axial rotation was significantly lower in the neck pain group. These results suggest that an asymmetric playing posture and the associated increased muscle activity as well as decreased neck axial rotation may contribute to neck pain in violin students.

  7. Validity of Borg Ratings of Perceived Exertion During Active Video Game Play.

    Science.gov (United States)

    Pollock, Brandon S; Barkley, Jacob E; Potenzini, Nick; Desalvo, Renee M; Buser, Stacey L; Otterstetter, Ronald; Juvancic-Heltzel, Judith A

    During physically interactive video game play (e.g., Nintendo Wii), users are exposed to potential distracters (e.g., video, music), which may decrease their ratings of perceived exertion (RPE) throughout game play. The purpose of this investigation was to determine the association between RPE scores and heart rate while playing the Nintendo Wii. Healthy adults (N = 13, 53.5 ± 5.4 years old) participated in two exercise sessions using the Nintendo Wii Fit Plus. During each session participants played a five-minute warm-up game (Basic Run), two separate Wii Fit Plus games (Yoga, Strength Training, Aerobics or Balance Training) for fifteen minutes each, and then a five-minute cool down game (Basic Run). Borg RPE and heart rate were assessed during the final 30 seconds of the warm up and cool down, as well during the final 30 seconds of play for each Wii Fit Plus game. Correlation analysis combining data from both exercise sessions indicated a moderate positive relationship between heart rate and RPE (r = 0.32). Mixed-effects model regression analyses demonstrated that RPE scores were significantly associated with heart rate ( p positively associated with heart rate in adults during exercise sessions using the Wii Fit Plus. However, this relationship was lower than observed in past research assessing RPE validity during different modes of exercise (e.g. walking, running) without distracters.

  8. Effects of "Fair Play Game" Strategy on Moderate to Vigorous Physical Activity in Physical Education

    Science.gov (United States)

    Azevedo, Liane B.; Vidoni, Carla; Dinsdale, Sarah

    2016-01-01

    Less than 50% of a PE lesson is usually spent in MVPA. A dependent-group contingency strategy, "Fair Play Game," has shown effectiveness in increasing MVPA during PE lessons among students from affluent schools. The purpose of this study was to determine the effectiveness of this strategy on MVPA among students from an undeserved…

  9. Cellular activation in limbic brain systems during social play behaviour in rats

    NARCIS (Netherlands)

    van Kerkhof, L.W.M.; Trezza, V.; Mulder, T.; Gao, P.; Voorn, P.; Vanderschuren, L.J.M.J.

    2014-01-01

    Positive social interactions during the juvenile and adolescent phases of life are essential for proper social and cognitive development in mammals, including humans. During this developmental period, there is a marked increase in peer–peer interactions, signified by the abundance of social play

  10. A Framework for Gamified Activities Based on Mobile Games Played by Portuguese University Students

    Science.gov (United States)

    Carvalho, Ana Amélia; Araújo, Inês; Zagalo, Nelson

    2014-01-01

    This paper starts by reporting the findings of a survey of Portuguese university students concerning their game habits and preferences. An online questionnaire was developed and 1101 answers were collected, 626 were mobile game players. The results from the survey indicate that the games most played by university students are essentially casual…

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

    Science.gov (United States)

    Edwards, Susan

    2011-01-01

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

  12. The Physiologic and Behavioral Implications of Playing Active and Sedentary Video Games in a Seated and Standing Position.

    Science.gov (United States)

    Sanders, Gabriel J; Rebold, Michael; Peacock, Corey A; Williamson, Meagan L; Santo, Antonio S; Barkley, Jacob E

    Previous studies have assessed physiologic response while playing video games per manufacturer instructions with participants standing during active video game play and seated during sedentary game play. It is not known whether an assigned seated or standing position affects positional preference and oxygen consumption (VO2) while gaming. The purpose of the study was to assess VO2 and preference of playing active and sedentary video games in a seated and standing position. VO2 was assessed in 25 participants during four, 20-minute conditions; resting, PlayStation 2 Madden NFL Football 2011, Nintendo Wii-Sports Boxing and Nintendo Wii Madden NFL Football 2011. Each condition was divided into two positional conditions (10 minutes seated, 10 minutes standing) and each participant indicated their positional preference after each 20-minute condition. Standing VO2 (4.4 ± 0.2 ml • kg-1 • min-1 PS2, 4.6 ± 0.1 ml • kg-1 • min-1 Wii Madden, 6.8 ± 0.3 ml • kg-1 • min-1Wii Boxing) was significantly (p ≤ 0.001) greater than seated VO2 (4.0 ± 0.1 ml • kg-1 • min-1 PS2, 4.2 ± 0.1 ml • kg-1 • min-1 Wii Madden, 6.1 ± 0.3 ml • kg-1 • min-1Wii Boxing) for each gaming condition. Participants preferred (p ≤ 0.001) to sit for all gaming conditions except Wii Boxing. Playing video games while standing increases VO2 to a greater extent than playing the same games in a seated position. Standing was only preferred for the most physiologically challenging game, Wii Boxing. Gaming position should be considered when assessing the physiologic and behavioral outcomes of playing video games.

  13. Astrocytes play a key role in activation of microglia by persistent Borna disease virus infection

    Directory of Open Access Journals (Sweden)

    Sauder Christian

    2008-11-01

    Full Text Available Abstract Neonatal Borna disease virus (BDV infection of the rat brain is associated with microglial activation and damage to certain neuronal populations. Since persistent BDV infection of neurons is nonlytic in vitro, activated microglia have been suggested to be responsible for neuronal cell death in vivo. However, the mechanisms of activation of microglia in neonatally BDV-infected rat brains remain unclear. Our previous studies have shown that activation of microglia by BDV in culture requires the presence of astrocytes as neither the virus nor BDV-infected neurons alone activate microglia. Here, we evaluated the mechanisms whereby astrocytes can contribute to activation of microglia in neuron-glia-microglia mixed cultures. We found that persistent infection of neuronal cells leads to activation of uninfected astrocytes as measured by elevated expression of RANTES. Activation of astrocytes then produces activation of microglia as evidenced by increased formation of round-shaped, MHCI-, MHCII- and IL-6-positive microglia cells. Our analysis of possible molecular mechanisms of activation of astrocytes and/or microglia in culture indicates that the mediators of activation may be soluble heat-resistant, low molecular weight factors. The findings indicate that astrocytes may mediate activation of microglia by BDV-infected neurons. The data are consistent with the hypothesis that microglia activation in the absence of neuronal damage may represent initial steps in the gradual neurodegeneration observed in brains of neonatally BDV-infected rats.

  14. Tsangmo, playful singing dialogues of Bhutan : Inheritance activities in school education

    OpenAIRE

    伊野, 義博; 黒田, 清子; 加藤, 富美子; 権藤, 敦子; 山本, 幸正; タシ, ツェワン; ウォンチュク, ペマ; Ino, Yoshihiro; Kuroda, Kiyoko; Kato, Tomiko; Gondo, Atsuko; Yamamoto, Yukimasa; Tashi, Tshewang; Wangchuk, Pema

    2016-01-01

    Tsangmo is a type of playful singing dialogue that can be found in all regions of Bhutan. Tsangmo emerged from Bhutan's religious context and was fostered throughout its history and cultural climate. It is enjoyed as a pastime during breaks in grazing as well as on other occasions, such as when families gather for Buddhist memorial services. Bhutan's recent decades of modernization have, however, drastically changed the state of traditional Tsangmo and its transmission is becoming threatened....

  15. "No Time to Play": Perceptions toward Physical Activity in Youth with Cystic Fibrosis

    Science.gov (United States)

    Moola, Fiona; Faulkner, Guy E. J.; Schneiderman, Jane E.

    2012-01-01

    Although physical activity may reduce lung function decline in youth with cystic fibrosis (CF), most patients are inactive. Little is known about why youth with CF are inactive or how to facilitate physical activity. This study explored perceptions toward physical activity in 14 youth with CF at a Canadian Hospital. Qualitative interviews were…

  16. Learners' Interpersonal Beliefs and Generated Feedback in an Online Role-Playing Peer-Feedback Activity: An Exploratory Study

    Science.gov (United States)

    Ching, Yu-Hui; Hsu, Yu-Chang

    2016-01-01

    Peer feedback affords interaction and critical thinking opportunities for learners in online courses. However, various factors prevent learners from taking advantage of these promising benefits. This study explored learners' perceptions of the interpersonal factors in a role-playing peer-feedback activity, and examined the types of peer feedback…

  17. Neighbourhood for playing: using GPS, GIS, and accelerometry to delineate areas within which youth are physically active

    Science.gov (United States)

    Abstract: Existing research suggests an association between the built environment characteristics of the neighborhood in which adolescents live and their level of physical activity. The geographic boundaries within which youth play are often arbitrarily assumed in existing research, but the geograph...

  18. Teaching Children with Autism to Play a Video Game Using Activity Schedules and Game-Embedded Simultaneous Video Modeling

    Science.gov (United States)

    Blum-Dimaya, Alyssa; Reeve, Sharon A.; Reeve, Kenneth F.; Hoch, Hannah

    2010-01-01

    Children with autism have severe and pervasive impairments in social interactions and communication that impact most areas of daily living and often limit independent engagement in leisure activities. We taught four children with autism to engage in an age-appropriate leisure skill, playing the video game Guitar Hero II[TM], through the use of (a)…

  19. Literacy-Related Play Activities and Preschool Staffs' Strategies to Support Children's Concept Development

    Science.gov (United States)

    Norling, Martina; Lillvist, Anne

    2016-01-01

    This study investigates language-promoting strategies and support of concept development displayed by preschool staffs' when interacting with preschool children in literacy-related play activities. The data analysed consisted of 39 minutes of video, selected systematically from a total of 11 hours of video material from six Swedish preschool…

  20. Attributes of Child Care Centers and Outdoor Play Areas Associated with Preschoolers' Physical Activity and Sedentary Behavior

    Science.gov (United States)

    Sugiyama, Takemi; Okely, Anthony D.; Masters, Jane M.; Moore, Gary T.

    2012-01-01

    This study examined characteristics of child care centers associated with preschoolers' moderate-to-vigorous physical activity and sedentary behavior while in child care (MVPA-C, SB-C), and attributes of outdoor play areas associated with the same behaviors during outdoor time (MVPA-O, SB-O). Participants were 89 children (3 -5 years) recruited…

  1. Development of a measurement approach to assess time children participate in organized sport, active travel, outdoor active play, and curriculum-based physical activity.

    Science.gov (United States)

    Borghese, Michael M; Janssen, Ian

    2018-03-22

    Children participate in four main types of physical activity: organized sport, active travel, outdoor active play, and curriculum-based physical activity. The objective of this study was to develop a valid approach that can be used to concurrently measure time spent in each of these types of physical activity. Two samples (sample 1: n = 50; sample 2: n = 83) of children aged 10-13 wore an accelerometer and a GPS watch continuously over 7 days. They also completed a log where they recorded the start and end times of organized sport sessions. Sample 1 also completed an outdoor time log where they recorded the times they went outdoors and a description of the outdoor activity. Sample 2 also completed a curriculum log where they recorded times they participated in physical activity (e.g., physical education) during class time. We describe the development of a measurement approach that can be used to concurrently assess the time children spend participating in specific types of physical activity. The approach uses a combination of data from accelerometers, GPS, and activity logs and relies on merging and then processing these data using several manual (e.g., data checks and cleaning) and automated (e.g., algorithms) procedures. In the new measurement approach time spent in organized sport is estimated using the activity log. Time spent in active travel is estimated using an existing algorithm that uses GPS data. Time spent in outdoor active play is estimated using an algorithm (with a sensitivity and specificity of 85%) that was developed using data collected in sample 1 and which uses all of the data sources. Time spent in curriculum-based physical activity is estimated using an algorithm (with a sensitivity of 78% and specificity of 92%) that was developed using data collected in sample 2 and which uses accelerometer data collected during class time. There was evidence of excellent intra- and inter-rater reliability of the estimates for all of these types of

  2. Prevalence and Stability of Active Play, Restricted Movement and Television Viewing in Infants

    Science.gov (United States)

    Hesketh, Kylie D.; Crawford, David A.; Abbott, Gavin; Campbell, Karen J.; Salmon, Jo

    2015-01-01

    This study describes engagement in and stability of physical activity and sedentary behaviours in early life, and assesses associations with sex, maternal education and developmental stage. Maternal-report data at child age 4, 9 and 20 months were collected from 542 families in the Melbourne Infant Feeding Activity and Nutrition Trial Program.…

  3. Active Teaching of Diffusion through History of Science, Computer Animation and Role Playing

    Science.gov (United States)

    Krajsek, Simona Strgulc; Vilhar, Barbara

    2010-01-01

    We developed and tested a lesson plan for active teaching of diffusion in secondary schools (grades 10-13), which stimulates understanding of the thermal (Brownian) motion of particles as the principle underlying diffusion. During the lesson, students actively explore the Brownian motion through microscope observations of irregularly moving small…

  4. When children play, they feel better : organized activity participation and health in adolescents

    NARCIS (Netherlands)

    Badura, Petr; Geckova, Andrea Madarasova; Sigmundova, Dagmar; van Dijk, Jitse P.; Reijneveld, Sijmen A.

    2015-01-01

    Background: Participation in organized leisure-time activities (OLTA) has been linked to healthy youth development. This study aimed to assess whether participation in OLTA is associated with both physical and mental health in adolescents, and whether this association differs by pattern of activity

  5. Mimicry of molecular pretenders: the terminal structures of satellites associated with plant RNA viruses.

    Science.gov (United States)

    Huang, Ying-Wen; Hu, Chung-Chi; Lin, Na-Sheng; Hsu, Yau-Heiu

    2010-01-01

    Satellite RNAs (satRNAs) and satellite viruses depend on the replicase complexes provided by their cognate helper viruses and host plants for replication, pretending that they are part of the viral genomes. Although satRNAs and satellite viruses do not share significant nucleotide sequence similarity with the helper viruses, the essential cis-acting elements recognized by the replicase complexes must reside on their genomes, acting as the mimicry for the molecular pretenders. By understanding how this molecular mimicry deceives the helper viruses into supporting the satellites, a significant amount of knowledge of the basic requirements and mechanisms for replication of viruses and satellites has been obtained. Here we review the recent advances in understanding the effects of the cis elements at the termini of satRNAs and satellite viruses on their accumulation. Several well-characterized satellite/helper virus systems, representing the non-coding short satRNAs, mRNA-type long satRNAs, circular satRNAs and satellite viruses, are compared and contrasted. It is concluded that different satellites may adopt different strategies to exploit the replication/transcription/translation machineries of their helper viruses, and different mimicries may be implemented by the same molecular pretender for different biological functions.

  6. Preschoolers´ Physical Activity and Time on Task During a Mastery Motivational Climate and Free Play

    Directory of Open Access Journals (Sweden)

    Danielle D Wadsworth

    2014-08-01

    Full Text Available The purpose of the present study was to determine the effect of a structured, mastery motivation physical education climate and an unstructured physical activity climate on time spent on task in a small sample of preschool children. Children enrolled in a public, federal-subsidized childcare center (N= 12 participated in two 45 minute physical activity programs within the school day. The structured climate consisted of a biweekly program of motor skill instruction that was based upon the key principles of a mastery motivational climate. The unstructured program was a daily 45 minute free play environment. Actigraph accelerometers monitored children’s participation in physical activity and time-on task was observed by a momentary time sampling technique. Results showed that time on-task significantly improved following a mastery motivational climate, and children spent 36% of their time in moderate-to-vigorous activity in this climate.  In contrast, time on-task did not significantly improve following participation in a free play environment and participants spent a majority of their time in sedentary behavior and accumulated no vigorous physical activity. Our results indicate that participation in physical activity impacts a preschooler’s ability to stay on task and the amount of physical activity accumulated during physical activity programming is dependent upon the climate delivered.

  7. Pituitary adenylate cyclase activating polypeptide plays a role in olfactory memory formation in chicken.

    Science.gov (United States)

    Józsa, Rita; Hollósy, Tibor; Tamás, Andrea; Tóth, Gábor; Lengvári, István; Reglodi, Dóra

    2005-11-01

    PACAP plays an important role during development of the nervous system and is also involved in memory processing. The aim of the present study was to investigate the function of PACAP in chicken embryonic olfactory memory formation by blocking PACAP at a sensitive period in ovo. Chicken were exposed daily to strawberry scent in ovo from embryonic day 15. Control eggs were treated only with saline, while other eggs received a single injection of the PACAP antagonist PACAP6-38 at day 15. The consumption of scented and unscented water was measured daily after hatching. Animals exposed to strawberry scent in ovo showed no preference. However, chickens exposed to PACAP6-38, showed a clear preference for plain water, similarly to unexposed chicken. Our present study points to PACAP's possible importance in embryonic olfactory memory formation.

  8. 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)

  9. Oxidative stress plays a role in high glucose-induced activation of pancreatic stellate cells

    Energy Technology Data Exchange (ETDEWEB)

    Ryu, Gyeong Ryul; Lee, Esder; Chun, Hyun-Ji; Yoon, Kun-Ho; Ko, Seung-Hyun; Ahn, Yu-Bae; Song, Ki-Ho, E-mail: kihos@catholic.ac.kr

    2013-09-20

    Highlights: •High glucose increased production of reactive oxygen species in cultured pancreatic stellate cells. •High glucose facilitated the activation of these cells. •Antioxidant treatment attenuated high glucose-induced activation of these cells. -- Abstract: The activation of pancreatic stellate cells (PSCs) is thought to be a potential mechanism underlying islet fibrosis, which may contribute to progressive β-cell failure in type 2 diabetes. Recently, we demonstrated that antioxidants reduced islet fibrosis in an animal model of type 2 diabetes. However, there is no in vitro study demonstrating that high glucose itself can induce oxidative stress in PSCs. Thus, PSCs were isolated and cultured from Sprague Dawley rats, and treated with high glucose for 72 h. High glucose increased the production of reactive oxygen species. When treated with high glucose, freshly isolated PSCs exhibited myofibroblastic transformation. During early culture (passage 1), PSCs treated with high glucose contained an increased number of α-smooth muscle actin-positive cells. During late culture (passages 2–5), PSCs treated with high glucose exhibited increases in cell proliferation, the expression of fibronectin and connective tissue growth factor, release of interleukin-6, transforming growth factor-β and collagen, and cell migration. Finally, the treatment of PSCs with high glucose and antioxidants attenuated these changes. In conclusion, we demonstrated that high glucose increased oxidative stress in primary rat PSCs, thereby facilitating the activation of these cells, while antioxidant treatment attenuated high glucose-induced PSC activation.

  10. Oxidative stress plays a role in high glucose-induced activation of pancreatic stellate cells

    International Nuclear Information System (INIS)

    Ryu, Gyeong Ryul; Lee, Esder; Chun, Hyun-Ji; Yoon, Kun-Ho; Ko, Seung-Hyun; Ahn, Yu-Bae; Song, Ki-Ho

    2013-01-01

    Highlights: •High glucose increased production of reactive oxygen species in cultured pancreatic stellate cells. •High glucose facilitated the activation of these cells. •Antioxidant treatment attenuated high glucose-induced activation of these cells. -- Abstract: The activation of pancreatic stellate cells (PSCs) is thought to be a potential mechanism underlying islet fibrosis, which may contribute to progressive β-cell failure in type 2 diabetes. Recently, we demonstrated that antioxidants reduced islet fibrosis in an animal model of type 2 diabetes. However, there is no in vitro study demonstrating that high glucose itself can induce oxidative stress in PSCs. Thus, PSCs were isolated and cultured from Sprague Dawley rats, and treated with high glucose for 72 h. High glucose increased the production of reactive oxygen species. When treated with high glucose, freshly isolated PSCs exhibited myofibroblastic transformation. During early culture (passage 1), PSCs treated with high glucose contained an increased number of α-smooth muscle actin-positive cells. During late culture (passages 2–5), PSCs treated with high glucose exhibited increases in cell proliferation, the expression of fibronectin and connective tissue growth factor, release of interleukin-6, transforming growth factor-β and collagen, and cell migration. Finally, the treatment of PSCs with high glucose and antioxidants attenuated these changes. In conclusion, we demonstrated that high glucose increased oxidative stress in primary rat PSCs, thereby facilitating the activation of these cells, while antioxidant treatment attenuated high glucose-induced PSC activation

  11. Parental Support Exceeds Parenting Style for Promoting Active Play in Preschool Children

    Science.gov (United States)

    Schary, David P.; Cardinal, Bradley J.; Loprinzi, Paul D.

    2012-01-01

    Emerging evidence suggests that parenting style may directly or indirectly influence school-aged children's activity behaviour. Given that relatively fewer studies have been conducted among preschool-aged children, this study's primary purpose was to examine the direct relationships between parental support and parenting style on preschool…

  12. Other-Repetition as a Resource for Participation in the Activity of Playing a Video Game

    Science.gov (United States)

    Piirainen-Marsh, Arja; Tainio, Liisa

    2009-01-01

    This article offers an empirically based contribution to the growing body of studies using Conversation Analysis (CA) as a tool for analyzing second/foreign language learning in and through interaction. Building on a sociointeractional view of learning as grounded in the structures of participation in social activities, we apply CA methods to…

  13. EphB2 activity plays a pivotal role in pediatric medulloblastoma cell adhesion and invasion

    NARCIS (Netherlands)

    Sikkema, Arend H.; den Dunnen, Wilfred F. A.; Hulleman, Esther; van Vuurden, Dannis G.; Garcia-Manero, Guillermo; Yang, Hui; Scherpen, Frank J. G.; Kampen, Kim R.; Hoving, Eelco W.; Kamps, Willem A.; Diks, Sander H.; Peppelenbosch, Maikel P.; de Bont, Eve Line S. J. M.

    Eph/ephrin signaling has bcen implicated in various types of key cancer-enhancing processes, like migration, proliferation, and angiogenesis. In medulloblastoma, invading tumor cells characteristically lead to early recurrence and a decreased prognosis. Based on kinase-activity profiling data

  14. Do family environment factors play a role in adolescents' involvement in organized activities?

    NARCIS (Netherlands)

    Badura, Petr; Madarasova Geckova, Andrea; Sigmundova, Dagmar; Sigmund, Erik; van Dijk, Jitse P; Reijneveld, Sijmen A

    The study assessed the association of family environment factors with adolescents' participation in organized leisure-time activities (OLTA). We used data on 10,472 Czech adolescents aged 11-15 years (49.2% boys) from the 2013/2014 Health Behaviour in School-aged Children study. The associations of

  15. Problem Articulation and the Processes of Assistance: An Activity Theoretic View of Mediation in Game Play

    Science.gov (United States)

    Stone, Lynda D.; Gutierrez, Kris D.

    2007-01-01

    In this article, we study a local adaptation of the Fifth Dimension [Cole, M. (1996). "Cultural psychology: A once and future discipline." Cambridge: Cambridge University Press] known as Las Redes (i.e., Networks of Collaboration in the Fifth Dimension) to examine how the multiple activity systems of Las Redes, e.g. the undergraduate course and…

  16. PI3Kβ plays a critical role in neutrophil activation by immune complexes.

    Science.gov (United States)

    Kulkarni, Suhasini; Sitaru, Cassian; Jakus, Zoltan; Anderson, Karen E; Damoulakis, George; Davidson, Keith; Hirose, Misa; Juss, Jatinder; Oxley, David; Chessa, Tamara A M; Ramadani, Faruk; Guillou, Herve; Segonds-Pichon, Anne; Fritsch, Anja; Jarvis, Gavin E; Okkenhaug, Klaus; Ludwig, Ralf; Zillikens, Detlef; Mocsai, Attila; Vanhaesebroeck, Bart; Stephens, Len R; Hawkins, Phillip T

    2011-04-12

    Neutrophils are activated by immunoglobulin G (IgG)-containing immune complexes through receptors that recognize the Fc portion of IgG (FcγRs). Here, we used genetic and pharmacological approaches to define a selective role for the β isoform of phosphoinositide 3-kinase (PI3Kβ) in FcγR-dependent activation of mouse neutrophils by immune complexes of IgG and antigen immobilized on a plate surface. At low concentrations of immune complexes, loss of PI3Kβ alone substantially inhibited the production of reactive oxygen species (ROS) by neutrophils, whereas at higher doses, similar suppression of ROS production was achieved only by targeting both PI3Kβ and PI3Kδ, suggesting that this pathway displays stimulus strength-dependent redundancy. Activation of PI3Kβ by immune complexes involved cooperation between FcγRs and BLT1, the receptor for the endogenous proinflammatory lipid leukotriene B₄. Coincident activation by a tyrosine kinase-coupled receptor (FcγR) and a heterotrimeric guanine nucleotide-binding protein (G protein)-coupled receptor (BLT1) may provide a rationale for the preferential activation of the β isoform of PI3K. PI3Kβ-deficient mice were highly protected in an FcγR-dependent model of autoantibody-induced skin blistering and were partially protected in an FcγR-dependent model of inflammatory arthritis, whereas combined deficiency of PI3Kβ and PI3Kδ resulted in near-complete protection in the latter case. These results define PI3Kβ as a potential therapeutic target in inflammatory disease.

  17. Active chromatin and transcription play a key role in chromosome partitioning into topologically associating domains

    Science.gov (United States)

    Ulianov, Sergey V.; Khrameeva, Ekaterina E.; Gavrilov, Alexey A.; Flyamer, Ilya M.; Kos, Pavel; Mikhaleva, Elena A.; Penin, Aleksey A.; Logacheva, Maria D.; Imakaev, Maxim V.; Chertovich, Alexander; Gelfand, Mikhail S.; Shevelyov, Yuri Y.; Razin, Sergey V.

    2016-01-01

    Recent advances enabled by the Hi-C technique have unraveled many principles of chromosomal folding that were subsequently linked to disease and gene regulation. In particular, Hi-C revealed that chromosomes of animals are organized into topologically associating domains (TADs), evolutionary conserved compact chromatin domains that influence gene expression. Mechanisms that underlie partitioning of the genome into TADs remain poorly understood. To explore principles of TAD folding in Drosophila melanogaster, we performed Hi-C and poly(A)+ RNA-seq in four cell lines of various origins (S2, Kc167, DmBG3-c2, and OSC). Contrary to previous studies, we find that regions between TADs (i.e., the inter-TADs and TAD boundaries) in Drosophila are only weakly enriched with the insulator protein dCTCF, while another insulator protein Su(Hw) is preferentially present within TADs. However, Drosophila inter-TADs harbor active chromatin and constitutively transcribed (housekeeping) genes. Accordingly, we find that binding of insulator proteins dCTCF and Su(Hw) predicts TAD boundaries much worse than active chromatin marks do. Interestingly, inter-TADs correspond to decompacted inter-bands of polytene chromosomes, whereas TADs mostly correspond to densely packed bands. Collectively, our results suggest that TADs are condensed chromatin domains depleted in active chromatin marks, separated by regions of active chromatin. We propose the mechanism of TAD self-assembly based on the ability of nucleosomes from inactive chromatin to aggregate, and lack of this ability in acetylated nucleosomal arrays. Finally, we test this hypothesis by polymer simulations and find that TAD partitioning may be explained by different modes of inter-nucleosomal interactions for active and inactive chromatin. PMID:26518482

  18. The Activity Profile of Young Tennis Athletes Playing on Clay and Hard Courts: Preliminary Data

    Directory of Open Access Journals (Sweden)

    Adriano Pereira Lucas

    2016-04-01

    Full Text Available The aim of this study was to compare the kinematic characteristics of tennis matches between red clay and hard courts in young tennis players. Eight young tennis players performed two tennis matches on different court surfaces. The match activities were monitored using GPS units. The distance covered in different velocity ranges and the number of accelerations were analyzed. The paired t test and inference based on magnitudes were used to compare the match physical performance between groups. The total distance (24% of difference, high-intensity running distance (15 - 18 km/h (30% of difference, the number of high-intensity activities (44% of difference, the body load (1% of difference, and accelerations >1.5 g (1.5-2 g and >2 g 7.8 and 8.1 % of difference, respectively were significantly greater in clay court than hard court matches (p 1.5 g were possibly higher than on the hard court.

  19. Increasing Physical Activity among Adults with Disabilities: Doctors Can Play a Key Role

    Centers for Disease Control (CDC) Podcasts

    2014-04-22

    In this podcast, Dr. Dianna Carroll, a senior health scientist with CDC’s Division of Human Development and Disability, talks about the role of doctors and other health professionals in increasing physical activity among adults with disabilities.  Created: 4/22/2014 by National Center on Birth Defects and Developmental Disabilities (NCBDDD).   Date Released: 5/7/2014.

  20. Cell fusion in osteoclasts plays a critical role in controlling bone mass and osteoblastic activity

    International Nuclear Information System (INIS)

    Iwasaki, Ryotaro; Ninomiya, Ken; Miyamoto, Kana; Suzuki, Toru; Sato, Yuiko

    2008-01-01

    The balance between osteoclast and osteoblast activity is central for maintaining the integrity of bone homeostasis. Here we show that mice lacking dendritic cell specific transmembrane protein (DC-STAMP), an essential molecule for osteoclast cell-cell fusion, exhibited impaired bone resorption and upregulation of bone formation by osteoblasts, which do not express DC-STAMP, which led to increased bone mass. On the contrary, DC-STAMP over-expressing transgenic (DC-STAMP-Tg) mice under the control of an actin promoter showed significantly accelerated cell-cell fusion of osteoclasts and bone resorption, with decreased osteoblastic activity and bone mass. Bone resorption and formation are known to be regulated in a coupled manner, whereas DC-STAMP regulates bone homeostasis in an un-coupled manner. Thus our results indicate that inhibition of a single molecule provides both decreased osteoclast activity and increased bone formation by osteoblasts, thereby increasing bone mass in an un-coupled and a tissue specific manner.

  1. How Do You Play? A Comparison among Children Aged 4-10.

    Science.gov (United States)

    Delvecchio, Elisa; Li, Jian-Bin; Pazzagli, Chiara; Lis, Adriana; Mazzeschi, Claudia

    2016-01-01

    Pretend play has a central role for children's development and psychological well-being. However, there is a paucity of standardized and valid measures specifically devoted to assess the core domains involved in play activities in preschool and primary school children. The Affect in Play Scale-Preschool (4-5 years) and the Affect in Play Scale-Preschool Extended Version (6-10 years) are semi-structured parallel tools designed to explore child's cognitive and affective processes using a standardized play task. The current study administered this 5-min play task to 538 Italian children aged 4-10. The purposes were to compare play abilities in boys vs. girls and in preschool vs. primary school children, to correlate pretend play with divergent thinking and to evaluate the structural validity of the measure along the considered age span. No differences, excepting for Organization, were found between boys and girls, whereas school age children reported higher play abilities then the younger ones. External validity was assessed using correlational analysis with the divergent thinking task (the Alternate Uses Test) for preschoolers and primary school-aged children, in line with findings from Manova. Construct validity, assessed through the Confirmatory Factor Analysis, showed good fits for the two-factor model with cognitive and affective factor for both the Affect in Play Scale-Preschool and its Extended Version. A multi-group factor analysis suggested a partial invariance of the two-factor model across preschool (4-5 years old) and primary school-aged (6-10 years old) children. Results supported the use of the Affect in Play Scale-Preschool and its Extended Version as adequate measures to assess the interplay of cognitive and affective skills in preschool and school age children. The discussion highlights clinical and research implications linked to the possibility to have a unique play task able to assess child's affective and cognitive abilities throughout a quite

  2. Active Play in After-school Programmes: development of an intervention and description of a matched-pair cluster-randomised trial assessing physical activity play in after-school programmes.

    Science.gov (United States)

    Riiser, Kirsti; Helseth, Sølvi; Ellingsen, Hanna; Fallang, Bjørg; Løndal, Knut

    2017-08-04

    Interventions delivered in after-school programmes (ASPs) have the potential to become a means of ensuring adequate physical activity among schoolchildren. This requires a motivational climate, allowing for self-determined play. If trained, ASP staff may represent a valuable resource for supporting such play. Increasing knowledge and supportive skills among ASP staff may also potentially increase their motivation for work. The purpose of this article is to describe the development of the 'Active Play in ASP' intervention, which aims to promote physical activity among first graders attending ASP, and to present a protocol for a matched-pair cluster-randomised trial to evaluate the intervention. Informed by experiences from practice, evidence-based knowledge and theory, the intervention was developed in a stepwise process including focus group meetings and a small-scale pilot test. The intervention contains a course programme for ASP staff to increase their skills in how to support physical activity through play. In a cluster randomised controlled trial, the ASPs will be matched and randomly allocated to receive the 7-month intervention or to a control group. Outcomes will be assessed at baseline, after 7 and 19 months. First graders attending the ASPs included are eligible. The primary outcome will be accelerometer-determined minutes in moderate to vigorous physical activity in the ASP. The study uses a mixed methods approach including observations and interviews to provide rich descriptions of the concept of children's physical activity in ASP. Moreover, the trial will assess whether the ASP staff benefits from participation in the intervention in terms of increased work motivation. Lastly, process evaluations of programme fidelity, satisfaction and suggestions on improvement will be performed. The study is approved by the Data Protection Official for Research (reference no 46008). Results will be presented in conferences and peer-reviewed journals. Clinical Trials

  3. GTPase activity plays a key role in the pathobiology of LRRK2.

    Directory of Open Access Journals (Sweden)

    Yulan Xiong

    2010-04-01

    Full Text Available Mutations in the leucine-rich repeat kinase 2 (LRRK2 gene are associated with late-onset, autosomal-dominant, familial Parkinson's disease (PD and also contribute to sporadic disease. The LRRK2 gene encodes a large protein with multiple domains, including functional Roc GTPase and protein kinase domains. Mutations in LRRK2 most likely cause disease through a toxic gain-of-function mechanism. The expression of human LRRK2 variants in cultured primary neurons induces toxicity that is dependent on intact GTP binding or kinase activities. However, the mechanism(s underlying LRRK2-induced neuronal toxicity is poorly understood, and the contribution of GTPase and/or kinase activity to LRRK2 pathobiology is not well defined. To explore the pathobiology of LRRK2, we have developed a model of LRRK2 cytotoxicity in the baker's yeast Saccharomyces cerevisiae. Protein domain analysis in this model reveals that expression of GTPase domain-containing fragments of human LRRK2 are toxic. LRRK2 toxicity in yeast can be modulated by altering GTPase activity and is closely associated with defects in endocytic vesicular trafficking and autophagy. These truncated LRRK2 variants induce similar toxicity in both yeast and primary neuronal models and cause similar vesicular defects in yeast as full-length LRRK2 causes in primary neurons. The toxicity induced by truncated LRRK2 variants in yeast acts through a mechanism distinct from toxicity induced by human alpha-synuclein. A genome-wide genetic screen identified modifiers of LRRK2-induced toxicity in yeast including components of vesicular trafficking pathways, which can also modulate the trafficking defects caused by expression of truncated LRRK2 variants. Our results provide insight into the basic pathobiology of LRRK2 and suggest that the GTPase domain may contribute to the toxicity of LRRK2. These findings may guide future therapeutic strategies aimed at attenuating LRRK2-mediated neurodegeneration.

  4. What role do study and research activities play in the relation between research and education?

    DEFF Research Database (Denmark)

    Jessen, Britta Eyrich

    2015-01-01

    This paper presents a study organising the teaching of exponential functions in an attempt to re-establish a connection be- tween research and education (or school mathematics) based on the anthropological theory of the didactics (ATD). The teaching aims at students developing new knowledge like...... scholarly knowledge, which is developed from open-ended questions and is justified by mathematical argumentation. The design is based on research and study activities and requirements for upper secondary mathematics in Denmark. In this study the emphasis is put on the media-milieu dialectics and how...

  5. Hands-On Surgical Training Workshop: an Active Role-Playing Patient Education for Adolescents.

    Science.gov (United States)

    Wongkietkachorn, Apinut; Boonyawong, Pangpoom; Rhunsiri, Peera; Tantiphlachiva, Kasaya

    2017-09-01

    Most patient education involves passive learning. To improve patient education regarding surgery, an active learning workshop-based teaching method is proposed. The objective of this study was to assess level of patient surgical knowledge, achievement of workshop learning objectives, patient apprehension about future surgery, and participant workshop satisfaction after completing a surgical training workshop. A four-station workshop (surgical scrub, surgical suture, laparoscopic surgery, and robotic surgery) was developed to teach four important components of the surgical process. Healthy, surgery-naive adolescents were enrolled to attend this 1-h workshop-based training program. Training received by participants was technically and procedurally identical to training received by actual surgeons. Pre- and post-workshop questionnaires were used to assess learning outcomes. There were 1312 participants, with a mean age 15.9 ± 1.1 years and a gender breakdown of 303 males and 1009 females. For surgical knowledge, mean pre-workshop and post-workshop scores were 6.1 ± 1.5 and 7.5 ± 1.5 (out of 10 points), respectively (p workshop satisfaction scores were all higher than 4.5. Active, hands-on patient education is an effective way to improve understanding of surgery-related processes. This teaching method may also decrease apprehension that patients or potential patients harbor regarding a future surgical procedure.

  6. Autocrine abscisic acid plays a key role in quartz-induced macrophage activation.

    Science.gov (United States)

    Magnone, Mirko; Sturla, Laura; Jacchetti, Emanuela; Scarfì, Sonia; Bruzzone, Santina; Usai, Cesare; Guida, Lucrezia; Salis, Annalisa; Damonte, Gianluca; De Flora, Antonio; Zocchi, Elena

    2012-03-01

    Inhalation of quartz induces silicosis, a lung disease where alveolar macrophages release inflammatory mediators, including prostaglandin-E(2) (PGE(2)) and tumor necrosis factor α (TNF-α). Here we report the pivotal role of abscisic acid (ABA), a recently discovered human inflammatory hormone, in silica-induced activation of murine RAW264.7 macrophages and of rat alveolar macrophages (AMs). Stimulation of both RAW264.7 cells and AMs with quartz induced a significant increase of ABA release (5- and 10-fold, respectively), compared to untreated cells. In RAW264.7 cells, autocrine ABA released after quartz stimulation sequentially activates the plasma membrane receptor LANCL2 and NADPH oxidase, generating a Ca(2+) influx resulting in NFκ B nuclear translocation and PGE(2) and TNF-α release (3-, 2-, and 3.5-fold increase, respectively, compared to control, unstimulated cells). Quartz-stimulated RAW264.7 cells silenced for LANCL2 or preincubated with a monoclonal antibody against ABA show an almost complete inhibition of NFκ B nuclear translocation and PGE(2) and TNF-α release compared to controls electroporated with a scramble oligonucleotide or preincubated with an unrelated antibody. AMs showed similar early and late ABA-induced responses as RAW264.7 cells. These findings identify ABA and LANCL2 as key mediators in quartz-induced inflammation, providing possible new targets for antisilicotic therapy.

  7. Fibronectin-degrading activity of Trypanosoma cruzi cysteine proteinase plays a role in host cell invasion.

    Science.gov (United States)

    Maeda, Fernando Yukio; Cortez, Cristian; Izidoro, Mario Augusto; Juliano, Luiz; Yoshida, Nobuko

    2014-12-01

    Trypanosoma cruzi, the agent of Chagas disease, binds to diverse extracellular matrix proteins. Such an ability prevails in the parasite forms that circulate in the bloodstream and contributes to host cell invasion. Whether this also applies to the insect-stage metacyclic trypomastigotes, the developmental forms that initiate infection in the mammalian host, is not clear. Using T. cruzi CL strain metacyclic forms, we investigated whether fibronectin bound to the parasites and affected target cell invasion. Fibronectin present in cell culture medium bound to metacyclic forms and was digested by cruzipain, the major T. cruzi cysteine proteinase. G strain, with negligible cruzipain activity, displayed a minimal fibronectin-degrading effect. Binding to fibronectin was mediated by gp82, the metacyclic stage-specific surface molecule implicated in parasite internalization. When exogenous fibronectin was present at concentrations higher than cruzipain can properly digest, or fibronectin expression was stimulated by treatment of epithelial HeLa cells with transforming growth factor beta, the parasite invasion was reduced. Treatment of HeLa cells with purified recombinant cruzipain increased parasite internalization, whereas the treatment of parasites with cysteine proteinase inhibitor had the opposite effect. Metacyclic trypomastigote entry into HeLa cells was not affected by anti-β1 integrin antibody but was inhibited by anti-fibronectin antibody. Overall, our results have indicated that the cysteine proteinase of T. cruzi metacyclic forms, through its fibronectin-degrading activity, is implicated in host cell invasion. Copyright © 2014, American Society for Microbiology. All Rights Reserved.

  8. Plasmodium falciparum Adhesins Play an Essential Role in Signalling and Activation of Invasion into Human Erythrocytes.

    Directory of Open Access Journals (Sweden)

    Wai-Hong Tham

    2015-12-01

    Full Text Available The most severe form of malaria in humans is caused by the protozoan parasite Plasmodium falciparum. The invasive form of malaria parasites is termed a merozoite and it employs an array of parasite proteins that bind to the host cell to mediate invasion. In Plasmodium falciparum, the erythrocyte binding-like (EBL and reticulocyte binding-like (Rh protein families are responsible for binding to specific erythrocyte receptors for invasion and mediating signalling events that initiate active entry of the malaria parasite. Here we have addressed the role of the cytoplasmic tails of these proteins in activating merozoite invasion after receptor engagement. We show that the cytoplasmic domains of these type 1 membrane proteins are phosphorylated in vitro. Depletion of PfCK2, a kinase implicated to phosphorylate these cytoplasmic tails, blocks P. falciparum invasion of red blood cells. We identify the crucial residues within the PfRh4 cytoplasmic domain that are required for successful parasite invasion. Live cell imaging of merozoites from these transgenic mutants show they attach but do not penetrate erythrocytes implying the PfRh4 cytoplasmic tail conveys signals important for the successful completion of the invasion process.

  9. Does adenosine deaminase activity play a role in the early diagnosis of ectopic pregnancy?

    Science.gov (United States)

    Turkmen, G G; Karçaaltıncaba, D; Isık, H; Fidancı, V; Kaayalp, D; Tımur, H; Batıoglu, S

    2016-01-01

    Early diagnosis of ectopic pregnancy (EP) is important due to life-threatening consequences in the first trimester of pregnancy. In this study we aimed to investigate the role of adenosine deaminase (ADA) activity in the prediction of EP. Forty-one patients with unruptured ectopic pregnancy comprised the case group and forty-two first trimester pregnant women with shown foetal heart beating in ultrasound comprised the control group. The mean ADA level in EP (10.9 ± 3.0 IU/L) was higher than that in control group (9.2 ± 3.6 IU/L) (p = 0.018). Receiver operating characteristics or ROC curve identified ADA value of 10.95 IU/L as optimal threshold for the prediction of EP with 56% sensitivity and 67% specificity. High ADA levels are valuable in the early diagnosis of EP. However more comprehensive studies are required.

  10. Playful Literacy

    DEFF Research Database (Denmark)

    Froes, Isabel

    these practices, which compose the taxonomy of tablet play. My contribution lies in identifying and proposing a series of theoretical concepts that complement recent theories related to play and digital literacy studies. The data collected through observations informed some noteworthy aspects, including how...... vocabulary in children’s digital play experiences. These early digital experiences set the rules for the playgrounds and assert digital tablets as twenty-first-century toys, shaping young children’s playful literacy....

  11. Activity profiles of professional soccer, rugby league and Australian football match play.

    Science.gov (United States)

    Varley, Matthew C; Gabbett, Tim; Aughey, Robert J

    2014-12-01

    Abstract We compared the match activity profiles of elite footballers from Australian football (AF), rugby league (RL) and soccer (SOC), using identical movement definitions. Ninety-four elite footballers from AF, RL or SOC clubs in Australia participated in this study. Movement data were collected using a 5-Hz global positioning system from matches during the 2008-2011 competitive seasons, including measures of velocity, distance, acceleration and bouts of repeat sprints (RS). Australian footballers covered the greatest relative running distances (129 ± 17 m.min -1 ) compared to RL (97 ± 16 m.min -1 ) and SOC (104 ± 10 m.min -1 ) (effect size [ES]; 1.0-2.8). The relative distance covered (4.92 ± 2.10 m.min -1 vs. 5.42 ± 2.49 m.min -1 ; 0.74 ± 0.78 m.min -1 vs. 0.97 ± 0.80 m.min -1 ) and the number of high-velocity running (0.4 ± 0.2 no.min -1 vs. 0.4 ± 0.2 no.min -1 ) and sprint (0.06 ± 0.06 no.min -1 vs. 0.08 ± 0.07 no.min -1 ) efforts between RL and SOC players were similar (ES; 0.1-0.3). Rugby league players undertook the highest relative number of accelerations (1.10 ± 0.56 no.min -1 ). RS bouts were uncommon for all codes. RL and SOC players perform less running than AF players, possibly due to limited open space as a consequence of field size and code specific rules. While training in football should be code specific, there may be some transference of conditioning drills across codes.

  12. Playful Membership

    DEFF Research Database (Denmark)

    Åkerstrøm Andersen, Niels; Pors, Justine Grønbæk

    2014-01-01

    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...

  13. 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…

  14. (Steering) interactive play behavior

    NARCIS (Netherlands)

    van Delden, Robertus Wilhelmus

    2017-01-01

    Play is a powerful means to have an impact on the cognitive, social-emotional, and/or motor skills development. The introduction of technology brings new possibilities to provide engaging and entertaining whole-body play activities. Technology mediates the play activities and in this way changes how

  15. Activity Profiles and Physiological Responses of Representative Tag Football Players in Relation to Playing Position and Physical Fitness

    Science.gov (United States)

    2015-01-01

    This study determined the physical fitness, match-activity profiles and physiological responses of representative tag football players and examined the relationship between physical fitness and the match-activity profile. Microtechnology devices and heart rate (HR) chest straps were used to determine the match-activity profiles of sixteen tag football players for five matches during the 2014 Australian National Championships. The relationships between lower body muscular power, straight line running speed and Yo-Yo intermittent recovery test level 2 (Yo-Yo IR2) and the match-activity profile were examined using Pearson’s correlation coefficients. Outside players had greater lower body muscular power (ES = 0.98) and straight line running speed (ES = 1.03–1.18) than inside players, and also covered greater very high-speed running (VHSR) distance/min (ES = 0.67) and reached higher peak running speeds (ES = 0.95) during matches. Inside and outside players performed a similar number of repeated high-intensity effort (RHIE) bouts and reported similar mean and maximum efforts per RHIE bout. However, there were differences between playing positions for mean and maximal RHIE effort durations (ES = 0.69–1.15) and mean RHIE bout recovery (ES = 0.56). Inside and outside players also reported small to moderate differences (ES = 0.43–0.80) for times spent in each HR zone. There were a number of moderate to very large correlations between physical fitness measures and match-activity profile variables. This study found lower body muscular power, straight line running speed and Yo-Yo IR2 to be related to the match-activities of representative tag football players, although differences between inside and outside players suggest that athlete testing and training practices should be modified for different playing positions. PMID:26642320

  16. Will Nintendo "Wii Fit" Get You Fit? An Evaluation of the Energy Expenditure from Active-Play Videogames.

    Science.gov (United States)

    Xian, Ying; Kakinami, Lisa; Peterson, Eric D; Mustian, Karen M; Fernandez, I Diana

    2014-04-01

    This study aimed to determine whether Nintendo(®) (Redmond, WA) "Wii Fit™" games can help individuals meet physical activity recommendations. Thirty young healthy volunteers were recruited for this randomized crossover study to evaluate the energy expenditure associated with (1) a 30-minute "Wii Fit Free Run," (2) three 10-minute bouts of "Wii Fit" aerobic games ("Rhythm Boxing," "Super Hula Hoop," and "Advanced Steps"), and (3) 30-minute treadmill running/walking. Energy expenditure was measured by indirect calorimetry using breath-by-breath analyses of O2 consumption and CO2 production. The "Wii Fit" conditions produced a moderate exercise intensity (5.0, 4.1, 3.9, and 3.8 metabolic equivalents [METs] in "Free Run," "Rhythm Boxing," "Super Hula Hoop," and "Advanced Steps"), whereas the treadmill running/walking produced a vigorous exercise intensity (METs=8.0). Based on federal guidelines, an individual could achieve the minimum weekly goal of 500 MET-minutes by playing selected "Wii Fit" aerobics games for 20-26 minutes a day, 5 days a week. Although not as vigorous as the treadmill, active-play videogames such as "Wii Fit" may provide an alternative way to encourage exercise and increase adoption and adherence to the physical activity guidelines.

  17. Birth on the Playground: Boys' Experiences Playing with Gender ...

    African Journals Online (AJOL)

    Using a phenomenological approach, the purpose of this research was to explore the meaning of young children's gender and identity play, and the experiences they take to form their identity in the early childhood setting. During the course of the study I drew meanings from the boys' pretend playing pregnancy and gender ...

  18. 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....

  19. 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...

  20. 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....

  1. 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...

  2. Actin polymerization plays a significant role in asbestos-induced inflammasome activation in mesothelial cells in vitro.

    Science.gov (United States)

    MacPherson, Maximilian; Westbom, Catherine; Kogan, Helen; Shukla, Arti

    2017-05-01

    Asbestos exposure leads to malignant mesothelioma (MM), a deadly neoplasm of mesothelial cells of various locations. Although there is no doubt about the role of asbestos in MM tumorigenesis, mechanisms are still not well explored. Recently, our group demonstrated that asbestos causes inflammasome priming and activation in mesothelial cells, which in part is dependent on oxidative stress. Our current study sheds light on yet another mechanism of inflammasome activation by asbestos. Here we show the role of actin polymerization in asbestos-induced activation of the nod-like receptor pyrin domain-containing protein 3 (NLRP3) inflammasome. Using human mesothelial cells, we first demonstrate that asbestos and carbon nanotubes induced caspase-1 activation and high-mobility group box 1, interleukin 1 beta and interleukin 18 secretion was blocked by Cytochalasin D (Cyto D) an actin polymerization inhibitor. Next, to understand the mechanism, we assessed whether phagocytosis of fibers by mesothelial cells is affected by actin polymerization inhibition. Transmission electron microscopy showed the inhibition of fiber uptake by mesothelial cells in the presence of Cyto D. Furthermore, localization of components of the inflammasome, apoptotic speck-like protein containing a CARD domain (ASC) and NLRP3, to the perinuclear space in mitochondria or endoplasmic reticulum in response to fiber exposure was also interrupted in the presence of Cyto D. Taken together, our studies suggest that actin polymerization plays important roles in inflammasome activation by fibers via regulation of phagocytosis and/or spatial localization of inflammasome components.

  3. Playful Organizations

    DEFF Research Database (Denmark)

    Pors, Justine Grønbæk; Åkerstrøm Andersen, Niels

    2015-01-01

    This article explores how organisational play becomes a managerial tool to increase and benefit from undecidability. The article draws on Niklas Luhmann's concept of decision and on Gregory Bateson's theory of play to create a conceptual framework for analysing the relation between decision and u...

  4. The significance of the tactical training of volleyball players of different skill levels in their play activities

    Directory of Open Access Journals (Sweden)

    B.O. Artemenko

    2014-01-01

    Full Text Available Purpose : To determine the features of tactical thinking volleyball players of different skill levels and the importance of this function during their competitive activities. Material and methods : the study involved in 28 different sports categories players aged 17-34 years. Used interactive methods «Volleyball-Test». Results: revealed that the level of masters of sports players had values at 64.22 % - tactical thinking in the attack, and 59.46 % - tactical thinking in defense. Accordingly - Candidate Master of Sports (42.24 % and 40.19 % and players Ι-ΙΙΙ bits (34.44 % and 28.89 %. The dependence of the quality of players in competitive activity level masters of sports of tactical thinking in the attack at r = 0,66, and to protect r = 0,54. As appointed a relationship as competitive activities and tactical thinking of attacking r = 0,58. The player Ι-ΙΙΙ bits of data dependencies as competitive activities of tactical training have been identified. Conclusions : The set features suggest the development of tactical thinking in sports games acquiring playing experience of the players.

  5. Endocardial focal activation originating from Purkinje fibers plays a role in the maintenance of long duration ventricular fibrillation.

    Science.gov (United States)

    Lin, Changjian; Jin, Qi; Zhang, Ning; Zhou, Jian; Pang, Yang; Xin, Yangxun; Liu, Shaohua; Wu, Qiong; Wu, Liqun

    2014-04-01

    To determine the role of repetitive endocardial focal activations and Purkinje fibers in the maintenance of long duration ventricular fibrillation (LDVF, VF>1 minute) in canine hearts in vivo. The study was conducted in electrophysiological laboratory of Shanghai Ruijin hospital from July 2010 to August 2012. A 64-electrode basket was introduced through a carotid artery into the left ventricle (LV) of 11 beagle dogs for global endocardial electrical mapping. In the Lugol's solution group (n=5), the subendocardium was ablated by washing with Lugol's solution. In the control group, (n=6) saline was used for ablation. Before and after saline or Lugol ablation, we determined QRS duration and QT/QTc interval in sinus rhythm (SR). We also measured the activation rates in the first 2 seconds of each minute during 7 minutes of VF for each group. If VF terminated spontaneously in less than 7 minutes, the VF segments used in activation rate analysis were reduced accordingly. At the beginning of VF there was no difference between the groups in the activation rate. However, after 1 minute of LDVF the Lugol's solution group had significantly slower activation rate than the control group. In the control group, all episodes of LDVF (6/6) were successfully sustained for 7 minutes, while in the Lugol's solution group 4/5 episodes of LDVF spontaneously terminated before 7 minutes (4.8±1.4 minutes) (P=0.015). In the control group, at 5.1±1.3 minutes of LDVF, a successive, highly organized focal LV endocardial activation pattern was observed. During this period, activations partly arose in PF and spread to the working ventricular myocardium. Mapping analysis showed that these events were consistent with repetitive endocardial focal activations. No evidence of similar focal activations was observed in the Lugol's solution group. Repetitive endocardial focal activations in the LV endocardium may be associated with activation of subendocardial PFs. This mechanism may play an important

  6. Just watching the game ain’t enough: Striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing

    Directory of Open Access Journals (Sweden)

    Jari eKätsyri

    2013-06-01

    Full Text Available Although the multimodal stimulation provided by modern audiovisual video games is pleasing by itself, the rewarding nature of video game playing depends critically also on the players’ active engagement in the gameplay. The extent to which active engagement influences dopaminergic brain reward circuit responses remains unsettled. Here we show that striatal reward circuit responses elicited by successes (wins and failures (losses in a video game are stronger during active than vicarious gameplay. Eleven healthy males both played a competitive first-person tank shooter game (active playing and watched a pre-recorded gameplay video (vicarious playing while their hemodynamic brain activation was measured with 3-tesla functional magnetic resonance imaging (fMRI. Wins and losses were paired with symmetrical monetary rewards and punishments during active and vicarious playing so that the external reward context remained identical during both conditions. Brain activation was stronger in the orbitomedial prefrontal cortex (omPFC during winning than losing, both during active and vicarious playing conditions. In contrast, both wins and losses suppressed activations in the midbrain and striatum during active playing; however, the striatal suppression, particularly in the anterior putamen, was more pronounced during loss than win events. Sensorimotor confounds related to joystick movements did not account for the results. Self-ratings indicated losing to be more unpleasant during active than vicarious playing. Our findings demonstrate striatum to be selectively sensitive to self-acquired rewards, in contrast to frontal components of the reward circuit that process both self-acquired and passively received rewards. We propose that the striatal responses to repeated acquisition of rewards that are contingent on game related successes contribute to the motivational pull of video-game playing.

  7. Just watching the game ain't enough: striatal fMRI reward responses to successes and failures in a video game during active and vicarious playing.

    Science.gov (United States)

    Kätsyri, Jari; Hari, Riitta; Ravaja, Niklas; Nummenmaa, Lauri

    2013-01-01

    Although the multimodal stimulation provided by modern audiovisual video games is pleasing by itself, the rewarding nature of video game playing depends critically also on the players' active engagement in the gameplay. The extent to which active engagement influences dopaminergic brain reward circuit responses remains unsettled. Here we show that striatal reward circuit responses elicited by successes (wins) and failures (losses) in a video game are stronger during active than vicarious gameplay. Eleven healthy males both played a competitive first-person tank shooter game (active playing) and watched a pre-recorded gameplay video (vicarious playing) while their hemodynamic brain activation was measured with 3-tesla functional magnetic resonance imaging (fMRI). Wins and losses were paired with symmetrical monetary rewards and punishments during active and vicarious playing so that the external reward context remained identical during both conditions. Brain activation was stronger in the orbitomedial prefrontal cortex (omPFC) during winning than losing, both during active and vicarious playing. In contrast, both wins and losses suppressed activations in the midbrain and striatum during active playing; however, the striatal suppression, particularly in the anterior putamen, was more pronounced during loss than win events. Sensorimotor confounds related to joystick movements did not account for the results. Self-ratings indicated losing to be more unpleasant during active than vicarious playing. Our findings demonstrate striatum to be selectively sensitive to self-acquired rewards, in contrast to frontal components of the reward circuit that process both self-acquired and passively received rewards. We propose that the striatal responses to repeated acquisition of rewards that are contingent on game related successes contribute to the motivational pull of video-game playing.

  8. 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...... the future of public libraries, especially in relation to children as a particular user group. This paper explores play culture, and takes a stance especially in the project ‘Families at play in the library’, but also in experiences from related projects. The focus is on families playing together...... 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...

  9. Lean adolescents achieve higher intensities but not higher energy expenditure while playing active video games compared with obese ones.

    Science.gov (United States)

    Chaput, J P; Genin, P M; Le Moel, B; Pereira, B; Boirie, Y; Duclos, M; Thivel, D

    2016-04-01

    While decreased physical activity and increased sedentary behaviours are incriminated for their role in the progression of obesity, active video games (AVG) may offer a new alternative to increase energy expenditure in youth. This study is the first to examine the effect of a 1-h AVG play on lean and obese adolescents' energy expenditure. Body composition and aerobic fitness were assessed in 19 obese and 12 lean adolescent boys (12-15 years old). Participants performed a 1-h AVG session (Kinect Sports technology) while wearing a portable indirect calorimeter (K4b2) to assess their energy expenditure and heart rate. Body weight (91.0 ± 9.5 vs. 58.5 ± 12.4 kg), body mass index (32.2 ± 3.1 vs. 20.3 ± 1.6 kg m(-2) ) and body fat (38.1 ± 2.7 vs. 13.4 ± 3.9%) were significantly higher in obese adolescents (P obese (P obese adolescent boys experienced similar energy expenditure relative to their body size during a 1-h Kinect AVG session, lean adolescents spent more time in moderate-to-vigorous physical activity. © 2015 World Obesity.

  10. 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 this chapter we explore play as a structure to support visitor learning, drawing from international research in museums and interaction design. Specifically, we explore four aspects of play first proposed by Huizinga (2002) — the ‘free-choice’ aspect of play, play as distinct from ‘real life,’ play...... as an ordering structure, and the role of play in bridging communities. We argue that play provides museums with ready-made structures and concepts which help them plan for visitor learning....

  11. Analysis of playing activity of footballers 19-21-years-old age in the leading commands of Europe.

    Directory of Open Access Journals (Sweden)

    Nikolaenko V.V.

    2012-10-01

    Full Text Available Competition activity of footballers is considered 19-21-years-old age in the professional commands of Europe. For research it was served as information normatively-legal documents of Federations of football of leading European championships (request letters and protocols of matches. In research it was necessary to be attached to the construction of the statistical groupings, that allowed to analyse in a dynamics playing activity of footballers on the stage of training to higher achievements. Influence of the competition loadings is appraised on the organism of sportsmen. Participating of sportsmen of this age is set in compositions of professional commands - leaders of rating of UEFA. It is set that the basic failing in preparation of the Ukrainian young footballers is surplus pursuit after a result and accent on physical preparation. It gives advantage above other commands which work above the technique of game (Holland, Germany, Spain in youth football. However, when players from youth football pass to the grown man, results sharply fall and felt substantial blanks in individual technical preparedness.

  12. Playing facilitator

    DEFF Research Database (Denmark)

    Houmøller, Ellen; Marchetti, Emanuela

    2015-01-01

    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......t: This paper presents reflections on the role of teachers as facilitators, in a context of role-play targeting learning of design thinking skills. Our study was conducted according to the method of visual ethnography. We acted as facilitators for 50 students through the yearly six-day competitive...... 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...

  13. 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...... 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....

  14. Urokinase-type plasminogen activator receptor plays a role in neutrophil migration during lipopolysaccharide-induced peritoneal inflammation but not during Escherichia coli-induced peritonitis

    NARCIS (Netherlands)

    Renckens, Rosemarijn; Roelofs, Joris J. T. H.; Florquin, Sandrine; van der Poll, Tom

    2006-01-01

    BACKGROUND: Urokinase-type plasminogen activator receptor (uPAR) is expressed on many different cells, including leukocytes. uPAR has been implicated to play a role in neutrophil migration to sites of inflammation. METHODS: To determine the role that uPAR plays in neutrophil recruitment in response

  15. Arabidopsis ABI5 plays a role in regulating ROS homeostasis by activating CATALASE 1 transcription in seed germination.

    Science.gov (United States)

    Bi, Chao; Ma, Yu; Wu, Zhen; Yu, Yong-Tao; Liang, Shan; Lu, Kai; Wang, Xiao-Fang

    2017-05-01

    It has been known that ABA INSENSITIVE 5 (ABI5) plays a vital role in regulating seed germination. In the present study, we showed that inhibition of the catalase activity with 3-amino-1,2,4-triazole (3-AT) inhibits seed germination of Col-0, abi5 mutants and ABI5-overexpression transgenic lines. Compared with Col-0, the seeds of abi5 mutants showed more sensitive to 3-AT during seed germination, while the seeds of ABI5-overexpression transgenic lines showed more insensitive. H 2 O 2 showed the same effect on seed germination of Col-0, abi5 mutants and ABI5-overexpression transgenic lines as 3-AT. These results suggest that ROS is involved in the seed germination mediated by ABI5. Further, we observed that T-DNA insertion mutants of the three catalase members in Arabidopsis displayed 3-AT-insensitive or -hypersensitive phenotypes during seed germination, suggesting that these catalase members regulate ROS homeostasis in a highly complex way. ABI5 affects reactive oxygen species (ROS) homeostasis by affecting CATALASE expression and catalase activity. Furthermore, we showed that ABI5 directly binds to the CAT1 promoter and activates CAT1 expression. Genetic evidence supports the idea that CAT1 functions downstream of ABI5 in ROS signaling during seed germination. RNA-sequencing analysis indicates that the transcription of the genes involved in ROS metabolic process or genes responsive to ROS stress is impaired in abi5-1 seeds. Additionally, expression changes in some genes correlative to seed germination were showed due to the change in ABI5 expression under 3-AT treatment. Together, all the findings suggest that ABI5 regulates seed germination at least partly by affecting ROS homeostasis.

  16. 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…

  17. 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...

  18. A Case Study: Analyzing City Vitality with Four Pillars of Activity-Live, Work, Shop, and Play.

    Science.gov (United States)

    Griffin, Matt; Nordstrom, Blake W; Scholes, Jon; Joncas, Kate; Gordon, Patrick; Krivenko, Elliott; Haynes, Winston; Higdon, Roger; Stewart, Elizabeth; Kolker, Natali; Montague, Elizabeth; Kolker, Eugene

    2016-03-01

    This case study evaluates and tracks vitality of a city (Seattle), based on a data-driven approach, using strategic, robust, and sustainable metrics. This case study was collaboratively conducted by the Downtown Seattle Association (DSA) and CDO Analytics teams. The DSA is a nonprofit organization focused on making the city of Seattle and its Downtown a healthy and vibrant place to Live, Work, Shop, and Play. DSA primarily operates through public policy advocacy, community and business development, and marketing. In 2010, the organization turned to CDO Analytics ( cdoanalytics.org ) to develop a process that can guide and strategically focus DSA efforts and resources for maximal benefit to the city of Seattle and its Downtown. CDO Analytics was asked to develop clear, easily understood, and robust metrics for a baseline evaluation of the health of the city, as well as for ongoing monitoring and comparisons of the vitality, sustainability, and growth. The DSA and CDO Analytics teams strategized on how to effectively assess and track the vitality of Seattle and its Downtown. The two teams filtered a variety of data sources, and evaluated the veracity of multiple diverse metrics. This iterative process resulted in the development of a small number of strategic, simple, reliable, and sustainable metrics across four pillars of activity: Live, Work, Shop, and Play. Data during the 5 years before 2010 were used for the development of the metrics and model and its training, and data during the 5 years from 2010 and on were used for testing and validation. This work enabled DSA to routinely track these strategic metrics, use them to monitor the vitality of Downtown Seattle, prioritize improvements, and identify new value-added programs. As a result, the four-pillar approach became an integral part of the data-driven decision-making and execution of the Seattle community's improvement activities. The approach described in this case study is actionable, robust, inexpensive

  19. Metabolic Thresholds and Validated Accelerometer Cutoff Points for the Actigraph GT1M in Young Children Based on Measurements of Locomotion and Play Activities

    Science.gov (United States)

    Jimmy, Gerda; Dossegger, Alain; Seiler, Roland; Mader, Urs

    2012-01-01

    The purpose of the current study was to determine metabolic thresholds and subsequent activity intensity cutoff points for the ActiGraph GT1M with various epochs spanning from 5 to 60 sec in young children. Twenty-two children, aged 4 to 9 years, performed 10 different activities including locomotion and play activities. Energy expenditure was…

  20. Suspected motor problems and low preference for active play in childhood are associated with physical inactivity and low fitness in adolescence.

    Science.gov (United States)

    Kantomaa, Marko T; Purtsi, Jarno; Taanila, Anja M; Remes, Jouko; Viholainen, Helena; Rintala, Pauli; Ahonen, Timo; Tammelin, Tuija H

    2011-01-18

    This prospective longitudinal study investigates whether suspected motor problems and low preference for active play in childhood are associated with physical inactivity and low cardiorespiratory fitness in adolescence. The study sample consisted of the Northern Finland Birth Cohort 1986 (NFBC 1986) composed of 5,767 children whose parents responded to a postal inquiry concerning their children's motor skills at age 8 years and who themselves reported their physical activity at age 16 years. Cardiorespiratory fitness was measured with a cycle ergometer test at age 16 years. Odds ratios (OR) and their 95% confidence intervals (95% CI) for the level of physical activity and fitness were obtained from multinomial logistic regression and adjusted for socio-economic position and body mass index. Low preference for active play in childhood was associated with physical inactivity (boys: OR 3.31, 95% CI 2.42-4.53; girls: OR 1.79, 95% CI 1.36-2.36) and low cardiorespiratory fitness (boys: OR 1.87, 95% CI 1.27-2.74; girls: OR 1.52, 95% CI 1.09-2.11) in adolescence. Suspected gross (OR 2.16, 95% CI 1.33-3.49) and fine (OR 1.88, 95% CI 1.35-2.60) motor problems were associated with physical inactivity among boys. Children with suspected motor problems and low preference for active play tended to have an even higher risk of physical inactivity in adolescence. Low preference for active play in childhood was associated with physical inactivity and low cardiorespiratory fitness in adolescence. Furthermore, children with suspected motor problems and low preference for active play tended to have an even higher risk of physical inactivity in adolescence. Identification of children who do not prefer active play and who have motor problems may allow targeted interventions to support their motor learning and participation in active play and thereby promote their physical activity and fitness in later life.

  1. Suspected motor problems and low preference for active play in childhood are associated with physical inactivity and low fitness in adolescence.

    Directory of Open Access Journals (Sweden)

    Marko T Kantomaa

    2011-01-01

    Full Text Available This prospective longitudinal study investigates whether suspected motor problems and low preference for active play in childhood are associated with physical inactivity and low cardiorespiratory fitness in adolescence.The study sample consisted of the Northern Finland Birth Cohort 1986 (NFBC 1986 composed of 5,767 children whose parents responded to a postal inquiry concerning their children's motor skills at age 8 years and who themselves reported their physical activity at age 16 years. Cardiorespiratory fitness was measured with a cycle ergometer test at age 16 years. Odds ratios (OR and their 95% confidence intervals (95% CI for the level of physical activity and fitness were obtained from multinomial logistic regression and adjusted for socio-economic position and body mass index. Low preference for active play in childhood was associated with physical inactivity (boys: OR 3.31, 95% CI 2.42-4.53; girls: OR 1.79, 95% CI 1.36-2.36 and low cardiorespiratory fitness (boys: OR 1.87, 95% CI 1.27-2.74; girls: OR 1.52, 95% CI 1.09-2.11 in adolescence. Suspected gross (OR 2.16, 95% CI 1.33-3.49 and fine (OR 1.88, 95% CI 1.35-2.60 motor problems were associated with physical inactivity among boys. Children with suspected motor problems and low preference for active play tended to have an even higher risk of physical inactivity in adolescence.Low preference for active play in childhood was associated with physical inactivity and low cardiorespiratory fitness in adolescence. Furthermore, children with suspected motor problems and low preference for active play tended to have an even higher risk of physical inactivity in adolescence. Identification of children who do not prefer active play and who have motor problems may allow targeted interventions to support their motor learning and participation in active play and thereby promote their physical activity and fitness in later life.

  2. The relation between children's constructive play activities, spatial ability, and mathematical word problem-solving performance: a mediation analysis in sixth-grade students.

    Science.gov (United States)

    Oostermeijer, Meike; Boonen, Anton J H; Jolles, Jelle

    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 performance on mathematical word problems is, however, not reported yet. The aim of the present study was to investigate whether spatial ability acted as a mediator in the relation between constructive play and mathematical word problem-solving performance in 128 sixth-grade elementary school children. This mediating role of spatial ability was tested by utilizing the current mediation approaches suggested by Preacher and Hayes (2008). Results showed that 38.16% of the variance in mathematical word problem-solving performance is explained by children's constructive play activities and spatial ability. More specifically, spatial ability acted as a partial mediator, explaining 31.58% of the relation between constructive play and mathematical word problem-solving performance.

  3. Role-play games, experiments, workshops, blog posts: how community activities in HEPEX contribute to advance hydrologic ensemble prediction

    Science.gov (United States)

    Ramos, Maria-Helena; Wetterhall, Fredrik; Wood, Andy; Wang, Qj; Pappenberger, Florian; Verkade, Jan

    2017-04-01

    Since 2004, HEPEX (Hydrologic Ensemble Prediction Experiment) has been fostering a community of researchers and practitioners around the world. Through the years, it has contributed to establish a more integrative view of hydrological forecasting, where data assimilation, hydro-meteorological modelling chains, post-processing techniques, expert knowledge, and decision support systems are connected to enhance operational systems and water management applications. Here we present the community activities in HEPEX that have contributed to strengthening this unfunded/volunteer effort for more than a decade. It includes the organization of workshops, conference sessions, testbeds and inter-comparison experiments. More recently, HEPEX has also prompted the development of several publicly available role-play games and, since 2013, it has been running a blog portal (www.hepex.org), which is used as an intersection point for members. Through this website, members can continuously share their research, make announcements, report on workshops, projects and meetings, and hear about related research and operational challenges. It also creates a platform for early career scientists to become increasingly involved in hydrological forecasting science and applications.

  4. The child play behavior and activity questionnaire: a parent-report measure of childhood gender-related behavior in China.

    Science.gov (United States)

    Yu, Lu; Winter, Sam; Xie, Dong

    2010-06-01

    Boys and girls establish relatively stable gender stereotyped behavior patterns by middle childhood. Parent-report questionnaires measuring children's gender-related behavior enable researchers to conduct large-scale screenings of community samples of children. For school-aged children, two parent-report instruments, the Child Game Participation Questionnaire (CGPQ) and the Child Behavior and Attitude Questionnaire (CBAQ), have long been used for measuring children's sex-dimorphic behaviors in Western societies, but few studies have been conducted using these measures for Chinese populations. The current study aimed to empirically examine and modify the two instruments for their applications to Chinese society. Parents of 486 Chinese boys and 417 Chinese girls (6-12 years old) completed a questionnaire comprising items from the CGPQ and CBAQ, and an additional 14 items specifically related to Chinese gender-specific games. Items revealing gender differences in a Chinese sample were identified and used to construct a Child Play Behavior and Activity Questionnaire (CPBAQ). Four new scales were generated through factor analysis: a Gender Scale, a Girl Typicality Scale, a Boy Typicality Scale, and a Cross-Gender Scale (CGS). These scales had satisfactory internal reliabilities and large effect sizes for gender. The CPBAQ is believed to be a promising instrument for measuring children's gender-related behavior in China.

  5. 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.

  6. Active play and screen time in US children aged 4 to 11 years in relation to sociodemographic and weight status characteristics: a nationally representative cross-sectional analysis

    Directory of Open Access Journals (Sweden)

    Must Aviva

    2008-10-01

    Full Text Available Abstract Background The high prevalence of childhood obesity underscores the importance of monitoring population trends in children's activity and screen time, and describing associations with child age, gender, race/ethnicity, and weight status. Our objective was to estimate the proportion of young children in the US who have low levels of active play or high levels of screen time, or who have both these behaviors, and to describe associations with age, gender, race/ethnicity, and weight status. Methods We analyzed data collected during the National Health and Nutrition Examination Surveys 2001–2004, a US nationally representative cross-sectional study. We studied 2964 children aged 4.00 to 11.99 years. Our main outcomes were reported weekly times that the child played or exercised hard enough to sweat or breathe hard (active play, daily hours the child watched television/videos, used computers, or played computer games (screen time, and the combination of low active play and high screen time. Low active play was defined as active play 6 times or less per week. High screen time was defined as more than 2 hours per day. We accounted for the complex survey design in analyses and report proportions and 95% confidence intervals. We used Wald Chi-square to test for differences between proportions. To identify factors associated with low active play and high screen time, we used multivariate logistic regression. Results Of US children aged 4 to 11 years, 37.3% (95% confidence interval, 34.1% to 40.4% had low levels of active play, 65.0% (95% CI, 61.4% to 68.5% had high screen time, and 26.3% (95% CI, 23.8% to 28.9% had both these behaviors. Characteristics associated with a higher probability of simultaneously having low active play and high screen time were older age, female gender, non-Hispanic black race/ethnicity, and having a BMI-for-age ≥95th percentile of the CDC growth reference. Conclusion Many young children in the US are reported to

  7. 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…

  8. Soreness during non-music activities is associated with playing-related musculoskeletal problems: an observational study of 731 child and adolescent instrumentalists

    Directory of Open Access Journals (Sweden)

    Sonia Ranelli

    2014-06-01

    Full Text Available Question: Is exposure to non-music-related activities associated with playing-related musculoskeletal problems in young instrumentalists? Is non-music-activity-related soreness associated with playing-related musculoskeletal problems in this group of instrumentalists? Design: Observational study using a questionnaire and physical measures. Participants: 859 instrumentalists aged 7 to 17 years from the School of Instrumental Music program. Results: Of the 731 respondents who completed the questionnaire adequately, 412 (56% experienced instrument-playing problems; 219 (30% had symptoms severe enough to interfere with normal playing. Children commonly reported moderate exposure to non-music-related activities, such as watching television (61%, vigorous physical activity (57%, writing (51% and computer use (45%. Greater exposure to any non-music activity was not associated with playing problems, with odds ratios ranging from 1.01 (95% CI 0.7 to 1.5 for watching television to 2.08 (95% CI 0.5 to 3.3 for intensive hand activities. Four hundred and seventy eight (65% children reported soreness related to non-music activities, such as vigorous physical activity (52%, writing (40%, computer use (28%, intensive hand activities (22%, electronic game use (17% and watching television (15%. Non-music-activity-related soreness was significantly associated with instrument playing problems, adjusting for gender and age, with odds ratios ranging from 2.6 (95% CI 1.7 to 3.9 for soreness whilst watching television, to 4.3 (95% CI 2.6 to 7.1 for soreness during intensive hand activities. Conclusion: Non-music-activity-related soreness co-occurs significantly with playing problems in young instrumentalists. The finding of significant co-occurrence of music and non-music-related soreness in respondents in this study suggests that intervention targets for young instrumentalists could include risk factors previously identified in the general child and adolescent

  9. 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.

  10. 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...

  11. Differences in Perceived Competence and Physical Activity Levels during Single-Gender Modified Basketball Game Play in Middle School Physical Education

    Science.gov (United States)

    Slingerland, Menno; Haerens, Leen; Cardon, Greet; Borghouts, Lars

    2014-01-01

    Creating environments in physical education (PE) that foster perceived competence and physical activity during gender-mixed game play lessons is a challenge, especially with adolescent girls. This study is a small experiment in one PE lesson that aimed to increase the perceived competence and in-class physical activity in girls, by applying a…

  12. An Impact and Feasibility Evaluation of a Six-Week (Nine Hour) Active Play Intervention on Fathers' Engagement with Their Preschool Children: A Feasibility Study

    Science.gov (United States)

    Houghton, Laura J.; O'Dwyer, Mareesa; Foweather, Lawrence; Watson, Paula; Alford, Simon; Knowles, Zoe R.

    2015-01-01

    Research has demonstrated the benefits of father involvement with their children and a link between uninvolved fatherhood and societal problems. Children's Centres (n?=?15) received 6?×?90-minute active play sessions designed to foster 6 aspects of parental engagement. Fathers' engagement and attitudes to child physical activity were measured pre-…

  13. Permanent play facility provision is associated with children's time spent sedentary and in light physical activity during school hours: A cross-sectional study

    Directory of Open Access Journals (Sweden)

    Knut Eirik Dalene

    2016-12-01

    Full Text Available Objective: To study the associations between: 1 number of permanent outdoor play facilities per pupil and 2 the size of the outdoor play area per pupil with sedentary time and physical activity (PA during school hours in six-, nine-, and 15-year olds. We conducted a cross-sectional study of nationally representative samples of Norwegian six- (n = 1071, nine- (n = 1421 and 15-year-olds (n = 1106 in 2011 (the Physical Activity Among Norwegian Children Study. The participation rates were 56.4%, 73.1% and 57.8% for six-, nine- and 15-year olds, respectively. We assessed PA objectively for seven consecutive days using accelerometers, the size of a school's outdoor play area (SOPA using an online map service and the permanent play facility (PPF provision using a standardized form during school site visits. We successfully measured SOPA and PPF in 99 schools, from which 3040 participants provided valid accelerometer data. We used generalized least-squares random-effects models with robust variance estimation to assess associations. Our results indicate that better provision of permanent play facilities may reduce sedentary time and increase time spent in light PA among six-year-olds. Permanent play facility provision was not associated with sedentary time or PA among nine- and 15-year-olds. Associations found between outdoor play area size, physical activity and sedentary time were negligible. Future research should investigate what types of permanent play facilities may be associated with physical activity in both children and adolescents.

  14. Toddlers: Learning by Playing

    Science.gov (United States)

    ... of activity that carry through the rest of childhood. So an active toddler is likely to remain active later. Developing Skills Playing and learning are completely natural for toddlers, so mastering physical skills should be fun and games for them. Parents should give toddlers many opportunities ...

  15. Soreness during non-music activities is associated with playing-related musculoskeletal problems: an observational study of 731 child and adolescent instrumentalists.

    Science.gov (United States)

    Ranelli, Sonia; Straker, Leon; Smith, Anne

    2014-06-01

    Is exposure to non-music-related activities associated with playing-related musculoskeletal problems in young instrumentalists? Is non-music-activity-related soreness associated with playing-related musculoskeletal problems in this group of instrumentalists? Observational study using a questionnaire and physical measures. 859 instrumentalists aged 7 to 17 years from the School of Instrumental Music program. Of the 731 respondents who completed the questionnaire adequately, 412 (56%) experienced instrument-playing problems; 219 (30%) had symptoms severe enough to interfere with normal playing. Children commonly reported moderate exposure to non-music-related activities, such as watching television (61%), vigorous physical activity (57%), writing (51%) and computer use (45%). Greater exposure to any non-music activity was not associated with playing problems, with odds ratios ranging from 1.01 (95% CI 0.7 to 1.5) for watching television to 2.08 (95% CI 0.5 to 3.3) for intensive hand activities. Four hundred and seventy eight (65%) children reported soreness related to non-music activities, such as vigorous physical activity (52%), writing (40%), computer use (28%), intensive hand activities (22%), electronic game use (17%) and watching television (15%). Non-music-activity-related soreness was significantly associated with instrument playing problems, adjusting for gender and age, with odds ratios ranging from 2.6 (95% CI 1.7 to 3.9) for soreness whilst watching television, to 4.3 (95% CI 2.6 to 7.1) for soreness during intensive hand activities. Non-music-activity-related soreness co-occurs significantly with playing problems in young instrumentalists. The finding of significant co-occurrence of music and non-music-related soreness in respondents in this study suggests that intervention targets for young instrumentalists could include risk factors previously identified in the general child and adolescent population, as well as music-specific risk factors. This is an

  16. The effect of increasing risk and challenge in the school playground on physical activity and weight in children: a cluster randomised controlled trial (PLAY).

    Science.gov (United States)

    Farmer, V L; Williams, S M; Mann, J I; Schofield, G; McPhee, J C; Taylor, R W

    2017-05-01

    To investigate whether changing the play environment in primary schools to one that includes greater risk and challenge increases physical activity and reduces body mass index (BMI). A 2-year cluster randomised controlled trial was undertaken in 16 New Zealand schools (years 1-8). Intervention schools (n=8) redesigned their play environments to encourage imaginative and independent free play by increasing opportunities for risk and challenge (for example, rough-and-tumble play), reducing rules and adding new playground components (for example, loose parts). Control schools (n=8) were asked to not change their play environment. A qualified playworker rated all school play environments at baseline and 1 year. Primary outcomes were moderate-to-vigorous physical activity (7-day accelerometry) and BMI z-score, collected in 840 children at baseline, 1 and 2 years. Data were analysed using generalised estimating equations. Multiple changes were made to the school play environments resulting in a significant difference in overall play evaluation score between intervention and control schools of 4.50 (95% confidence interval: 1.82 to 7.18, P=0.005), which represents a substantial improvement from baseline values of 19.0 (s.d. 3.2). Overall, schools liked the intervention and reported many benefits, including increased physical activity. However, these beliefs did not translate into significant differences in objectively measured physical activity, either as counts per minute (for example, 35 (-51 to 120) during lunch break) or as minutes of moderate-to-vigorous physical activity (0.4, -1.1 to 2.0). Similarly, no significant differences were observed for BMI, BMI z-score or waist circumference at 1 or 2 years (all P>0.321). Altering the school play environment to one that promoted greater risk and challenge for children did not increase physical activity, nor subsequently alter body weight. Although schools embraced the concept of adding risk and challenge in the playground

  17. Comparison of cortical activation during Mahjong game play in a video game setting and a real-life setting

    OpenAIRE

    Fujimori, Satomi; Terasawa, Koji; Murata, Yuki; Ogawa, Kishiko; Tabuchi, Hisaaki; Yanagisawa, Hiroki; Terasawa, Saiki; Shinohara, Kikunori; Yanagisawa, Akitaka

    2015-01-01

    The purpose of this study was to compare the hemodynamic changes that occur during Mahjong game play in virtual and real-life settings. Fourteen healthy right-handed men (average age ± standard deviation; 36.7 ± 14.9 years) played: 1) a Mahjong solitaire game on a video console against virtual rivals; 2) a Mahjong game against human opponents without conversation; and 3) a Mahjong game against human opponents with conversation. We measured oxygenated hemoglobin concentration at 44 locations o...

  18. Fair Play Game: A Group Contingency Strategy to Increase Students' Active Behaviours in Physical Education

    Science.gov (United States)

    Vidoni, Carla; Lee, Chang-Hung; Azevedo, L. B.

    2014-01-01

    A dependent group contingency strategy called Fair Play Game was applied to promote increase in number of steps during physical education classes for sixth-grade students. Results from a multiple baseline design across three classes showed that the mean number of steps for baseline vs. intervention were: Class 1: 43 vs. 64 steps/minute; Class 2:…

  19. 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....

  20. Pathway of Toll-like receptor 7/B cell activating factor/B cell activating factor receptor plays a role in immune thrombocytopenia in vivo.

    Directory of Open Access Journals (Sweden)

    Qing Yang

    Full Text Available Immune thrombocytopenia (ITP is an autoimmune disorder characterized by anti-platelet autoantibody-mediated platelet destruction. Antigen-presenting cell (APC dysfunction is considered to play crucial roles in ITP. However, how APC affects autoreactive B cells in ITP is still unknown. Using a mouse model of immune thrombocytopenia, we demonstrated an increase in levels of TLR7 in splenic mononuclear cells (SMCs. Using both TLR7 agonist and TLR7 silencing lentivirus, we found stimulation of TLR7 decreased platelet counts and increased levels of platelet-associated IgG (PAIgG in ITP mice, which correlates TLR7 with platelet destruction by autoantibodies. Levels of serum BAFF increased significantly in ITP mice and stimulation of TLR7 promoted secretion of BAFF. Among the three BAFF receptors, only BAFF receptor (BAFF-R increased in ITP mice. However, activation of TLR7 showed no effect on the expression of BAFF receptors. These findings indicate that upregulation of TLR7 may augment BAFF secretion by APC and through ligation of BAFF-R promote autoreactive B cell survival and thus anti-platelet autoantibody production. The pathway of TLR7/BAFF/BAFF-R provides us with an explanation of how activation of APC affects autoantibody production by B cells in ITP and thus might provide a reasonable therapeutic strategy for ITP.

  1. 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…

  2. 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…

  3. Wide variability in physical activity environments and weather-related outdoor play policies in child care centers within a single county of Ohio.

    Science.gov (United States)

    Copeland, Kristen A; Sherman, Susan N; Khoury, Jane C; Foster, Karla E; Saelens, Brian E; Kalkwarf, Heidi J

    2011-05-01

    To examine the variability of physical activity environments and outdoor play policies in child care centers and to determine whether this variability is associated with the demographic characteristics of the child care centers surveyed. Early Learning Environments Physical Activity and Nutrition Telephone Survey. Child care centers in Hamilton County (greater Cincinnati area), Ohio, during the period from 2008 to 2009. Directors of all 185 licensed full-time child care centers in Hamilton County. Descriptive measures of playground and indoor physical activity environments and weather-related outdoor play policies. Of 185 eligible child care centers, 162 (88%) responded to our survey. Of the 162 centers that responded, 151 (93%) reported an on-site playground, but slightly more than half reported that their playgrounds were large, that they were at least one-third covered in shade, or that they had a variety of portable play equipment. Only half reported having a dedicated indoor gross motor room where children could be active during inclement weather. Only 32 centers (20%) allowed children to go outside in temperatures below 32°F (0°C), and 70 centers (43%) reported allowing children outdoors during light rain. A higher percentage of children receiving tuition assistance was associated with lower quality physical activity facilities and stricter weather-related practices. National accreditation was associated with more physical activity-promoting practices. We found considerable variability in the indoor and outdoor physical activity environments offered by child care centers within a single county of Ohio. Depending on the outdoor play policy and options for indoor physical activity of a child care center, children's opportunities for physical activity can be curtailed as a result of subfreezing temperatures or light rain. Policy changes and education of parents and teachers may be needed to ensure that children have ample opportunity for daily physical

  4. Effects of short-term active video game play on community adults: under International Classification of Functioning, Disability and Health consideration.

    Science.gov (United States)

    Tseng, Wei-Che; Hsieh, Ru-Lan

    2013-06-01

    The effects of active video game play on healthy individuals remain uncertain. A person's functional health status constitutes a dynamic interaction between components identified in the International Classification of Functioning, Disability, and Health (ICF). The aim of this study was to investigate the short-term effects of active video game play on community adults using the ICF. Sixty community adults with an average age of 59.3 years and without physical disabilities were recruited. Over 2 weeks, each adult participated in six sessions of active video game play lasting 20 minutes each. Participants were assessed before and after the intervention. Variables were collected using sources related to the ICF components, including the Hospital Anxiety and Depression Scale, Multidimensional Fatigue Inventory, Biodex Stability System, chair- rising time, Frenchay Activity Index, Rivermead Mobility Index, Chronic Pain Grade Questionnaire, Work Ability Index, and World Health Organization Quality of Life-Brief Version. Compared to baseline data, significantly reduced risk of a fall measured by Biodex Stability System and improvements in disability scores measured by the Chronic Pain Grade Questionnaire were noted. There was no significant change in the other variables measured. Short-term, active video game play reduces fall risks and ameliorates disabilities in community adults.

  5. How do you play? A comparison among children aged 4 to 10

    Directory of Open Access Journals (Sweden)

    Elisa Delvecchio

    2016-11-01

    Full Text Available Pretend play has a central role for children’s development and psychological well-being. However, there is a paucity of standardized and valid measures specifically devoted to assess the core domains involved in play activities in preschool and primary school children. The Affect in Play Scale-Preschool (4-5 years and the Affect in Play Scale-Preschool Extended Version (6-10 years are semi-structured parallel tools designed to explore child’s cognitive and affective processes using a standardized play task. The current study administered this 5-minutes play task to 538 Italian children aged 4-10. The purposes were to compare play abilities in boys versus girls and in preschool versus primary school children, to correlate pretend play with divergent thinking and to evaluate the structural validity of the measure along the considered age span. No differences, excepting for Organization, were found between boys and girls, whereas school age children reported higher play abilities then the younger ones. External validity was assessed using correlational analysis with the divergent thinking task (the Alternate Uses Test for preschoolers and primary school-aged children, in line with findings from Manova. Construct validity, assessed through the Confirmatory Factor Analysis, showed good fits for the two-factor model with cognitive and affective factor for both the Affect in Play Scale-Preschool and its Extended Version. A multi-group factor analysis suggested a partial invariance of the two-factor model across preschool (4-5 years old and primary school-aged (6-10 years old children. Results supported the use of the Affect in Play Scale-Preschool and its Extended Version as adequate measures to assess the interplay of cognitive and affective skills in preschool and school age children. The discussion highlights clinical and research implications linked to the possibility to have a unique play task able to assess child’s affective and cognitive

  6. Effects of Active Videogame and Sports, Play, and Active Recreation for Kids Physical Education on Children's Health-Related Fitness and Enjoyment.

    Science.gov (United States)

    Chen, Han; Sun, Haichun

    2017-10-01

    The purpose of the study was to compare the effects of a Kinect active videogame (AVG) and the Sports, Play, and Active Recreation for Kids (SPARK) intervention in improving children's health-related fitness and physical activity (PA) enjoyment. A total of 65 students from both third and fourth grade in a rural elementary school participated in the study. The third graders (N = 29, mean age = 9.1 years, 10 boys, mean body mass index [BMI] = 20.1) were assigned to a SPARK physical education group, while the fourth graders (N = 36, mean age = 10.2 years, 15 boys, mean BMI = 20.3) were enrolled in the Kinect AVG group. The intervention lasted for 6 weeks, with each week including three practice sessions (∼40 minutes per session). All participants were measured on their health-related fitness by testing their performance in the 15-m Progressive Aerobic Cardiovascular Endurance Run (PACER), curl-ups, and push-ups both before and after the interventions. Participants' PA enjoyment was measured immediately after the first and last session's practice. Various ANCOVA tests were conducted to analyze the intervention effects on the changes of health-related fitness performances and enjoyment while controlling for baseline values, gender, and BMI. Various MANOVA tests were used to examine the intervention effects on PA levels during three practice sessions. Participants in AVG group had greater improvement in 15-m PACER test (P strategy in improving children's cardiorespiratory fitness while maintaining PA enjoyment.

  7. Move faster, think later: Women who play action video games have quicker visually-guided responses with later onset visuomotor-related brain activity

    Science.gov (United States)

    Gorbet, Diana J.; Sergio, Lauren E.

    2018-01-01

    A history of action video game (AVG) playing is associated with improvements in several visuospatial and attention-related skills and these improvements may be transferable to unrelated tasks. These facts make video games a potential medium for skill-training and rehabilitation. However, examinations of the neural correlates underlying these observations are almost non-existent in the visuomotor system. Further, the vast majority of studies on the effects of a history of AVG play have been done using almost exclusively male participants. Therefore, to begin to fill these gaps in the literature, we present findings from two experiments. In the first, we use functional MRI to examine brain activity in experienced, female AVG players during visually-guided reaching. In the second, we examine the kinematics of visually-guided reaching in this population. Imaging data demonstrate that relative to women who do not play, AVG players have less motor-related preparatory activity in the cuneus, middle occipital gyrus, and cerebellum. This decrease is correlated with estimates of time spent playing. Further, these correlations are strongest during the performance of a visuomotor mapping that spatially dissociates eye and arm movements. However, further examinations of the full time-course of visuomotor-related activity in the AVG players revealed that the decreased activity during motor preparation likely results from a later onset of activity in AVG players, which occurs closer to beginning motor execution relative to the non-playing group. Further, the data presented here suggest that this later onset of preparatory activity represents greater neural efficiency that is associated with faster visually-guided responses. PMID:29364891

  8. Move faster, think later: Women who play action video games have quicker visually-guided responses with later onset visuomotor-related brain activity.

    Science.gov (United States)

    Gorbet, Diana J; Sergio, Lauren E

    2018-01-01

    A history of action video game (AVG) playing is associated with improvements in several visuospatial and attention-related skills and these improvements may be transferable to unrelated tasks. These facts make video games a potential medium for skill-training and rehabilitation. However, examinations of the neural correlates underlying these observations are almost non-existent in the visuomotor system. Further, the vast majority of studies on the effects of a history of AVG play have been done using almost exclusively male participants. Therefore, to begin to fill these gaps in the literature, we present findings from two experiments. In the first, we use functional MRI to examine brain activity in experienced, female AVG players during visually-guided reaching. In the second, we examine the kinematics of visually-guided reaching in this population. Imaging data demonstrate that relative to women who do not play, AVG players have less motor-related preparatory activity in the cuneus, middle occipital gyrus, and cerebellum. This decrease is correlated with estimates of time spent playing. Further, these correlations are strongest during the performance of a visuomotor mapping that spatially dissociates eye and arm movements. However, further examinations of the full time-course of visuomotor-related activity in the AVG players revealed that the decreased activity during motor preparation likely results from a later onset of activity in AVG players, which occurs closer to beginning motor execution relative to the non-playing group. Further, the data presented here suggest that this later onset of preparatory activity represents greater neural efficiency that is associated with faster visually-guided responses.

  9. Design of the iPlay study: Systematic development of a physical activity injury prevention programme for primary school children

    NARCIS (Netherlands)

    Collard, D.C.M.; Chinapaw, M.J.M.; Mechelen, W.V.; Verhagen, E.A.L.M.

    2009-01-01

    Health benefits of physical activity in children are well known. However, a drawback is the risk of physical activity-related injuries. Children are at particular risk for these injuries, because of a high level of exposure. Because of the high prevalence of physical activity injuries and the

  10. Independent mobility, perceptions of the built environment and children's participation in play, active travel and structured exercise and sport: the PEACH Project

    Directory of Open Access Journals (Sweden)

    Griew Pippa

    2010-02-01

    Full Text Available Abstract Background Independent mobility (IM and perceptions of the built environment may relate differentially to children's participation in various physical activity contexts. This cross-sectional study investigated whether independent mobility and perceptions of the built environment in boys and girls were related to physical activity in three different contexts (outdoor play, structured exercise/sport, active commuting. Methods Thirteen hundred and seven 10-11 year old boys and girls from 23 schools in a large UK city completed a computerised questionnaire. Independent variables in logistic regression analyses were weekly self-reported frequency of participation in outdoor play, structured exercise/sport and mode of travel home from school. Dependent variables were perceptions of the environment (aesthetics, nuisance, safety, social norm, constraint, play space, accessibility, local and area independent mobility and linear distance from home to school. Analyses were adjusted for body mass index, minutes of daylight after school, level of neighbourhood deprivation and pubertal status. Results For boys, local independent mobility (Local-IM was related to an increased likelihood of everyday participation in play (OR 1.58: 95% CI 1.19-2.10, structured exercise/sport (OR 1.42: 1.06-1.89 and active commuting (OR 1.40: 1.07-1.87 but was only related to active commuting for girls (OR1.49: 1.07-2.07. Boys and girls were more likely to report playing out every day if they had higher scores for Social Norm (Boys: OR 1.63 (1.12-2.37; Girls: OR 1.53 (1.01-2.31 and, for girls only, more positive perceptions of traffic safety (OR 1.63: 1.14-2.34. Easy access to a range of destinations was the dominant predictor for taking part in structured exercise/sport everyday (Boys: OR 1.62 (1.01-2.66; Girls: OR 1.65 (1.07-2.53. Shorter distance from home to school (OR 0.99: 0.98-0.99 and, for boys only, greater perceived accessibility (OR 1.87: 1.04-3.36 were

  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. Differences in perceived competence and physical activity levels during single-gender modified basketball game play in middle school physical education

    NARCIS (Netherlands)

    dr. Lars B. Borghouts; Greet Cardon; drs Menno Slingerland; Leen Haerens

    2013-01-01

    Creating environments in physical education (PE) that foster perceived competence and physical activity during gender-mixed game play lessons is a challenge, especially with adolescent girls. This study is a small experiment in one PE lesson that aimed to increase the perceived competence and

  13. Athletes’ Selected Micro-Activities on Turf Fields: Utilizing Extant Videography for Quantification of Events During Soccer, American Football, and Field Hockey Play

    Science.gov (United States)

    Concerns have been recently raised about the potential exposures of athletes to chemicals when playing on synthetic turf fields. Previous research has shown that micro-activities (i.e., hand-to mouth and skin-to-surface contacts) are important factors in people’s exposures to che...

  14. A repeated measures experiment of school playing environment to increase physical activity and enhance self-esteem in UK school children.

    Directory of Open Access Journals (Sweden)

    Carly Wood

    Full Text Available School playtime provides daily opportunities for children to be active outdoors, but only makes small contributions to physical activity (PA requirements. Natural environments facilitate unstructured PA and children report a preference for play in nature. Thus, play on the school field might encourage children to be more active during playtime. The primary aim of this study was to examine the impact of the school playing environment on children's PA. Descriptive data and fitness were assessed in 25 children aged 8-9 years from a single primary school. Over two consecutive weeks participants were allocated to either play on the school field or playground during playtime. The order of play in the two areas was randomised and counterbalanced. Moderate to vigorous PA (MVPA was assessed during playtime on the last two days of each week using accelerometers. There was a significant interaction of environment and sex on MVPA during morning play (F(1,22 = 6.27; P0.05; np2 = 0.060 or all of playtime combined (P>0.05; np2 = 0.140. During morning play boys were significantly more active than girls on the playground (t(23 = 1.32; P0.05; n2 = 0.071. For lunch (F(1,22 = 24,11; P<0.001; np2 = 0.523 and all of playtime combined (F(1,22 = 33.67; P<0.001; np2 = 0.616 there was a significant effect of environment. There was also a significant main effect of sex during lunch (F(1,22 = 11.56; P<0.01; np2 = 0.344 and all of playtime combined (F(1,22 = 12.37; P<0.01; np2 = 0.371. MVPA was higher on the field and boys were more active than girls. Play on the field leads to increases in MVPA, particularly in girls. The promising trend for the effect of the natural environment on MVPA indicates that interventions aimed at increasing MVPA should use the natural environment and that schools should encourage greater use of their natural areas to increase PA.

  15. The House of Make-Believe: Children's Play and the Developing Imagination.

    Science.gov (United States)

    Singer, Dorothy G.; Singer, Jerome L.

    Combining a scientific and a humanistic approach in a series of essays that draw on both clinical and literary data, this book examines how imaginative play begins and how it develops. From the infant's first smiles and peekaboo games to the toddler's exploration of objects and participation in symbolic and social pretend play, the book traces the…

  16. A place for play? The influence of the home physical environment on children's physical activity and sedentary behaviour.

    Science.gov (United States)

    Maitland, Clover; Stratton, Gareth; Foster, Sarah; Braham, Rebecca; Rosenberg, Michael

    2013-08-17

    The home environment is an important influence on the sedentary behaviour and physical activity of children, who have limited independent mobility and spend much of their time at home. This article reviews the current evidence regarding the influence of the home physical environment on the sedentary behaviour and physical activity of children aged 8-14 years. A literature search of peer reviewed articles published between 2005 and 2011 resulted in 38 observational studies (21 with activity outcomes, 23 with sedentary outcomes) and 11 experimental studies included in the review. The most commonly investigated behavioural outcomes were television watching and moderate to vigorous physical activity. Media equipment in the home and to a lesser extent the bedroom were positively associated with children's sedentary behaviour. Physical activity equipment and the house and yard were not associated with physical activity, although environmental measures were exclusively self-reported. On the other hand, physical activity equipment was inversely associated with sedentary behaviours in half of studies. Observational studies that investigated the influence of the physical and social environment within the home space, found that the social environment, particularly the role of parents, was important. Experimental studies that changed the home physical environment by introducing a television limiting device successfully decreased television viewing, whereas the influence of introducing an active video game on activity outcomes was inconsistent. Results highlight that the home environment is an important influence on children's sedentary behaviour and physical activity, about which much is still unknown. While changing or controlling the home physical environment shows promise for reducing screen based sedentary behaviour, further interventions are needed to understand the broader impact of these changes. Future studies should prioritise investigating the influence of the home

  17. A place for play? The influence of the home physical environment on children’s physical activity and sedentary behaviour

    Science.gov (United States)

    2013-01-01

    The home environment is an important influence on the sedentary behaviour and physical activity of children, who have limited independent mobility and spend much of their time at home. This article reviews the current evidence regarding the influence of the home physical environment on the sedentary behaviour and physical activity of children aged 8–14 years. A literature search of peer reviewed articles published between 2005 and 2011 resulted in 38 observational studies (21 with activity outcomes, 23 with sedentary outcomes) and 11 experimental studies included in the review. The most commonly investigated behavioural outcomes were television watching and moderate to vigorous physical activity. Media equipment in the home and to a lesser extent the bedroom were positively associated with children’s sedentary behaviour. Physical activity equipment and the house and yard were not associated with physical activity, although environmental measures were exclusively self-reported. On the other hand, physical activity equipment was inversely associated with sedentary behaviours in half of studies. Observational studies that investigated the influence of the physical and social environment within the home space, found that the social environment, particularly the role of parents, was important. Experimental studies that changed the home physical environment by introducing a television limiting device successfully decreased television viewing, whereas the influence of introducing an active video game on activity outcomes was inconsistent. Results highlight that the home environment is an important influence on children’s sedentary behaviour and physical activity, about which much is still unknown. While changing or controlling the home physical environment shows promise for reducing screen based sedentary behaviour, further interventions are needed to understand the broader impact of these changes. Future studies should prioritise investigating the influence of the

  18. Head, trunk and arm posture amplitude and variation, muscle activity, sedentariness and physical activity of 3 to 5 year-old children during tablet computer use compared to television watching and toy play.

    Science.gov (United States)

    Howie, Erin K; Coenen, Pieter; Campbell, Amity C; Ranelli, Sonia; Straker, Leon M

    2017-11-01

    Young children (ages 3 to 5) are using mobile touchscreen technology, including tablet computers, yet little is known on the potential musculoskeletal and physical activity implications of its use. This within-subject laboratory study (n = 10) examined head, trunk and arm postures, upper trapezius muscle activity, and total body and upper limb physical activity during playing with tablets compared to during TV watching and playing with non-screen toys. Overall, this study found that during tablet play children had greater mean head, trunk and upper arm angles compared to both TV watching and toy play. Conversely, compared to toy play, children playing with tablets had lesser trunk, upper arm and elbow postural variation, lesser trapezius activity, more time sitting and lesser physical activity. Thus, to minimize potential musculoskeletal and sedentary risks, non-screen toy play should be encouraged and education and guidelines provided for parents and caretakers to support wise use of tablets. Copyright © 2017 Elsevier Ltd. All rights reserved.

  19. Does excessive play of violent first-person-shooter-video-games dampen brain activity in response to emotional stimuli?

    Science.gov (United States)

    Montag, Christian; Weber, Bernd; Trautner, Peter; Newport, Beate; Markett, Sebastian; Walter, Nora T; Felten, Andrea; Reuter, Martin

    2012-01-01

    The present case-control study investigated the processing of emotional pictures in excessive first-person-shooter-video-players and control persons. All participants of the fMRI experiment were confronted with pictures from four categories including pleasant, unpleasant, neutral content and pictures from the first-person-shooter-video-game 'Counterstrike'. Compared to controls, gamers showed a significantly lower activation of the left lateral medial frontal lobe while processing negative emotions. Another interesting finding of the study represents the higher activation of frontal and temporal brain areas in gamers when processing screen-shots from the first-person-shooter-video-game 'Counterstrike'. Higher brain activity in the lateral prefrontal cortex could represent a protection mechanism against experiencing negative emotions by down-regulating limbic brain activity. Due to a frequent confrontation with violent scenes, the first-person-shooter-video-gamers might have habituated to the effects of unpleasant stimuli resulting in lower brain activation. Individual differences in brain activations of the contrast Counterstrike>neutral pictures potentially resemble the activation of action-scripts related to the video-game. Copyright © 2011 Elsevier B.V. All rights reserved.

  20. Glutamate 270 plays an essential role in K(+)-activation and domain closure of Thermus thermophilus isopropylmalate dehydrogenase.

    Science.gov (United States)

    Gráczer, Éva; Palló, Anna; Oláh, Julianna; Szimler, Tamás; Konarev, Petr V; Svergun, Dmitri I; Merli, Angelo; Závodszky, Péter; Weiss, Manfred S; Vas, Mária

    2015-01-16

    The mutant E270A of Thermus thermophilus 3-isopropylmalate dehydrogenase exhibits largely reduced (∼1%) catalytic activity and negligible activation by K(+) compared to the wild-type enzyme. A 3-4 kcal/mol increase in the activation energy of the catalysed reaction upon this mutation could also be predicted by QM/MM calculations. In the X-ray structure of the E270A mutant a water molecule was observed to take the place of K(+). SAXS and FRET experiments revealed the essential role of E270 in stabilisation of the active domain-closed conformation of the enzyme. In addition, E270 seems to position K(+) into close proximity of the nicotinamide ring of NAD(+) and the electron-withdrawing effect of K(+) may help to polarise the aromatic ring in order to aid the hydride-transfer. Copyright © 2014. Published by Elsevier B.V.

  1. Las actividades lúdicas para la integración social del adulto mayor / Playful activities for the social integration of elderly people

    Directory of Open Access Journals (Sweden)

    Angélica María Rivas-Ramírez

    2017-10-01

    Full Text Available La investigación demostró la posibilidad de los adultos mayores de integrarse en los procesos sociales que tienen lugar en su realidad más inmediata, mediante su participación en actividades lúdicas. Un elevado número de adultos mayores se distancian de estos procesos, siendo los mismos tan necesarios para un asertivo ejercicio social. Por ello se pretende exponer y resaltar las habilidades que puede desarrollar el adulto mayor a partir de la realización de actividades lúdicas como parte del proceso de integración. A partir de las características de la investigación realizada se utilizaron métodos tales como la encuesta, la entrevista, la observación y los talleres de socialización. Se demostró que se precisa educar a los adultos mayores con vistas a lograr su integración social mediante actividades lúdicas con el propósito de elevar su calidad de vida. Para ello es preciso modificar la mentalidad y estilos de interpretación de las nuevas realidades y estructuras a que se enfrenta el mundo contemporáneo. Resulta fundamental desarrollar cambios de enfoque desde el propio individuo, las organizaciones sociales y demás entes que intervienen, por ello se toman en consideración los resultados obtenidos con su participación en actividades lúdicas desde la perspectiva de la Educación Popular como parte integrante. La realización de estas actividades permite manifestar la aceptación de una nueva etapa en que las reglas del juego son las mismas, solo ha cambiado la forma de ejecutarlas. La aplicación de técnicas de la Educación Popular empleadas lograron satisfacción personal e integración en determinadas esferas de la vida social. ABSTRACT The research demonstrated the possibility of older adults to integrate into the social processes that take place in their most immediate reality, through their participation in recreational activities. A large number of older adults distance themselves from these processes, being the

  2. Wnt/beta-catenin signaling plays an essential role in activation of odontogenic mesenchyme during early tooth development

    OpenAIRE

    Chen, Jianquan; Lan, Yu; Baek, Jin-A; Gao, Yang; Jiang, Rulang

    2009-01-01

    Classical tissue recombination studies demonstrated that initiation of tooth development depends on activation of odontogenic potential in the mesenchyme by signals from the presumptive dental epithelium. Although several members of the Wnt family of signaling molecules are expressed in the presumptive dental epithelium at the beginning of tooth initiation, whether Wnt signaling is directly involved in the activation of the odontogenic mesenchyme has not been characterized. In this report, we...

  3. Policy at play: The implementation of Healthy Eating and Active Living Guidelines in municipal child care settings.

    Science.gov (United States)

    McKay, Kelly; Nigro, Sherry

    2017-03-01

    In 2012, Ottawa Public Health (OPH) partnered with the City of Ottawa Municipal Child Care (MCC) Services to develop Healthy Eating and Active Living (HEAL) Guidelines. The Guidelines aim to promote consistent standards of practice in child care settings related to healthy environments and food, physical activity, physical literacy, decreased sedentary behaviours, and positive role modeling by staff. The Guidelines targeted 498 children aged 18 months to 5 years, attending MCC centres. Resources and training were provided to 10 supervisors, 63 child care educators and 9 cooks. Components of the Guidelines were piloted in 5 MCC sites prior to being launched in 10 MCC sites across Ottawa, Ontario. Two project Advisory Groups supported the development of the Guidelines. Staff training, resources, recipes and menus were provided. An evaluation was conducted and has informed the Guidelines' subsequent community implementation. In 2015, accompanying web-based resources and e-modules were developed. The evaluation demonstrated environmental and programming changes. Parent satisfaction was high and preliminary findings showed no real changes in food costs. Following implementation, the cooks reported high compliance to the 6-week menu plans provided, and the number of sites offering 120 minutes or more of daily physical activity increased. Through novel intersectoral partnerships, OPH was able to implement and evaluate HEAL Guidelines in tandem. The interdisciplinary project Advisory Groups, training of cooks, and engagement of the Ontario Coaches Association were all innovative elements of this project and may influence future public health activity in this area.

  4. Differences in TV Viewing and Computer Game Playing's Relationships with Physical Activity and Eating Behaviors among Adolescents: An NHANES Study

    Science.gov (United States)

    Jashinsky, Jared; Gay, Jennifer; Hansen, Nathan; Muilenburg, Jessica

    2017-01-01

    Background: TV viewing and computer game use may both limit physical activity, but only TV viewing may promote a poorer diet due to exposure to food advertising and availability of the hands for snacking. Purpose: The purpose of this study was to investigate relationships between the different screen times and type 2 diabetes markers among youth.…

  5. "Play It Again, Billy, but This Time with More Mistakes": Divergent Improvisation Activities for the Jazz Ensemble

    Science.gov (United States)

    Healy, Daniel J.

    2014-01-01

    The jazz ensemble represents an important performance opportunity in many school music programs. Due to the cultural history of jazz as an improvisatory art form, school jazz ensemble directors must address methods of teaching improvisation concepts to young students. Progress has been made in the field of prescribed improvisation activities and…

  6. Preschool outdoor play environment may combine promotion of children´s physical activity and sun protection

    DEFF Research Database (Denmark)

    Boldemann, Cecilia; Dal, Henrik; Mårtensson, Fredrika

    2011-01-01

    in Raleigh. Trees and shrubbery integrated in children’s playscape trigger both physical activity and sun-protective behaviour in Sweden, and previous measurements in Stockholm were confirmed. Such outdoor environment should be recommended, but the role of season and climate needs to be further explored....

  7. ERK1/2 signaling plays an important role in topoisomerase II poison-induced G2/M checkpoint activation.

    Science.gov (United States)

    Kolb, Ryan H; Greer, Patrick M; Cao, Phu T; Cowan, Kenneth H; Yan, Ying

    2012-01-01

    Topo II poisons, which target topoisomerase II (topo II) to generate enzyme mediated DNA damage, have been commonly used for anti-cancer treatment. While clinical evidence demonstrate a capability of topo II poisons in inducing apoptosis in cancer cells, accumulating evidence also show that topo II poison treatment frequently results in cell cycle arrest in cancer cells, which was associated with subsequent resistance to these treatments. Results in this report indicate that treatment of MCF-7 and T47D breast cancer cells with topo II poisons resulted in an increased phosphorylation of extracellular signal-regulated kinase 1 and 2 (ERK1/2) and an subsequent induction of G2/M cell cycle arrest. Furthermore, inhibition of ERK1/2 activation using specific inhibitors markedly attenuated the topo II poison-induced G2/M arrest and diminished the topo II poison-induced activation of ATR and Chk1 kinases. Moreover, decreased expression of ATR by specific shRNA diminished topo II poison-induced G2/M arrest but had no effect on topo II poison-induced ERK1/2 activation. In contrast, inhibition of ERK1/2 signaling had little, if any, effect on topo II poison-induced ATM activation. In addition, ATM inhibition by either incubation of cells with ATM specific inhibitor or transfection of cells with ATM specific siRNA did not block topo II poison-induced G2/M arrest. Ultimately, inhibition of ERK1/2 signaling greatly enhanced topo II poison-induced apoptosis. These results implicate a critical role for ERK1/2 signaling in the activation of G2/M checkpoint response following topo II poison treatment, which protects cells from topo II poison-induced apoptosis.

  8. Comparative analysis of motive activity with a ball and without in training of different playing lines of young footballers aged 11-15 years

    Directory of Open Access Journals (Sweden)

    Y.O. Usakovsky

    2013-02-01

    Full Text Available Motive activity of young footballers of different playing lines of business is considered. For research is served the actions of players aged 11-15 years (n=93. The analysis of motive activity of footballers is presented with ball and without on the stage of base pre-treatment. The value of motive activity is appraised for competition activity of footballers. The necessity of development of specific capacity of footballers is certain. It is set that dimension of motive activity of 11 years footballers (20 persons includes slow runs - from 23,9 to 25 minutes; accelerations on different distances - from 3 to 3,4 minute; jerks - from 2 to 3,4 minute; jumps and fight for a ball - from 0,9 to 1,1 minute. On the average for training (90 minutes footballers running during 45 minutes (from them 4 minutes of contiguities with ball.

  9. Enhancer of zeste homologue 2 plays an important role in neuroblastoma cell survival independent of its histone methyltransferase activity.

    Science.gov (United States)

    Bate-Eya, Laurel T; Gierman, Hinco J; Ebus, Marli E; Koster, Jan; Caron, Huib N; Versteeg, Rogier; Dolman, M Emmy M; Molenaar, Jan J

    2017-04-01

    Neuroblastoma is predominantly characterised by chromosomal rearrangements. Next to V-Myc Avian Myelocytomatosis Viral Oncogene Neuroblastoma Derived Homolog (MYCN) amplification, chromosome 7 and 17q gains are frequently observed. We identified a neuroblastoma patient with a regional 7q36 gain, encompassing the enhancer of zeste homologue 2 (EZH2) gene. EZH2 is the histone methyltransferase of lysine 27 of histone H3 (H3K27me3) that forms the catalytic subunit of the polycomb repressive complex 2. H3K27me3 is commonly associated with the silencing of genes involved in cellular processes such as cell cycle regulation, cellular differentiation and cancer. High EZH2 expression correlated with poor prognosis and overall survival independent of MYCN amplification status. Unexpectedly, treatment of 3 EZH2-high expressing neuroblastoma cell lines (IMR32, CHP134 and NMB), with EZH2-specific inhibitors (GSK126 and EPZ6438) resulted in only a slight G1 arrest, despite maximum histone methyltransferase activity inhibition. Furthermore, colony formation in cell lines treated with the inhibitors was reduced only at concentrations much higher than necessary for complete inhibition of EZH2 histone methyltransferase activity. Knockdown of the complete protein with three independent shRNAs resulted in a strong apoptotic response and decreased cyclin D1 levels. This apoptotic response could be rescued by overexpressing EZH2ΔSET, a truncated form of wild-type EZH2 lacking the SET transactivation domain necessary for histone methyltransferase activity. Our findings suggest that high EZH2 expression, at least in neuroblastoma, has a survival function independent of its methyltransferase activity. This important finding highlights the need for studies on EZH2 beyond its methyltransferase function and the requirement for compounds that will target EZH2 as a complete protein. Copyright © 2017 Elsevier Ltd. All rights reserved.

  10. Mycobacterial secretion systems ESX-1 and ESX-5 play distinct roles in host cell death and inflammasome activation

    KAUST Repository

    Abdallah, Abdallah

    2011-09-28

    During infection of humans and animals, pathogenic mycobacteria manipulate the host cell causing severe diseases such as tuberculosis and leprosy. To understand the basis of mycobacterial pathogenicity, it is crucial to identify the molecular virulence mechanisms. In this study, we address the contribution of ESX-1 and ESX-5 - two homologous type VII secretion systems of mycobacteria that secrete distinct sets of immune modulators - during the macrophage infection cycle. Using wild-type, ESX-1- and ESX-5-deficient mycobacterial strains, we demonstrate that these secretion systems differentially affect subcellular localization and macrophage cell responses. We show that in contrast to ESX-1, the effector proteins secreted by ESX-5 are not required for the translocation of Mycobacterium tuberculosis or Mycobacterium marinum to the cytosol of host cells. However, the M. marinum ESX-5 mutant does not induce inflammasome activation and IL-1b activation. The ESX-5 system also induces a caspase-independent cell death after translocation has taken place. Importantly, by means of inhibitory agents and small interfering RNA experiments, we reveal that cathepsin B is involved in both the induction of cell death and inflammasome activation upon infection with wild-type mycobacteria. These results reveal distinct roles for two different type VII secretion systems during infection and shed light on how virulent mycobacteria manipulate the host cell in various ways to replicate and spread. Copyright © 2011 by The American Association of Immunologists, Inc.

  11. Evaluation of electromyographic activity and heart rate responses to isometric exercise. The role played by muscular mass and type

    Directory of Open Access Journals (Sweden)

    E. Silva

    1999-01-01

    Full Text Available The purpose of the present study was to examine the relationship between the electromyographic (EMG activity and heart rate (HR responses induced by isometric exercise performed by knee extension (KE and flexion (KF in men. Fifteen healthy male subjects, 21 ± 1.3 years (mean ± SD, were submitted to KE and KF isometric exercise tests at 100% of maximal voluntary contraction (MVC. The exercises were performed with one leg (right or left and with two legs simultaneously, for 10 s in the sitting position with the hip and knee flexed at 90o. EMG activity (root mean square values and HR (beats/min were recorded simultaneously both at rest and throughout the sustained contraction. The HR responses to isometric exercise in KE and KF were similar when performed with one and two legs. However, the HR increase was always significantly higher in KE than KF (P0.05 and KF (r = 0.15, P>0.05 contractions were not significant. These results suggest that the predominant mechanism responsible for the larger increase in HR response to KE as compared to KF in our study could be dependent on qualitative and quantitative differences in the fiber type composition found in each muscle group. This mechanism seems to demand a higher activation of motor units with a corresponding increase in central command to the cardiovascular centers that modulate HR control.

  12. 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.

  13. The possibly important role played by Ga2O3 during the activation of GaN photocathode

    International Nuclear Information System (INIS)

    Fu, Xiaoqian; Wang, Honggang; Zhang, Junju; Li, Zhiming; Cui, Shiyao; Zhang, Lejuan

    2015-01-01

    Three different chemical solutions are used to remove the possible contamination on GaN surface, while Ga 2 O 3 is still found at the surface. After thermal annealing at 710 °C in the ultrahigh vacuum (UHV) chamber and activated with Cs/O, all the GaN samples are successfully activated to the effective negative electron affinity (NEA) photocathodes. Among all samples, the GaN sample with the highest content of Ga 2 O 3 after chemical cleaning obtains the highest quantum efficiency. By analyzing the property of Ga 2 O 3 , the surface processing results, and electron affinity variations during Cs and Cs/O 2 deposition on GaN of other groups, it is suggested that before the adsorption of Cs, Ga 2 O 3 is not completely removed from GaN surface in our samples, which will combine with Cs and lead to a large decrease in electron affinity. Furthermore, the effective NEA is formed for GaN photocathode, along with the surface downward band bending. Based on this assumption, a new dipole model Ga 2 O 3 -Cs is suggested, and the experimental effects are explained and discussed

  14. The possibly important role played by Ga2O3 during the activation of GaN photocathode

    Science.gov (United States)

    Fu, Xiaoqian; Wang, Honggang; Zhang, Junju; Li, Zhiming; Cui, Shiyao; Zhang, Lejuan

    2015-08-01

    Three different chemical solutions are used to remove the possible contamination on GaN surface, while Ga2O3 is still found at the surface. After thermal annealing at 710 °C in the ultrahigh vacuum (UHV) chamber and activated with Cs/O, all the GaN samples are successfully activated to the effective negative electron affinity (NEA) photocathodes. Among all samples, the GaN sample with the highest content of Ga2O3 after chemical cleaning obtains the highest quantum efficiency. By analyzing the property of Ga2O3, the surface processing results, and electron affinity variations during Cs and Cs/O2 deposition on GaN of other groups, it is suggested that before the adsorption of Cs, Ga2O3 is not completely removed from GaN surface in our samples, which will combine with Cs and lead to a large decrease in electron affinity. Furthermore, the effective NEA is formed for GaN photocathode, along with the surface downward band bending. Based on this assumption, a new dipole model Ga2O3-Cs is suggested, and the experimental effects are explained and discussed.

  15. Caffeine supplementation does not affect match activities and fatigue resistance during match play in young football players

    DEFF Research Database (Denmark)

    Pettersen, Svein Arne; Krustrup, Peter; Bendiksen, Mads

    2014-01-01

    The study examined the effect of caffeine supplementation on match activities and development of fatigue during a football match. In a randomised, double-blind cross-over design, two experimental football games separated by 7 days were organised between the junior teams of two professional football...... clubs (17.6 ± 1.1 years (±s), 71.7 ± 6.9 kg, 13.9% ± 5.0% body fat). The players ingested either a capsule of 6 mg · kg−1 b.w. caffeine or placebo (dextrose) 65 min prior to the matches. Match activities were assessed using the ZXY match analysis system, and a Yo-Yo intermittent recovery test–level 2...... (Yo-Yo IR2) was conducted immediately post-game. Heart rate was monitored throughout the game, and blood samples were obtained at baseline, half-time and after the game. There were no differences between caffeine and placebo regarding total distance covered (10,062 ± 916 vs 9854 ± 901 m), high...

  16. Aromatic plants play an important role in promoting soil biological activity related to nitrogen cycling in an orchard ecosystem.

    Science.gov (United States)

    Chen, Xinxin; Song, Beizhou; Yao, Yuncong; Wu, Hongying; Hu, Jinghui; Zhao, Lingling

    2014-02-15

    Aromatic plants can substantially improve the diversity and structure of arthropod communities, as well as reduce the number of herbivore pests and regulate the abundance of predators and parasitoids. However, it is not clear whether aromatic plants are also effective in improving soil quality by enhancing nutrient cycling. Here, field experiments are described involving intercropping with aromatic plants to investigate their effect on soil nitrogen (N) cycling in an orchard ecosystem. The results indicate that the soil organic nitrogen and available nitrogen contents increased significantly in soils intercropped with aromatic plants. Similarly, the activities of soil protease and urease increased, together with total microbial biomass involved in N cycling, including nitrifying bacteria, denitrifying bacteria and azotobacters, as well as the total numbers of bacteria and fungi. This suggests that aromatic plants improve soil N cycling and nutrient levels by enriching the soil in organic matter through the regulation of both the abundance and community structure of microorganisms, together with associated soil enzyme activity, in orchard ecosystems. Copyright © 2013 Elsevier B.V. All rights reserved.

  17. Bringing meteorology ``alive`` through the use of immersion-based learning activities that emphasize role playing and problem solving

    Energy Technology Data Exchange (ETDEWEB)

    Glantz, C.S.; Estes, J.C.; Andrews, G.L.

    1993-07-01

    Current research and emerging standards in teaching and learning say that students learning best when information is presented in a meaningful context and when the students are involved in things they care about. At the US Department of Energy`s (DOE) Pacific Northwest Laboratory (PNL), science education programs have been developed that incorporate these concepts. To help students and teachers understand the process of ``doing`` science, we provide immersion-based programs in such technical areas as meteorology, marine sciences, wetland ecology, groundwater hydrology, robotics, lasers materials science, biology, and archaeology. This paper focuses on a meteorology program the authors developed in recent years to support this immersion experience approach. We will discuss how we link meteorology with other subject matter, how we show the relevance of meteorology to real-world problems, and how we immerse student`s and teachers in activities that help them understand how scientists uncover knowledge and solve problems.

  18. PC-PLC/sphingomyelin synthase activity plays a central role in the development of myogenic tone in murine resistance arteries.

    Science.gov (United States)

    Mauban, Joseph R H; Zacharia, Joseph; Fairfax, Seth; Wier, Withrow Gil

    2015-06-15

    Myogenic tone is an intrinsic property of the vasculature that contributes to blood pressure control and tissue perfusion. Earlier investigations assigned a key role in myogenic tone to phospholipase C (PLC) and its products, inositol 1,4,5-trisphosphate (IP3) and diacylglycerol (DAG). Here, we used the PLC inhibitor, U-73122, and two other, specific inhibitors of PLC subtypes (PI-PLC and PC-PLC) to delineate the role of PLC in myogenic tone of pressurized murine mesenteric arteries. U-73122 inhibited depolarization-induced contractions (high external K(+) concentration), thus confirming reports of nonspecific actions of U-73122 and its limited utility for studies of myogenic tone. Edelfosine, a specific inhibitor of PI-PLC, did not affect depolarization-induced contractions but modulated myogenic tone. Because PI-PLC produces IP3, we investigated the effect of blocking IP3 receptor-mediated Ca(2+) release on myogenic tone. Incubation of arteries with xestospongin C did not affect tone, consistent with the virtual absence of Ca(2+) waves in arteries with myogenic tone. D-609, an inhibitor of PC-PLC and sphingomyelin synthase, strongly inhibited myogenic tone and had no effect on depolarization-induced contraction. D-609 appeared to act by lowering cytoplasmic Ca(2+) concentration to levels below those that activate contraction. Importantly, incubation of pressurized arteries with a membrane-permeable analog of DAG induced vasoconstriction. The results therefore mandate a reexamination of the signaling pathways activated by the Bayliss mechanism. Our results suggest that PI-PLC and IP3 are not required in maintaining myogenic tone, but DAG, produced by PC-PLC and/or SM synthase, is likely through multiple mechanisms to increase Ca(2+) entry and promote vasoconstriction. Copyright © 2015 the American Physiological Society.

  19. MEK/ERK activation plays a decisive role in yellow fever virus replication: implication as an antiviral therapeutic target.

    Science.gov (United States)

    Albarnaz, Jonas D; De Oliveira, Leonardo C; Torres, Alice A; Palhares, Rafael M; Casteluber, Marisa C; Rodrigues, Claudiney M; Cardozo, Pablo L; De Souza, Aryádina M R; Pacca, Carolina C; Ferreira, Paulo C P; Kroon, Erna G; Nogueira, Maurício L; Bonjardim, Cláudio A

    2014-11-01

    Exploiting the inhibition of host signaling pathways aiming for discovery of potential antiflaviviral compounds is clearly a beneficial strategy for the control of life-threatening diseases caused by flaviviruses. Here we describe the antiviral activity of the MEK1/2 inhibitor U0126 against Yellow fever virus 17D vaccine strain (YFV-17D). Infection of VERO cells with YFV-17D stimulates ERK1/2 phosphorylation early during infection. Pharmacological inhibition of MEK1/2 through U0126 treatment of VERO cells blockades not only the YFV-stimulated ERK1/2 phosphorylation, but also inhibits YFV replication by ∼99%. U0126 was also effective against dengue virus (DENV-2 and -3) and Saint-Louis encephalitis virus (SLEV). Levels of NS4AB, as detected by immunofluorescence, are diminished upon treatment with the inhibitor, as well as the characteristic endoplasmic reticulum membrane invagination stimulated during the infection. Though not protective, treatment of YFV-infected, adult BALB/c mice with U0126 resulted in significant reduction of virus titers in brains. Collectively, our data suggest the potential targeting of the MEK1/2 kinase as a therapeutic tool against diseases caused by flaviviruses such as yellow fever, adverse events associated with yellow fever vaccination and dengue. Copyright © 2014 Elsevier B.V. All rights reserved.

  20. Outdoor Play: Combating Sedentary Lifestyles

    Science.gov (United States)

    Thigpen, Betsy

    2007-01-01

    Increasingly sedentary lifestyles are contributing to overweight and other health concerns as children spend less and less time outside engaged in active play. Outdoor play provides important opportunities to explore the natural world, interact with peers, engage in vigorous physical activity, and learn about our environment. However, outdoor…

  1. 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...... are intrinsically concerned with processes of social identities, both those that are anchored in the social reality as well as those anticipated and imagined...

  2. "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.

  3. [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.

  4. Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation.

    Science.gov (United States)

    Thirumalai, Mohanraj; Kirkland, William B; Misko, Samuel R; Padalabalanarayanan, Sangeetha; Malone, Laurie A

    2018-03-06

    Active video game (AVG) playing, also known as "exergaming," is increasingly employed to promote physical activity across all age groups. The Wii Fit Balance Board is a popular gaming controller for AVGs and is used in a variety of settings. However, the commercial off-the-shelf (OTS) design poses several limitations. It is inaccessible to wheelchair users, does not support the use of stabilization assistive devices, and requires the ability to shift the center of balance (COB) in all directions to fully engage in game play. The aim of this study was to design an adapted version of the Wii Fit Balance Board to overcome the identified limitations and to evaluate the usability of the newly designed adapted Wii Fit Balance Board in persons with mobility impairments. In a previous study, 16 participants tried the OTS version of the Wii Fit Balance Board. On the basis of observed limitations, a team of engineers developed and adapted the design of the Wii Fit Balance Board, which was then subjected to multiple iterations of user feedback and design tweaks. On design completion, we recruited a new pool of participants with mobility impairments for a larger study. During their first visit, we assessed lower-extremity function using selected mobility tasks from the International Classification of Functioning, Disability and Health. During a subsequent session, participants played 2 sets of games on both the OTS and adapted versions of the Wii Fit Balance Board. Order of controller version played first was randomized. After participants played each version, we administered the System Usability Scale (SUS) to examine the participants' perceived usability. The adapted version of the Wii Fit Balance Board resulting from the user-centered design approach met the needs of a variety of users. The adapted controller (1) allowed manual wheelchair users to engage in game play, which was previously not possible; (2) included Americans with Disabilities Act-compliant handrails as part

  5. TLR9 played a more important role than TLR2 in the combination of maltose-binding protein and BCG-induced Th1 activation.

    Science.gov (United States)

    Ni, Weihua; Wang, Fang; Liu, Guomu; Zhang, Nannan; Yuan, Hongyan; Jie, Jing; Tai, Guixiang

    2016-11-01

    Our previous study demonstrated that maltose-binding protein (MBP) combined with BCG induced synergistic mouse Th1 activation in vivo. Here, to explore the mechanism of MBP combined with BCG on Th1 activation, mouse purified CD4 + T cells were stimulated with MBP and BCG in vitro. The results showed that MBP combined with BCG synergistically increased IFN-γ production, accompanied with the upregulation of TLR2/9 expressions, suggesting that TLR2/9 were involved in the combination-induced Th1 activation. Next, TLR2 antibodies and TLR9 inhibitor were used to further analyze the effects of TLRs in Th1 activation. Results showed TLR2 antibody partly decreased MBP combined with BCG-induced IFN-γ production, MyD88 expression and IκB phosphorylation, indicating that TLR2-mediated MyD88-dependent pathway was involved in the MBP combined with BCG-induced Th1 activation. Moreover, MBP combined with BCG-induced Th1 activation was completely abrogated by TLR9 inhibitor, suggesting that TLR9-mediated MyD88-dependent pathway played a more important role than TLR2 in the combination-induced Th1 activation. Further study showed that TLR9 inhibitor downregulated TLR2 expression, suggesting that TLR9 signaling regulated TLR2 activation to favor Th1 resonse induced by MBP combined with BCG. Collectively, we demonstrated for the first time that the cross-talk of TLR2 and TLR9 triggered Th1 activation collaboratively and our findings provided valuable information about designing more effective adjuvant for cancer therapy. Copyright © 2016 Elsevier Ltd. All rights reserved.

  6. Pedagogical terms of correction of motive sphere of persons of ripe years with the purchased blindness by facilities of playing activity

    Directory of Open Access Journals (Sweden)

    Kemkina V.I.

    2011-12-01

    Full Text Available The problem of correction of motive sphere of adults blind facilities of playing activity is considered. The pedagogical terms of correction of motive sphere of adults with the purchased blindness are considered. In experiment took part blind adults at the age 22-35 years. It is set that correction-developing teaching the motive actions of blind adults must be concertedly with the level of their development and the differentiated individual approach is foreseen. It is recommended to be oriented on the level of general development of these people, exposure of their potential and actual motive possibilities. It is well-proven that systematic application of facilities of motive activity is provided by the valuable mastering of vitally important motions, development of motive capabilities and capacity for an orientation in space.

  7. 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...... the range of play, the value of playful experiences, and explore the potential of design for play with the goal of generating a more playful world. With its participatory approach, Design for Play includes strong elements of making, engaging and co-creating with users, and thereby ways to learn from...... 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...

  8. Citizen Science to Communicate about Public Health Messages: The Reach of a Playful Online Survey on Sitting Time and Physical Activity.

    Science.gov (United States)

    De Cocker, Katrien; Chastin, Sebastien F M; De Bourdeaudhuij, Ilse; Imbo, Ineke; Stragier, Jeroen; Cardon, Greet

    2018-02-07

    There is a lack of research on how to communicate public health guidelines. Citizen science (CS) has been an effective way to involve the public in research. This study analyses the reach of a well-established CS experiment, launched during an annual national science event, to understand if it could be used as communication strategy for public health issues. A short playful online survey contained tailored health-related messages associated to an "animal totem" profile, based on the combination of sitting and physical activity levels (koala: high sitting, low activity; gorilla: high sitting, high activity; zebra: low sitting, low activity; bee: low sitting, high activity). Tweets, radio interviews, radio and online advertisements, press articles, and a press conference were used to promote the CS experiment. Google Analytics and Facebook Graph API (application programming interface) (use and spread of experiment) and descriptive statistics (attributes of adults completing the experiment) were used. A total of 6,246 adults completed the experiment, with a peak of views (n = 5,103) and completions (n = 1,209) a couple of days before the event. Completers were mostly female (65.8%), on average 37.5 years old, and had a healthy body mass index (23.8 kg/m 2 ). Nearly half (46.4%) had the most beneficial profile ("bee"), 26.5% had the least healthy profile ("koala"). CS as part of a national science event is a good platform for health communication as 1 in 1,000 Flemish adults were reached. However, those completing the experiment were not representative of the general Flemish adult population and reported to be more physically active. API: application programming interface; BMI: body mass index; CVD: cardiovascular disease; METs: metabolic equivalents.

  9. Competitive activity analysis in play-off stage of 'Wiener Stadtische' Serbian volleyball league for men in 2012/2013 season

    Directory of Open Access Journals (Sweden)

    Majstorović Nikola

    2015-01-01

    Full Text Available Sport is defined as an activity that involves competition, specific preparation for the competition, specific relationships and connections in that area of activity taken as a whole. Analysis of competitive activity is the basis for a rational approach to the planning, programming, implementation and evaluation of the effects of systematic training process. Subject to this study was to analyze competitive activities of volleyball players in the play-off stage of 'Wiener Statische' Serbian league in season 2012/2013. The aim of the research is to determine characteristics of the volleyball game structure in competitive activity, to determine the technical-tactical elements with a statistically significant contribution to the achievement of positive results in the competition and to perform certain conclusions, with the help of research results, regarding the design of the training process. Description of elements was performed in the research, the contents that describe competitive activity in men's volleyball were explored, and then comparative analysis of these elements was performed for different levels of team performance. We can conclude that, based on these results, there is a statistically significant difference between successful and less successful men volleyball teams in only three variables, namely: the efficiency coefficient of serve, efficiency coefficient of block, efficiency coefficient of attack. This data is absolutely correspond to considerations in practice, which is that these three elements directly bring a point in the field, and therefore by observing them we can determine the winner of the match, with the highest certainty. Other elements, though necessary may influence the final outcome in men's volleyball to a lesser extent. Data from this study should be used primarily for modeling volleyball players training, with the ultimate projection on training improvement and game efficiency increase.

  10. Integrin αIIb (CD41 plays a role in the maintenance of hematopoietic stem cell activity in the mouse embryonic aorta

    Directory of Open Access Journals (Sweden)

    Jean-Charles Boisset

    2013-04-01

    Integrins are transmembrane receptors that play important roles as modulators of cell behaviour through their adhesion properties and the initiation of signaling cascades. The αIIb integrin subunit (CD41 is one of the first cell surface markers indicative of hematopoietic commitment. αIIb pairs exclusively with β3 to form the αIIbβ3 integrin. β3 (CD61 also pairs with αv (CD51 to form the αvβ3 integrin. The expression and putative role of these integrins during mouse hematopoietic development is as yet unknown. We show here that hematopoietic stem cells (HSCs differentially express αIIbβ3 and αvβ3 integrins throughout development. Whereas the first HSCs generated in the aorta at mid-gestation express both integrins, HSCs from the placenta only express αvβ3, and most fetal liver HSCs do not express either integrin. By using αIIb deficient embryos, we show that αIIb is not only a reliable HSC marker but it also plays an important and specific function in maintaining the HSC activity in the mouse embryonic aorta.

  11. NLRP3 inflammasome activation by mitochondrial reactive oxygen species plays a key role in long-term cognitive impairment induced by paraquat exposure.

    Science.gov (United States)

    Chen, Liuji; Na, Ren; Boldt, Erin; Ran, Qitao

    2015-09-01

    Exposure to environmental toxins such as pesticides is implicated in increasing Alzheimer's disease risk. In this study, we investigated the long-term effects of paraquat exposure on cognition of Alzheimer's disease animal model APP/PS1 mice and wild-type (WT) mice. Our results showed that APP/PS1 mice had exacerbated cognition impairment and elevated Aβ levels at 5 months after paraquat exposure, and that WT mice had cognition impairment at 5 and 16 months after paraquat exposure. In addition, increased mitochondrial oxidative stress and augmented brain inflammation were observed in both paraquat-exposed APP/PS1 mice and WT mice. Interestingly, activation of NLRP3 inflammasome, which triggers inflammation in response to mitochondrial stress, was enhanced in paraquat-exposed mice. Moreover, transgenic mice overexpressing Prdx3, a key enzyme in detoxifying mitochondrial H2O2, had suppressed NLRP3 inflammasome activation, reduced brain inflammation, and attenuated cognition impairment after paraquat exposure. Together, our results indicate that NLRP3 inflammasome activation induced by mitochondrial reactive oxygen species plays a key role in mediating paraquat-induced long-term cognition decline by elevating brain inflammation. Published by Elsevier Inc.

  12. The Uses of Play

    Science.gov (United States)

    Cabaniss, Thomas

    2005-01-01

    Teaching artists have techniques for keeping play alive and vital in their work. But how do they think of play as TAs? In this article, the author examines the role of play in the work and life of teaching artists.

  13. Brain network activation as a novel biomarker for the return-to-play pathway following sport-related brain injury: A prospective case study

    Directory of Open Access Journals (Sweden)

    Adam W Kiefer

    2015-11-01

    Full Text Available Children and adolescent athletes are at a higher risk for concussion than adults, and also experience longer recovery times and increased associated symptoms. It has also recently been demonstrated that multiple, seemingly mild concussions may result in exacerbated and prolonged neurologic deficits. Objective assessments and return to play criteria are needed to reduce risk and morbidity associated with concussive events in these populations. Recent research has pushed to study the use of electroencephalography as an objective measure of brain injury. In the present case study, we present a novel approach that examines event related potentials via a brain network activation (BNA analysis as a biomarker of concussion and recovery. Specifically, changes in BNA scores as indexed through this approach, offer a potential indicator of neurological health as the BNA assessment qualitatively and quantitatively indexes the network dynamics associated with brain injury. Objective tools such as these support accurate and efficient assessment of brain injury and may offer a useful step in categorizing the temporal and spatial changes in brain activity following concussive blows, as well as the functional connectivity of brain networks, associated with concussion.

  14. Scaling-up an efficacious school-based physical activity intervention: Study protocol for the 'Internet-based Professional Learning to help teachers support Activity in Youth' (iPLAY) cluster randomized controlled trial and scale-up implementation evaluation.

    Science.gov (United States)

    Lonsdale, Chris; Sanders, Taren; Cohen, Kristen E; Parker, Philip; Noetel, Michael; Hartwig, Tim; Vasconcellos, Diego; Kirwan, Morwenna; Morgan, Philip; Salmon, Jo; Moodie, Marj; McKay, Heather; Bennie, Andrew; Plotnikoff, Ron; Cinelli, Renata L; Greene, David; Peralta, Louisa R; Cliff, Dylan P; Kolt, Gregory S; Gore, Jennifer M; Gao, Lan; Lubans, David R

    2016-08-24

    Despite the health benefits of regular physical activity, most children are insufficiently active. Schools are ideally placed to promote physical activity; however, many do not provide children with sufficient in-school activity or ensure they have the skills and motivation to be active beyond the school setting. The aim of this project is to modify, scale up and evaluate the effectiveness of an intervention previously shown to be efficacious in improving children's physical activity, fundamental movement skills and cardiorespiratory fitness. The 'Internet-based Professional Learning to help teachers support Activity in Youth' (iPLAY) study will focus largely on online delivery to enhance translational capacity. The intervention will be implemented at school and teacher levels, and will include six components: (i) quality physical education and school sport, (ii) classroom movement breaks, (iii) physically active homework, (iv) active playgrounds, (v) community physical activity links and (vi) parent/caregiver engagement. Experienced physical education teachers will deliver professional learning workshops and follow-up, individualized mentoring to primary teachers (i.e., Kindergarten - Year 6). These activities will be supported by online learning and resources. Teachers will then deliver the iPLAY intervention components in their schools. We will evaluate iPLAY in two complementary studies in primary schools across New South Wales (NSW), Australia. A cluster randomized controlled trial (RCT), involving a representative sample of 20 schools within NSW (1:1 allocation at the school level to intervention and attention control conditions), will assess effectiveness and cost-effectiveness at 12 and 24 months. Students' cardiorespiratory fitness will be the primary outcome in this trial. Key secondary outcomes will include students' moderate-to-vigorous physical activity (via accelerometers), fundamental movement skill proficiency, enjoyment of physical education and

  15. 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.

  16. 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.

  17. The Affect in Play Scale: confirmatory factor analysis in elementary school children.

    Science.gov (United States)

    Chessa, Daphne; Di Riso, Daniela; Delvecchio, Elisa; Salcuni, Silvia; Lis, Adriana

    2011-12-01

    The aim of this paper was to study the construct validity of the Affect in Play Scale, an empirically based measure of pretend play, in a group of 519 Italian children ages 6 to 10 years. In confirmatory factor analysis, a correlated two-factor structure with a cognitive and an affective factor was identified. Possible differences in factor scores by sex and age were investigated but no significant differences were found.

  18. 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...

  19. Synthetic PAMPS gel activates BMP/Smad signaling pathway in ATDC5 cells, which plays a significant role in the gel-induced chondrogenic differentiation.

    Science.gov (United States)

    Goto, Keiko; Kimura, Taichi; Kitamura, Nobuto; Semba, Shingo; Ohmiya, Yoshihiro; Aburatani, Sachiyo; Matsukura, Satoko; Tsuda, Masumi; Kurokawa, Takayuki; Ping Gong, Jian; Tanaka, Shinya; Yasuda, Kazunori

    2016-03-01

    The purposes of this study were to identify signaling pathways that were specifically activated in ATDC5 cells cultured on poly (2-acrylamido-2-methylpropanesulfonic acid) (PAMPS) gel in insulin-free maintenance medium and to evaluate the significance of the determined signaling pathways in the chondrogenic differentiation induced by this gel. In this study, ATDC5 cells cultured on PAMPS gel using the maintenance medium without insulin (PAMPS Culture) were compared with cells cultured on polystyrene using the differentiation medium containing insulin (PS-I Culture). The microarray analysis, Western blot analysis, and real-time PCR analysis demonstrated that the TGF-β/BMP signaling pathway was significantly enhanced at Days 1, 2, and 3 in the PAMPS Culture when compared with the PS-I Culture. Inhibition of the BMP type-I receptor reduced the phosphorylation level of Smad1/5 and expression of type-2 collagen and aggrecan mRNA in the cells accompanied by a reduction in cell aggregation at Day 13 in the PAMPS Culture. The inhibition of the TGF-β/BMP signaling pathway significantly inhibited the chondrogenic differentiation induced by the PAMPS gel. The present study demonstrated that synthetic PAMPS gel activates the TGF-β/BMP/Smad signaling pathway in the ATDC5 cells in the absence of insulin, and that this activation plays a significant role in the chondrogenic differentiation induced by PAMPS gel. © 2015 Wiley Periodicals, Inc. J Biomed Mater Res Part A: 104A: 734-746, 2016. © 2015 Wiley Periodicals, Inc.

  20. Designing for Immediate Play

    OpenAIRE

    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 situations. After a detailed explanation of immediate play, we analyze the context of the immediate play situation, which is mostly characterized by an overlap between different realities of the exper...

  1. Child's Play: Therapist's Narrative

    OpenAIRE

    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.

  2. Fact or fiction? A longitudinal study of play and the development of reflective functioning.

    Science.gov (United States)

    Tessier, V P; Normandin, L; Ensink, K; Fonagy, P

    2016-01-01

    In Fonagy and Target's (1996, 2000) developmental model of mentalization, play is theorized as a precursor of later mentalization and reflective function (RF); however, the relationship between play and later mentalization and RF has yet to be empirically tested. These processes are particularly important in the context of trauma, but an empirical model of the relationships among mentalization, play, and trauma is currently lacking. The aim of this longitudinal study was to examine whether children's capacity to engage in pretend play, to symbolize, and to make play narratives was associated with later RF in those children. Thirty-nine sexually abused children and 21 nonabused children (aged 3 to 8) participated in the study. The Children's Play Therapy Instrument was used to assess children's free play. Three years after the play assessment, children's RF was assessed using the Child Attachment Interview, coded with the Child and Adolescent Reflective Functioning Scale. Pretend play completion was associated with later other-understanding. Play was also found to mediate the relationship between sexual abuse and children's later mentalization regarding others. These findings are consistent with Fonagy and Target's emphasis on the role of pretend play in the development of a nuanced sense of the qualities of the mind and reality. In sum, the findings lend support to Fonagy and Target's account of playing with reality, and the development of mentalization suggests that it may be more than "fiction." Furthermore, these results suggest that children's ability to create meaningful and coherent play sequences after sexual abuse is associated with the development of a better understanding of their relationships with others. Clinical implications and future directions are discussed.

  3. Sendai virus C protein plays a role in restricting PKR activation by limiting the generation of intracellular double-stranded RNA.

    Science.gov (United States)

    Takeuchi, Kenji; Komatsu, Takayuki; Kitagawa, Yoshinori; Sada, Kiyonao; Gotoh, Bin

    2008-10-01

    Sendai virus (SeV) C protein is a multifunctional protein that plays important roles in regulating viral genome replication and transcription, antagonizing the host interferon system, suppressing virus-induced apoptosis, and facilitating virus assembly and budding. We here report a novel role of SeV C protein, the limitation of double-stranded RNA (dsRNA) generation for maintaining the rate of protein synthesis in infected cells. It was found that the intracellular protein synthesis rate was maintained even after wild-type (wt) SeV infection, but markedly suppressed following C-knockout SeV infection. This indicates the requirement of C protein for maintaining protein synthesis after infection. In contrast to wt SeV infection, C-knockout SeV infection caused phosphorylation of both the translation initiation factor eIF2alpha and dsRNA-dependent protein kinase (PKR). Phosphorylation of eIF2alpha occurred mainly due to the action of PKR, since knockdown of PKR by small interfering RNA limited eIF2alpha phosphorylation. C protein, however, could inhibit neither poly(I):poly(C)-activated nor Newcastle disease virus-induced phosphorylation of PKR and eIF2alpha, suggesting that C protein does not target common pathways leading to PKR activation. Immunofluorescent staining experiments with a monoclonal antibody specifically recognizing dsRNA revealed generation of a large amount of dsRNA in cells infected with C-knockout SeV but not wt SeV. The dsRNA generation as well as phosphorylation of PKR and eIF2alpha induced by C-knockout SeV was markedly suppressed in cells constitutively expressing C protein. Taken together, these results demonstrate that the SeV C protein limits generation of dsRNA, thereby keeping PKR inactive to maintain intracellular protein synthesis.

  4. Investigation of the Fusarium virguliforme Transcriptomes Induced during Infection of Soybean Roots Suggests that Enzymes with Hydrolytic Activities Could Play a Major Role in Root Necrosis.

    Science.gov (United States)

    Sahu, Binod B; Baumbach, Jordan L; Singh, Prashant; Srivastava, Subodh K; Yi, Xiaoping; Bhattacharyya, Madan K

    2017-01-01

    Sudden death syndrome (SDS) is caused by the fungal pathogen, Fusarium virguliforme, and is a major threat to soybean production in North America. There are two major components of this disease: (i) root necrosis and (ii) foliar SDS. Root symptoms consist of root necrosis with vascular discoloration. Foliar SDS is characterized by interveinal chlorosis and leaf necrosis, and in severe cases by flower and pod abscission. A major toxin involved in initiating foliar SDS has been identified. Nothing is known about how root necrosis develops. In order to unravel the mechanisms used by the pathogen to cause root necrosis, the transcriptome of the pathogen in infected soybean root tissues of a susceptible cultivar, 'Essex', was investigated. The transcriptomes of the germinating conidia and mycelia were also examined. Of the 14,845 predicted F. virguliforme genes, we observed that 12,017 (81%) were expressed in germinating conidia and 12,208 (82%) in mycelia and 10,626 (72%) in infected soybean roots. Of the 10,626 genes induced in infected roots, 224 were transcribed only following infection. Expression of several infection-induced genes encoding enzymes with oxidation-reduction properties suggests that degradation of antimicrobial compounds such as the phytoalexin, glyceollin, could be important in early stages of the root tissue infection. Enzymes with hydrolytic and catalytic activities could play an important role in establishing the necrotrophic phase. The expression of a large number of genes encoding enzymes with catalytic and hydrolytic activities during the late infection stages suggests that cell wall degradation could be involved in root necrosis and the establishment of the necrotrophic phase in this pathogen.

  5. Superman Comes to Preschool: Superhero TV Play.

    Science.gov (United States)

    Ritchie, Kathleen E.; Johnson, Zita M.

    Systematic efforts at the Arizona State Child Study Laboratory were successful in replacing children's undesirable superhero play with other types of sociodramatic play. Teachers found superhero play undesirable because it was aggressive and noisy and was accompanied by an increase in random activity. Observations indicated that superhero play had…

  6. How the Brain Makes Play Fun

    Science.gov (United States)

    Vanderschuren, Louk J. M. J.

    2010-01-01

    In this article, the author describes the empirical studies that have investigated whether play (mostly social play) is rewarding. He then discusses the brain circuits and neurotransmitters that underlie the pleasurable aspects of play. He concludes that the pleasure of play has the ability to reinforce learning activities and that the brain's…

  7. 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...... at the Play Grid. Thus, the model has four quadrants, each of them describing one of four play types: the Assembler, the Director, the Explorer, and the Improviser. It is our hope that the Play Grid can be a useful design tool for making entertainment products for children....

  8. Activation of Both CB1 and CB2 Endocannabinoid Receptors Is Critical for Masculinization of the Developing Medial Amygdala and Juvenile Social Play Behavior.

    Science.gov (United States)

    Argue, Kathryn J; VanRyzin, Jonathan W; Falvo, David J; Whitaker, Allison R; Yu, Stacey J; McCarthy, Margaret M

    2017-01-01

    Juvenile social play behavior is a shared trait across a wide variety of mammalian species. When play is characterized by the frequency or duration of physical contact, males usually display more play relative to females. The endocannabinoid system contributes to the development of the sex difference in social play behavior in rats. Treating newborn pups with a nonspecific endocannabinoid agonist, WIN55,212-2, masculinizes subsequent juvenile rough-and-tumble play behavior by females. Here we use specific drugs to target signaling through either the CB1 or CB2 endocannabinoid receptor (CB1R or CB2R) to determine which modulates the development of sex differences in play. Our data reveal that signaling through both CB1R and CB2R must be altered neonatally to modify development of neural circuitry regulating sex differences in play. Neonatal co-agonism of CB1R and CB2R masculinized play by females, whereas co-antagonism of these receptors feminized rates of male play. Because of a known role for the medial amygdala in the sexual differentiation of play, we reconstructed Golgi-impregnated neurons in the juvenile medial amygdala and used factor analysis to identify morphological parameters that were sexually differentiated and responsive to dual agonism of CB1R and CB2R during the early postnatal period. Our results suggest that sex differences in the medial amygdala are modulated by the endocannabinoid system during early development. Sex differences in play behavior are loosely correlated with differences in neuronal morphology.

  9. 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....

  10. 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...... for business and the other insists that work and play are largely indistinguishable in the postindustrial organization. Our field study of a design and communications company in Denmark shows that organizational play can be much more than just functional to the organization. We identify three ways in which...... 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....

  11. Why do Dolphins Play?

    OpenAIRE

    Stan A. Kuczaj; Holli C. Eskelinen

    2014-01-01

    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...

  12. 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...

  13. Associations between participation in organised physical activity in the school or community outside school hours and neighbourhood play with child physical activity and sedentary time: a cross-sectional analysis of primary school-aged children from the UK.

    Science.gov (United States)

    Jago, Russell; Macdonald-Wallis, Corrie; Solomon-Moore, Emma; Thompson, Janice L; Lawlor, Debbie A; Sebire, Simon J

    2017-09-14

    To assess the extent to which participation in organised physical activity in the school or community outside school hours and neighbourhood play was associated with children's physical activity and sedentary time. Cross-sectional study. Children were recruited from 47 state-funded primary schools in South West England. 1223 children aged 8-9 years old. Accelerometer-assessed moderate-to-vigorous-intensity physical activity (MVPA) and sedentary time. Children wore an accelerometer, and the mean minutes of MVPA and sedentary time per day were derived. Children reported their attendance at organised physical activity in the school or community outside school hours and neighbourhood play using a piloted questionnaire. Cross-sectional linear and logistic regression were used to examine if attendance frequency at each setting (and all settings combined) was associated with MVPA and sedentary time. Multiple imputation methods were used to account for missing data and increase sample size. Children who attended clubs at school 3-4 days per week obtained an average of 7.58 (95% CI 2.7 to 12.4) more minutes of MVPA per day than children who never attended. Participation in the three other non-school-based activities was similarly associated with MVPA. Evidence for associations with sedentary time was generally weaker. Associations were similar in girls and boys. When the four different contexts were combined, each additional one to two activities participated in per week increased participants' odds (OR: 1.18, 95% CI 1.12 to 1.25) of meeting the government recommendations for 60 min of MVPA per day. Participating in organised physical activity at school and in the community is associated with greater physical activity and reduced sedentary time among both boys and girls. All four types of activity contribute to overall physical activity, which provides parents with a range of settings in which to help their child be active. © Article author(s) (or their employer

  14. MAP kinase phosphatase-2 plays a key role in the control of infection with Toxoplasma gondii by modulating iNOS and arginase-1 activities in mice.

    Directory of Open Access Journals (Sweden)

    Stuart Woods

    2013-08-01

    Full Text Available The dual specific phosphatase, MAP kinase phosphatase-2 (MKP-2 has recently been demonstrated to negatively regulate macrophage arginase-1 expression, while at the same time to positively regulate iNOS expression. Consequently, MKP-2 is likely to play a significant role in the host interplay with intracellular pathogens. Here we demonstrate that MKP-2(-/- mice on the C57BL/6 background have enhanced susceptibility compared with wild-type counterparts following infection with type-2 strains of Toxoplasma gondii as measured by increased parasite multiplication during acute infection, increased mortality from day 12 post-infection onwards and increased parasite burdens in the brain, day 30 post-infection. MKP-2(-/- mice did not, however, demonstrate defective type-1 responses compared with MKP-2(+/+ mice following infection although they did display significantly reduced serum nitrite levels and enhanced tissue arginase-1 expression. Early resistance to T. gondii in MKP-2(+/+, but not MKP-2(-/-, mice was nitric oxide (NO dependent as infected MKP-2(+/+, but not MKP-2(-/- mice succumbed within 10 days post-infection with increased parasite burdens following treatment with the iNOS inhibitor L-NAME. Conversely, treatment of infected MKP-2(-/- but not MKP-2(+/+ mice with nor-NOHA increased parasite burdens indicating a protective role for arginase-1 in MKP-2(-/- mice. In vitro studies using tachyzoite-infected bone marrow derived macrophages and selective inhibition of arginase-1 and iNOS activities confirmed that both iNOS and arginase-1 contributed to inhibiting parasite replication. However, the effects of arginase-1 were transient and ultimately the role of iNOS was paramount in facilitating long-term inhibition of parasite multiplication within macrophages.

  15. Playing with the city

    DEFF Research Database (Denmark)

    Tosca, Susana; Marquez, Israel

    2017-01-01

    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......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...

  16. RegA Plays a Key Role in Oxygen-Dependent Establishment of Persistence and in Isocitrate Lyase Activity, a Critical Determinant of In vivo Brucella suis Pathogenicity

    Directory of Open Access Journals (Sweden)

    Elias Abdou

    2017-05-01

    Full Text Available For aerobic human pathogens, adaptation to hypoxia is a critical factor for the establishment of persistent infections, as oxygen availability is low inside the host. The two-component system RegB/A of Brucella suis plays a central role in the control of respiratory systems adapted to oxygen deficiency, and in persistence in vivo. Using an original “in vitro model of persistence” consisting in gradual oxygen depletion, we compared transcriptomes and proteomes of wild-type and ΔregA strains to identify the RegA-regulon potentially involved in the set-up of persistence. Consecutive to oxygen consumption resulting in growth arrest, 12% of the genes in B. suis were potentially controlled directly or indirectly by RegA, among which numerous transcriptional regulators were up-regulated. In contrast, genes or proteins involved in envelope biogenesis and in cellular division were repressed, suggesting a possible role for RegA in the set-up of a non-proliferative persistence state. Importantly, the greatest number of the RegA-repressed genes and proteins, including aceA encoding the functional IsoCitrate Lyase (ICL, were involved in energy production. A potential consequence of this RegA impact may be the slowing-down of the central metabolism as B. suis progressively enters into persistence. Moreover, ICL is an essential determinant of pathogenesis and long-term interactions with the host, as demonstrated by the strict dependence of B. suis on ICL activity for multiplication and persistence during in vivo infection. RegA regulates gene or protein expression of all functional groups, which is why RegA is a key regulator of B. suis in adaptation to oxygen depletion. This function may contribute to the constraint of bacterial growth, typical of chronic infection. Oxygen-dependent activation of two-component systems that control persistence regulons, shared by several aerobic human pathogens, has not been studied in Brucella sp. before. This work

  17. Development of Symbolic Play through the Use of Virtual Reality Tools in Children with Autistic Spectrum Disorders: Two Case Studies

    Science.gov (United States)

    Herrera, Gerardo; Alcantud, Francisco; Jordan, Rita; Blanquer, Amparo; Labajo, Gabriel; De Pablo, Cristina

    2008-01-01

    Difficulties in understanding symbolism have been documented as characteristic of autistic spectrum disorders (ASDs). In general, virtual reality (VR) environments offer a set of potential advantages for educational intervention in ASD. In particular, VR offers the advantage, for teaching pretend play and for understanding imagination, of it being…

  18. FairyPlay

    DEFF Research Database (Denmark)

    Toft, Herdis

    2018-01-01

    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...... 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...... 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...

  19. 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…

  20. 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.

  1. 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....

  2. Play, Toys and Television.

    Science.gov (United States)

    Brougere, Gilles

    In Western societies, television has transformed the life, culture, and points of reference of the child. Its particular sphere of influence is the child's play culture. This play culture is not hermetic: it is very oriented toward manipulation; has a symbolic role as a representational medium; evolves along with the child; has a certain amount of…

  3. 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.

  4. Let's Just Play

    Science.gov (United States)

    Schmidt, Janet

    2003-01-01

    Children have a right to play. The idea is so simple it seems self-evident. But a stroll through any toy superstore, or any half-hour of so-called "children's" programming on commercial TV, makes it clear that violence, not play, dominates what's being sold. In this article, the author discusses how teachers and parents share the responsibility in…

  5. 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. ...

  6. 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.

  7. 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...

  8. 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 betwe...

  9. 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....

  10. Sendai Virus C Protein Plays a Role in Restricting PKR Activation by Limiting the Generation of Intracellular Double-Stranded RNA▿

    OpenAIRE

    Takeuchi, Kenji; Komatsu, Takayuki; Kitagawa, Yoshinori; Sada, Kiyonao; Gotoh, Bin

    2008-01-01

    Sendai virus (SeV) C protein is a multifunctional protein that plays important roles in regulating viral genome replication and transcription, antagonizing the host interferon system, suppressing virus-induced apoptosis, and facilitating virus assembly and budding. We here report a novel role of SeV C protein, the limitation of double-stranded RNA (dsRNA) generation for maintaining the rate of protein synthesis in infected cells. It was found that the intracellular protein synthesis rate was ...

  11. A randomised controlled trial of multiple periods of outdoor free-play to increase moderate-to-vigorous physical activity among 3 to 6 year old children attending childcare: study protocol.

    Science.gov (United States)

    Wolfenden, Luke; Wiggers, John; Morgan, Philip; Razak, Lubna Abdul; Jones, Jannah; Finch, Meghan; Sutherland, Rachel; Lecathelinais, Christophe; Gillham, Karen; Yoong, Sze Lin

    2016-09-02

    The implementation of physical activity interventions in centre-based childcare services has been recommended to improve child health. This study aims to evaluate the efficacy of scheduling multiple periods of outdoor free play in increasing the time children spend in moderate-to-vigorous physical activity (MVPA) during childcare. The study will employ a between group cluster randomised controlled trial design. Fourteen childcare services in the Hunter New England region of New South Wales, Australia, who currently implement a single session of free outdoor play between their core operational hours of 9 am to 3 pm will be recruited into the trial. Childcare services will be randomised to an intervention or a no intervention control group. Childcare services in the intervention group will be supported by an early childhood education specialist to provide three periods of outdoor free play for children between the hours of 9 am to 3 pm. Each period of outdoor free play will be at least 15 min in duration but must equate to their total usual duration of outdoor play. Services in the control group will continue to implement a single period of outdoor play. The primary trial outcome is minutes of time children spend in MVPA whilst in care assessed objectively via accelerometer over 5 days. Outcome assessment will occur at baseline and 3 months post baseline. Generalised Linear Mixed Models (GLMM) under an intention to treat framework will be used to compare differences between groups in the primary trial outcome at follow-up. Sensitivity analysis will be conducted to test assumptions of missing data. Per protocol analysis will be performed using services that implemented the intervention as intended and subgroup analysis undertaken by gender and baseline physical activity levels of children. The study tests a simple ecological intervention that has the potential to increase child physical activity in care. Australian New Zealand Clinical Trials Registry

  12. "Like a Soccer Camp for Boys": A Qualitative Exploration of Gendered Activity Patterns in Children's Self-Organized Play during School Recess

    Science.gov (United States)

    Pawlowski, Charlotte Skau; Ergler, Christina; Tjørnhøj-Thomsen, Tine; Schipperijn, Jasper; Troelsen, Jens

    2015-01-01

    Boys are more physically active than girls and the greatest gender difference in children's physical activity is found in institutional settings such as school recess. However, research on gender relations, performances and practices that maintain gendered differences in physical activity during recess is still limited. Drawing on a qualitative…

  13. "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…

  14. 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.

  15. 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...... the critical argument against this academic technique by going back to the history of cultural anthropology of play. This history did not develop in a linear way, but by shifts between different periods of colonial and anticolonial positions, as well as between more positivistic and more relativist approaches....... The academic imperative of definition seems to be linked to the positivistic attempts – and produces sometimes monstrous definitions. Have they any philosophical value for our knowledge of what play is? Definition is not a universal instrument of knowledge-building, but a culturally specific construction...

  16. Testing the effects of narrative and play on physical activity among breast cancer survivors using mobile apps: Study protocol for a randomized controlled trial

    Science.gov (United States)

    Physical activity reduces risk for numerous negative health outcomes, but postmenopausal breast cancer survivors do not reach recommended levels. Many interventions encourage self-monitoring of steps, which can increase physical activity in the short term. However, these interventions appear insuffi...

  17. Social support plays a role in the attitude that people have towards taking an active role in medical decision-making.

    NARCIS (Netherlands)

    Brabers, A.E.M.; Jong, J.D. de; Groenewegen, P.P.; Dijk, L. van

    2016-01-01

    Background: There is a growing emphasis towards including patients in medical decision-making. However, not all patients are actively involved in such decisions. Research has so far focused mainly on the influence of patient characteristics on preferences for active involvement. However, it can be

  18. Social support plays a role in the attitude that people have towards taking an active role in medical decision-making

    NARCIS (Netherlands)

    Brabers, Anne E M; De Jong, Judith D.; Groenewegen, Peter P.; Van Dijk, Liset

    2016-01-01

    Background: There is a growing emphasis towards including patients in medical decision-making. However, not all patients are actively involved in such decisions. Research has so far focused mainly on the influence of patient characteristics on preferences for active involvement. However, it can be

  19. Playful Collaboration (or Not)

    DEFF Research Database (Denmark)

    Bogers, Marcel; Sproedt, Henrik

    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...... related to open and distributed innovation models. From this experience, we induce that a game can be useful to teach certain open innovation concepts and practices. We also highlight some possible caveats of using the game and of actual open innovation practices alike, such as a tendency towards too much...

  20. Play or science?

    DEFF Research Database (Denmark)

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

    2015-01-01

    Crowdscience games may hold unique potentials as learning opportunities compared to games made for fun or education. They are part of an actual science problem solving process: By playing, players help scientists, and thereby interact with real continuous research processes. This mixes the two...... worlds of play and science in new ways. During usability testing we discovered that users of the crowdscience game Quantum Dreams tended to answer questions in game terms, even when directed explicitly to give science explanations. We then examined these competing frames of understanding though a mixed...

  1. 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

  2. Rad9, Rad17, TopBP1 and claspin play essential roles in heat-induced activation of ATR kinase and heat tolerance.

    Directory of Open Access Journals (Sweden)

    Munkhbold Tuul

    Full Text Available Hyperthermia is widely used to treat patients with cancer, especially in combination with other treatments such as radiation therapy. Heat treatment per se activates DNA damage responses mediated by the ATR-Chk1 and ATM-Chk2 pathways but it is not fully understood how these DNA damage responses are activated and affect heat tolerance. By performing a genetic analysis of human HeLa cells and chicken B lymphoma DT40 cells, we found that heat-induced Chk1 Ser345 phosphorylation by ATR was largely dependent on Rad9, Rad17, TopBP1 and Claspin. Activation of the ATR-Chk1 pathway by heat, however, was not associated with FancD2 monoubiquitination or RPA32 phosphorylation, which are known as downstream events of ATR kinase activation when replication forks are stalled. Downregulation of ATR, Rad9, Rad17, TopBP1 or Claspin drastically reduced clonogenic cell viability upon hyperthermia, while gene knockout or inhibition of ATM kinase reduced clonogenic viability only modestly. Suppression of the ATR-Chk1 pathway activation enhanced heat-induced phosphorylation of Chk2 Thr68 and simultaneous inhibition of ATR and ATM kinases rendered severe heat cytotoxicity. These data indicate that essential factors for activation of the ATR-Chk1 pathway at stalled replication forks are also required for heat-induced activation of ATR kinase, which predominantly contributes to heat tolerance in a non-overlapping manner with ATM kinase.

  3. Insights into the structure-activity relationship of the anticancer compound ZJ-101, a derivative of marine natural product superstolide A: A role played by the lactone moiety.

    Science.gov (United States)

    Qiu, Haibo; Qian, Shan; Head, Sarah A; Liu, Jun O; Jin, Zhendong

    2016-10-01

    Compound ZJ-101, a structurally simplified analog of the marine natural product superstolide A, was previously developed in our laboratory. In the subsequent structure-activity relationship study, a new analog ZJ-109 was designed and synthesized to probe the importance of the lactone moiety of the molecule by replacing the lactone in ZJ-101 with a lactam. The biological evaluation showed that ZJ-109 is about 8-12 times less active against cancer cells in vitro than ZJ-101, suggesting that the lactone moiety of the molecule is important for its anticancer activity. Copyright © 2016 Elsevier Ltd. All rights reserved.

  4. Want to Play Geometry?

    Science.gov (United States)

    Kaufmann, Matthew L.; Bomer, Megan A.; Powell, Nancy Norem

    2009-01-01

    Students enter the geometry classroom with a strong concept of fairness and a sense of what it means to "play by the rules," yet many students have difficulty understanding the postulates, or rules, of geometry and their implications. Although they may never have articulated the properties of an axiomatic system, they have gained a practical…

  5. Playful Hyper Responsibility

    DEFF Research Database (Denmark)

    Knudsen, Hanne; Åkerstrøm Andersen, Niels

    2014-01-01

    . 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...

  6. 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.

  7. Playing with Science

    Science.gov (United States)

    Vieyra, Rebecca; Edwards, Teon; Rowe, Elizabeth; Asbell-Clarke, Jodi

    2015-01-01

    Gaming is becoming an effective form of learning and assessment and shouldn't be overlooked in an increasingly technological world. The games described in this article ("Impulse," "Quantum Spectre," and "Ravenous"), entertaining enough to be played by the general public, are also appropriate and useful in a classroom…

  8. Efficacy of play therapy

    African Journals Online (AJOL)

    User

    Abstract. The objectives of the study are to know whether play therapy can facilitate the self- healing process, to improve the academic performance, increase the attentive level, and to ensure self-confidence and esteem of children under difficult circumstances. Data for this study were the case works of the researcher (for ...

  9. 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...

  10. Mobilities at Play

    DEFF Research Database (Denmark)

    Ungruhe, Christian

    2017-01-01

    -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...

  11. 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...

  12. Hydathode trichomes actively secreting water from leaves play a key role in the physiology and evolution of root-parasitic rhinanthoid Orobanchaceae

    Czech Academy of Sciences Publication Activity Database

    Světlíková, P.; Hájek, Tomáš; Těšitel, J.

    2015-01-01

    Roč. 116, č. 1 (2015), s. 61-68 ISSN 0305-7364 Institutional support: RVO:67985939 Keywords : active water transport * parasite * water regime Subject RIV: EH - Ecology, Behaviour Impact factor: 3.982, year: 2015

  13. Social support plays a role in the attitude that people have towards taking an active role in medical decision-making.

    Science.gov (United States)

    Brabers, Anne E M; de Jong, Judith D; Groenewegen, Peter P; van Dijk, Liset

    2016-09-21

    There is a growing emphasis towards including patients in medical decision-making. However, not all patients are actively involved in such decisions. Research has so far focused mainly on the influence of patient characteristics on preferences for active involvement. However, it can be argued that a patient's social context has to be taken into account as well, because social norms and resources affect behaviour. This study aims to examine the role of social resources, in the form of the availability of informational and emotional support, on the attitude towards taking an active role in medical decision-making. A questionnaire was sent to members of the Dutch Health Care Consumer Panel (response 70 %; n = 1300) in June 2013. A regression model was then used to estimate the relation between medical and lay informational support and emotional support and the attitude towards taking an active role in medical decision-making. Availability of emotional support is positively related to the attitude towards taking an active role in medical decision-making only in people with a low level of education, not in persons with a middle and high level of education. The latter have a more positive attitude towards taking an active role in medical decision-making, irrespective of the level of emotional support available. People with better access to medical informational support have a more positive attitude towards taking an active role in medical decision-making; but no significant association was found for lay informational support. This study shows that social resources are associated with the attitude towards taking an active role in medical decision-making. Strategies aimed at increasing patient involvement have to address this.

  14. Playing The Lobby

    DEFF Research Database (Denmark)

    2014-01-01

    Playing a game can be defined as, in a fun way, to reach a goal by means of helpers and challenged by obstacles and opponents. In this workshop we will gain a new understanding of the lobby by making it into a game. The lobby of the museum can be understood as a game in which the players (the...... visitors), challenged by ticketing and refreshed by coffee, are struggling towards the goal: the exhibition. By applying the game metaphor we hope to unearth a new understanding of the lobby. In the workshop we are going to make small simple boardgames of cardboard that resemble the game of the lobby....... The object is surprisingly not to play the games, but to design them. Through the design process we are forced to discuss: What are the challenges of a particular lobby (e.g. ticketing, queueing, other visitors, guards, getting lost)? Which properties do the players have (e.g. patience, expectations, need...

  15. 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...

  16. 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.

  17. 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....... The inspiration for this book was the 3-section EFPP conference in Copenhagen in May 2007 with the main theme "Play and Power". At the conference and in the book, this theme is presented both inside and outside the therapeutic space. It is amply illustrated in clinical cases from individual psychotherapies...... with children and adults and from group analysis. Most of the examples are with hateful or resigned children and adults who have been exposed to extremely damaging or unhelpful environments, and who demonstrate convincingly some of the devastating consequences that abuse of power in the real world may have...

  18. 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...

  19. Serological evidence that activation of ubiquitous human herpesvirus-6 (HHV-6) plays a role in chronic idiopathic/spontaneous urticaria (CIU).

    Science.gov (United States)

    Dreyfus, D H

    2016-02-01

    Acute infection with viral pathogens in the herpesviridae family can trigger acute urticaria, and reactivation of herpesviridae is associated with cutaneous urticarial-like syndromes such as drug-induced hypersensitivity syndrome/drug reaction with eosinophilia and systemic symptoms (DRESS). Reactivation of latent herpesviridae has not been studied systematically in chronic idiopathic/spontaneous urticaria (CIU). This review proposes that CIU is an inflammatory disorder with autoimmune features (termed 'CVU' for chronic viral urticaria), based on serology consistent with the hypothesis that reactivation of a latent herpesvirus or -viruses may play a role in CIU. Serology obtained from a cohort of omalizumab (Xolair)-dependent patients with severe CIU was consistent with previous HHV-6 infection, persistent viral gene expression and replication. CIU patients also exhibited serological evidence of increased immune response to HHV-4 (Epstein-Barr virus, or EBV) but not all CIU patients were infected with EBV. These observations, combined with case reports of CIU response to anti-viral therapy, suggest that HHV-6, possibly interacting with HHV-4 in cutaneous tissues, is a candidate for further prospective study as a co-factor in CIU. © 2015 British Society for Immunology.

  20. 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....

  1. 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...... fieldwork—this paper emphasizes the importance of understanding how students explore creativity and playfulness while producing in learning situations....

  2. Oxidative stress, caspase-3 activation and cleavage of ROCK-1 play an essential role in MeHg-induced cell death in primary astroglial cells.

    Science.gov (United States)

    Dos Santos, Alessandra Antunes; López-Granero, Caridad; Farina, Marcelo; Rocha, João B T; Bowman, Aaron B; Aschner, Michael

    2018-03-01

    Methylmercury is a toxic environmental contaminant that elicits significant toxicity in humans. The central nervous system is the primary target of toxicity, and is particularly vulnerable during development. Rho-associated protein kinase 1 (ROCK-1) is a major downstream effector of the small GTPase RhoA and a direct substrate of caspase-3. The activation of ROCK-1 is necessary for membrane blebbing during apoptosis. In this work, we examined whether MeHg could affect the RhoA/ROCK-1 signaling pathway in primary cultures of mouse astrocytes. Exposure of cells with 10 μM MeHg decreased cellular viability after 24 h of incubation. This reduction in viability was preceded by a significant increase in intracellular and mitochondrial reactive oxygen species levels, as well as a reduced NAD + /NADH ratio. MeHg also induced an increase in mitochondrial-dependent caspase-9 and caspase-3, while the levels of RhoA protein expression were reduced or unchanged. We further found that MeHg induced ROCK-1 cleavage/activation and promoted LIMK1 and MYPT1 phosphorylation, both of which are the best characterized ROCK-1 downstream targets. Inhibiting ROCK-1 and caspases activation attenuated the MeHg-induced cell death. Collectively, these findings are the first to show that astrocytes exposed to MeHg showed increased cleavage/activation of ROCK-1, which was independent of the small GTPase RhoA. Copyright © 2018. Published by Elsevier Ltd.

  3. Hydathode trichomes actively secreting water from leaves play a key role in the physiology and evolution of root-parasitic rhinanthoid Orobanchaceae.

    Science.gov (United States)

    Světlíková, Petra; Hájek, Tomáš; Těšitel, Jakub

    2015-07-01

    Root hemiparasites from the rhinanthoid clade of Orobanchaceae possess metabolically active glandular trichomes that have been suggested to function as hydathode trichomes actively secreting water, a process that may facilitate resource acquisition from the host plant's root xylem. However, no direct evidence relating the trichomes to water secretion exists, and carbon budgets associated with this energy-demanding process have not been determined. Macro- and microscopic observations of the leaves of hemiparasitic Rhinanthus alectorolophus were conducted and night-time gas exchange was measured. Correlations were examined among the intensity of guttation, respiration and transpiration, and analysis of these correlations allowed the carbon budget of the trichome activity to be quantified. We examined the intensity of guttation, respiration and transpiration, correlations among which indicate active water secretion. Guttation was observed on the leaves of 50 % of the young, non-flowering plants that were examined, and microscopic observations revealed water secretion from the glandular trichomes present on the abaxial leaf side. Night-time rates of respiration and transpiration and the presence of guttation drops were positively correlated, which is a clear indicator of hydathode trichome activity. Subsequent physiological measurements on older, flowering plants indicated neither intense guttation nor the presence of correlations, which suggests that the peak activity of hydathodes is in the juvenile stage. This study provides the first unequivocal evidence for the physiological role of the hydathode trichomes in active water secretion in the rhinanthoid Orobanchaceae. Depending on the concentration of organic elements calculated to be in the host xylem sap, the direct effect of water secretion on carbon balance ranges from close to neutral to positive. However, it is likely to be positive in the xylem-only feeding holoparasites of the genus Lathraea, which is closely

  4. NM23-H2 may play an indirect role in transcriptional activation of c-myc gene expression but does not cleave the nuclease hypersensitive element III1

    International Nuclear Information System (INIS)

    Dexheimer, Thomas S.; Carey, Steven S.; Zuohe, Song; Gokhale, Vijay M.; Hu, Xiaohui; Murata, Lauren B.; Maes, Estelle M.; Weichsel, Andrzej; Sun, Daekyu; Meuillet, Emmanuelle J.; Montfort, William R.; Hurley, Laurence H.

    2009-01-01

    The formation of G-quadruplex structures within the nuclease hypersensitive element (NHE) III 1 region of the c-myc promoter and the ability of these structures to repress c-myc transcription have been well established. However, just how these extremely stable DNA secondary structures are transformed to activate c-myc transcription is still unknown. NM23-H2/nucleoside diphosphate kinase B has been recognized as an activator of c-myc transcription via interactions with the NHE III 1 region of the c-myc gene promoter. Through the use of RNA interference, we confirmed the transcriptional regulatory role of NM23-H2. In addition, we find that further purification of NM23-H2 results in loss of the previously identified DNA strand cleavage activity, but retention of its DNA binding activity. NM23-H2 binds to both single-stranded guanine- and cytosine-rich strands of the c-myc NHE III 1 and, to a lesser extent, to a random single-stranded DNA template. However, it does not bind to or cleave the NHE III 1 in duplex form. Significantly, potassium ions and compounds that stabilize the G-quadruplex and i-motif structures have an inhibitory effect on NM23-H2 DNA-binding activity. Mutation of Arg 88 to Ala 88 (R88A) reduced both DNA and nucleotide binding but had minimal effect on the NM23-H2 crystal structure. On the basis of these data and molecular modeling studies, we have proposed a stepwise trapping-out of the NHE III 1 region in a single-stranded form, thus allowing single-stranded transcription factors to bind and activate c-myc transcription. Furthermore, this model provides a rationale for how the stabilization of the G-quadruplex or i-motif structures formed within the c-myc gene promoter region can inhibit NM23-H2 from activating c-myc gene expression.

  5. Activation of p44/42 MAPK plays a role in the TBT-induced loss of human natural killer (NK) cell function.

    Science.gov (United States)

    Dudimah, Fred D; Griffey, Denisha; Wang, Xiaofei; Whalen, Margaret M

    2010-10-01

    Natural killer (NK) cells destroy (lyse) tumor cells, virally infected cells, and antibody-coated cells. Previous studies indicated that exposure to the environmental contaminant tributyltin (TBT) decreases the lytic function of NK cells and activates mitogen-activated protein kinases (MAPK), including p44/42 (Aluoch and Whalen Toxicology 209:263-277, 2005). If activation of p44/42 is required for TBT-induced decreases of lytic function, then activation of p44/42 to similar extents by pharmacological agents such as phorbol 12-myristate 13-acetate (PMA) should mimic to some extent changes induced in NK cells with TBT exposures. NK cells were exposed to PMA concentrations between 0.25 and 10 nM for 10 min, 1 h, and 6 h before determining the lytic function ((51)Cr release assay) and phosphorylation state of MAPKs (Western blot). A 1-h exposure of NK cells to 5 nM PMA resulted in a loss of lytic function of 47%. Western blot analysis showed that a 1-h exposure to 5 nM PMA caused a sixfold increase in phospho-p44/42 levels. Previous studies showed a fivefold increase in phospho-p44/42 in response to a 1-h exposure to 300 nM TBT. Exposure to 300 nM TBT caused about a 40% decrease in lytic function. This study supports the hypothesis that p44/42 activation (as seen with TBT exposures) can cause a loss of NK-cell lytic function.

  6. The ATP-gated P2X1 receptor plays a pivotal role in activation of aspirin-treated platelets by thrombin and epinephrine.

    Science.gov (United States)

    Grenegård, Magnus; Vretenbrant-Oberg, Karin; Nylander, Martina; Désilets, Stéphanie; Lindström, Eva G; Larsson, Anders; Ramström, Ida; Ramström, Sofia; Lindahl, Tomas L

    2008-07-04

    Human platelets express protease-activated receptor 1 (PAR1) and PAR4 but limited data indicate for differences in signal transduction. We studied the involvement of PAR1 and PAR4 in the cross-talk between thrombin and epinephrine. The results show that epinephrine acted via alpha(2A)-adrenergic receptors to provoke aggregation, secretion, and Ca(2+) mobilization in aspirin-treated platelets pre-stimulated with subthreshold concentrations of thrombin. Incubating platelets with antibodies against PAR4 or the PAR4-specific inhibitor pepducin P4pal-i1 abolished the aggregation. Furthermore, platelets pre-exposed to the PAR4-activating peptide AYPGKF, but not to the PAR1-activating peptide SFLLRN, were aggregated by epinephrine, whereas both AYPGKF and SFLLRN synergized with epinephrine in the absence of aspirin. The roles of released ATP and ADP were elucidated by using antagonists of the purinergic receptors P2X(1), P2Y(1), and P2Y(12) (i.e. NF449, MRS2159, MRS2179, and cangrelor). Intriguingly, ATP, but not ADP, was required for the epinephrine/thrombin-induced aggregation. In Western blot analysis, a low concentration of AYPGKF, but not SFLLRN, stimulated phosphorylation of Akt on serine 473. Moreover, the phosphatidyl inositide 3-kinase inhibitor LY294002 antagonized the effect of epinephrine combined with thrombin or AYPGKF. Thus, in aspirin-treated platelets, PAR4, but not PAR1, interacts synergistically with alpha(2A)-adrenergic receptors, and the PI3-kinase/Akt pathway is involved in this cross-talk. Furthermore, in PAR4-pretreated platelets, epinephrine caused dense granule secretion, and subsequent signaling from the ATP-gated P2X(1)-receptor and the alpha(2A)-adrenergic receptor induced aggregation. These results suggest a new mechanism that has ATP as a key element and circumvents the action of aspirin on epinephrine-facilitated PAR4-mediated platelet activation.

  7. A randomised controlled trial of multiple periods of outdoor free-play to increase moderate-to-vigorous physical activity among 3 to 6 year old children attending childcare: study protocol

    Directory of Open Access Journals (Sweden)

    Luke Wolfenden

    2016-09-01

    Full Text Available Abstract Background The implementation of physical activity interventions in centre-based childcare services has been recommended to improve child health. This study aims to evaluate the efficacy of scheduling multiple periods of outdoor free play in increasing the time children spend in moderate-to-vigorous physical activity (MVPA during childcare. Methods The study will employ a between group cluster randomised controlled trial design. Fourteen childcare services in the Hunter New England region of New South Wales, Australia, who currently implement a single session of free outdoor play between their core operational hours of 9 am to 3 pm will be recruited into the trial. Childcare services will be randomised to an intervention or a no intervention control group. Childcare services in the intervention group will be supported by an early childhood education specialist to provide three periods of outdoor free play for children between the hours of 9 am to 3 pm. Each period of outdoor free play will be at least 15 min in duration but must equate to their total usual duration of outdoor play. Services in the control group will continue to implement a single period of outdoor play. The primary trial outcome is minutes of time children spend in MVPA whilst in care assessed objectively via accelerometer over 5 days. Outcome assessment will occur at baseline and 3 months post baseline. Generalised Linear Mixed Models (GLMM under an intention to treat framework will be used to compare differences between groups in the primary trial outcome at follow-up. Sensitivity analysis will be conducted to test assumptions of missing data. Per protocol analysis will be performed using services that implemented the intervention as intended and subgroup analysis undertaken by gender and baseline physical activity levels of children. Discussion The study tests a simple ecological intervention that has the potential to increase child physical activity in care

  8. Fatty acid synthase plays a role in cancer metabolism beyond providing fatty acids for phospholipid synthesis or sustaining elevations in glycolytic activity

    International Nuclear Information System (INIS)

    Hopperton, Kathryn E.; Duncan, Robin E.; Bazinet, Richard P.; Archer, Michael C.

    2014-01-01

    Fatty acid synthase is over-expressed in many cancers and its activity is required for cancer cell survival, but the role of endogenously synthesized fatty acids in cancer is unknown. It has been suggested that endogenous fatty acid synthesis is either needed to support the growth of rapidly dividing cells, or to maintain elevated glycolysis (the Warburg effect) that is characteristic of cancer cells. Here, we investigate both hypotheses. First, we compared utilization of fatty acids synthesized endogenously from 14 C-labeled acetate to those supplied exogenously as 14 C-labeled palmitate in the culture medium in human breast cancer (MCF-7 and MDA-MB-231) and untransformed breast epithelial cells (MCF-10A). We found that cancer cells do not produce fatty acids that are different from those derived from exogenous palmitate, that these fatty acids are esterified to the same lipid and phospholipid classes in the same proportions, and that their distribution within neutral lipids is not different from untransformed cells. These results suggest that endogenously synthesized fatty acids do not fulfill a specific function in cancer cells. Furthermore, we observed that cancer cells excrete endogenously synthesized fatty acids, suggesting that they are produced in excess of requirements. We next investigated whether lipogenic activity is involved in the maintenance of high glycolytic activity by culturing both cancer and non-transformed cells under anoxic conditions. Although anoxia increased glycolysis 2–3 fold, we observed no concomitant increase in lipogenesis. Our results indicate that breast cancer cells do not have a specific qualitative or quantitative requirement for endogenously synthesized fatty acids and that increased de novo lipogenesis is not required to sustain elevations in glycolytic activity induced by anoxia in these cells. - Highlights: • Fatty acid synthase (FASN) is over-expressed in cancer but its function is unknown. • We compare utilization of

  9. Fatty acid synthase plays a role in cancer metabolism beyond providing fatty acids for phospholipid synthesis or sustaining elevations in glycolytic activity

    Energy Technology Data Exchange (ETDEWEB)

    Hopperton, Kathryn E., E-mail: kathryn.hopperton@mail.utoronto.ca [Department of Nutritional Sciences, Faculty of Medicine, University of Toronto, Toronto, ON, Canada M5S 3E2 (Canada); Duncan, Robin E., E-mail: robin.duncan@uwaterloo.ca [Department of Nutritional Sciences, Faculty of Medicine, University of Toronto, Toronto, ON, Canada M5S 3E2 (Canada); Bazinet, Richard P., E-mail: richard.bazinet@utoronto.ca [Department of Nutritional Sciences, Faculty of Medicine, University of Toronto, Toronto, ON, Canada M5S 3E2 (Canada); Archer, Michael C., E-mail: m.archer@utoronto.ca [Department of Nutritional Sciences, Faculty of Medicine, University of Toronto, Toronto, ON, Canada M5S 3E2 (Canada); Department of Medical Biophysics, Faculty of Medicine, University of Toronto, Toronto, ON, Canada M5S 3E2 (Canada)

    2014-01-15

    Fatty acid synthase is over-expressed in many cancers and its activity is required for cancer cell survival, but the role of endogenously synthesized fatty acids in cancer is unknown. It has been suggested that endogenous fatty acid synthesis is either needed to support the growth of rapidly dividing cells, or to maintain elevated glycolysis (the Warburg effect) that is characteristic of cancer cells. Here, we investigate both hypotheses. First, we compared utilization of fatty acids synthesized endogenously from {sup 14}C-labeled acetate to those supplied exogenously as {sup 14}C-labeled palmitate in the culture medium in human breast cancer (MCF-7 and MDA-MB-231) and untransformed breast epithelial cells (MCF-10A). We found that cancer cells do not produce fatty acids that are different from those derived from exogenous palmitate, that these fatty acids are esterified to the same lipid and phospholipid classes in the same proportions, and that their distribution within neutral lipids is not different from untransformed cells. These results suggest that endogenously synthesized fatty acids do not fulfill a specific function in cancer cells. Furthermore, we observed that cancer cells excrete endogenously synthesized fatty acids, suggesting that they are produced in excess of requirements. We next investigated whether lipogenic activity is involved in the maintenance of high glycolytic activity by culturing both cancer and non-transformed cells under anoxic conditions. Although anoxia increased glycolysis 2–3 fold, we observed no concomitant increase in lipogenesis. Our results indicate that breast cancer cells do not have a specific qualitative or quantitative requirement for endogenously synthesized fatty acids and that increased de novo lipogenesis is not required to sustain elevations in glycolytic activity induced by anoxia in these cells. - Highlights: • Fatty acid synthase (FASN) is over-expressed in cancer but its function is unknown. • We compare

  10. Pathways to Play: Developing Play Skills in Young Children.

    Science.gov (United States)

    Heidemann, Sandra; Hewitt, Deborah

    Play skills are vital to a child's overall healthy development. However, the training many caregivers receive may not include extensive information on play skills. This book presents a play checklist to help caregivers observe children's play skills, pinpoint play skills on which children need to work, and plan goals for improving those play…

  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. 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 international...... research in museums and interaction design. We argue that play and mobility provide museums with ready-made structures and concepts which help them plan for visitor learning....

  13. Regulation of jasmonate metabolism and activation of systemic signaling in Solanum nigrum: COI1 and JAR4 play overlapping yet distinct roles.

    Science.gov (United States)

    VanDoorn, Arjen; Bonaventure, Gustavo; Schmidt, Dominik D; Baldwin, Ian T

    2011-05-01

    • Jasmonates are ubiquitous messengers in land plants essential for the activation of defense responses. However, their signaling properties, accumulation and metabolism vary substantially among species. Solanum nigrum is a wild Solanaceous species developed as a model to study defense responses. • Solanum nigrum plants transformed to silence the expression of key genes in jasmonate production (SnLOX3), conjugation (SnJAR4) and perception (SnCOI1) were generated to analyze the function of these genes in jasmonate accumulation and metabolism (studied by a combination of LC-MS/MS and (13) C-isotope labeling methods) and in signaling [studied by the systemic elicitation of leucine aminopeptidase (LAP) activity]. • In contrast with the early single jasmonic acid (JA) burst induced by wounding in wild-type (WT) plants, elicitation with insect oral secretions induced a later, second burst that was essential for the induction of systemic LAP activity, as demonstrated by ablation experiments. This induction was dependent on SnLOX3 and SnCOI1, but not on SnJAR4. In addition, the local accumulation of JA-glucose and JA-isoleucine was dependent on SnCOI1, whereas the accumulation of hydroxylated jasmonates was dependent on both SnCOI1 and SnJAR4. • The results demonstrate that SnLOX3, SnCOI1 and SnJAR4 have overlapping yet distinct roles in jasmonate signaling, differentially controlling jasmonate metabolism and the production of a systemic signal. © 2011 The Authors. New Phytologist © 2011 New Phytologist Trust.

  14. The motor system plays the violin: a musical metaphor inferred from the oscillatory activity of the α-motoneuron pools during locomotion.

    Science.gov (United States)

    Chiovetto, Enrico

    2011-04-01

    Despite substantial advances in the field, particularly resulting from physiological studies in animals, the neural mechanisms underlying the generation of many motor behaviors in humans remain unclear. A recent study (Cappellini G et al. J Neurophysiol 104: 3064-3073, 2010) sheds more light on this topic. Like the string of a violin, the α-motoneuron pools in the spinal cord during locomotion show continuous and oscillatory patterns of activation. In this report, the implications and relevance of this finding are discussed in a general framework that includes neurophysiology, optimal control theory, and robotics.

  15. The possibly important role played by Ga{sub 2}O{sub 3} during the activation of GaN photocathode

    Energy Technology Data Exchange (ETDEWEB)

    Fu, Xiaoqian, E-mail: ise-fuxq@ujn.edu.cn, E-mail: 214808748@qq.com [School of Information Science and Engineering, Shandong Provincial Key Laboratory of Network based Intelligent Computing, University of Jinan, Jinan 250022 (China); Institute of Electronic Engineering and Optoelectronic Technology, Nanjing University of Science and Technology, Nanjing 210094 (China); Wang, Honggang; Zhang, Junju [Institute of Electronic Engineering and Optoelectronic Technology, Nanjing University of Science and Technology, Nanjing 210094 (China); Li, Zhiming; Cui, Shiyao; Zhang, Lejuan [School of Information Science and Engineering, Shandong Provincial Key Laboratory of Network based Intelligent Computing, University of Jinan, Jinan 250022 (China)

    2015-08-14

    Three different chemical solutions are used to remove the possible contamination on GaN surface, while Ga{sub 2}O{sub 3} is still found at the surface. After thermal annealing at 710 °C in the ultrahigh vacuum (UHV) chamber and activated with Cs/O, all the GaN samples are successfully activated to the effective negative electron affinity (NEA) photocathodes. Among all samples, the GaN sample with the highest content of Ga{sub 2}O{sub 3} after chemical cleaning obtains the highest quantum efficiency. By analyzing the property of Ga{sub 2}O{sub 3}, the surface processing results, and electron affinity variations during Cs and Cs/O{sub 2} deposition on GaN of other groups, it is suggested that before the adsorption of Cs, Ga{sub 2}O{sub 3} is not completely removed from GaN surface in our samples, which will combine with Cs and lead to a large decrease in electron affinity. Furthermore, the effective NEA is formed for GaN photocathode, along with the surface downward band bending. Based on this assumption, a new dipole model Ga{sub 2}O{sub 3}-Cs is suggested, and the experimental effects are explained and discussed.

  16. The Strictly Conserved Arg-321 Residue in the Active Site of Escherichia coli Topoisomerase I Plays a Critical Role in DNA Rejoining*

    Science.gov (United States)

    Narula, Gagandeep; Annamalai, Thirunavukkarasu; Aedo, Sandra; Cheng, Bokun; Sorokin, Elena; Wong, Agnes; Tse-Dinh, Yuk-Ching

    2011-01-01

    The strictly conserved arginine residue proximal to the active site tyrosine of type IA topoisomerases is required for the relaxation of supercoiled DNA and was hypothesized to be required for positioning of the scissile phosphate for DNA cleavage to take place. Mutants of recombinant Yersinia pestis topoisomerase I with hydrophobic substitutions at this position were found in genetic screening to exhibit a dominant lethal phenotype, resulting in drastic loss in Escherichia coli viability when overexpressed. In depth biochemical analysis of E. coli topoisomerase I with the corresponding Arg-321 mutation showed that DNA cleavage can still take place in the absence of this arginine function if Mg2+ is present to enhance the interaction of the enzyme with the scissile phosphate. However, DNA rejoining is inhibited in the absence of this conserved arginine, resulting in accumulation of the cleaved covalent intermediate and loss of relaxation activity. These new experimental results demonstrate that catalysis of DNA rejoining by type IA topoisomerases has a more stringent requirement than DNA cleavage. In addition to the divalent metal ions, the side chain of this arginine residue is required for the precise positioning of the phosphotyrosine linkage for nucleophilic attack by the 3′-OH end to result in DNA rejoining. Small molecules that can interfere or distort the enzyme-DNA interactions required for DNA rejoining by bacterial type IA topoisomerases could be developed into novel antibacterial drugs. PMID:21478161

  17. The RNase activity of rice probenazole-induced protein1 (PBZ1) plays a key role in cell death in plants.

    Science.gov (United States)

    Kim, Sang Gon; Kim, Sun Tae; Wang, Yiming; Yu, Seok; Choi, In Soo; Kim, Yong Chul; Kim, Woo Taek; Agrawal, Ganesh Kumar; Rakwal, Randeep; Kang, Kyu Young

    2011-01-01

    Cell death is an important process of plant responses to development and biotic/abiotic stresses. In rice plants, PBZ1, a PR10 family protein, has been shown to accumulate in tissues undergoing cell death. However, the function of PBZ1 in cell death remains yet to be demonstrated. Here, we report that exogenous recombinant PBZ1 protein induces cell death in rice suspension-cultured cells (SCCs) and also in leaves of Nicotiana tabacum in a dosedependent manner. This finding was confirmed in vivo in transgenic Arabidopsis lines harboring the PBZ1 gene under the control of a dexamethasone (DEX)-inducible promoter. The DEX-treated leaves of transgenic Arabidopsis induced expression of PBZ1 at transcript and protein levels and showed cell death morphology. TUNEL analysis detected DNA fragmentation, a hallmark of programmed cell death, in rice SCCs treated with the PBZ1 protein. Recombinant PBZ1 protein also exhibited RNase activity and exhibited internalization inside BY-2 cells. Taken together, PBZ1 induces cell death not only in rice, but also in tobacco and Arabidopsis via its RNase activity inside the cell. PBZ1 could be used as a marker to understand the mechanism by which PBZ1 confers the cell death morphology in rice and other model plants.

  18. UDP-glucose 4, 6-dehydratase activity plays an important role in maintaining cell wall integrity and virulence of Candida albicans.

    Directory of Open Access Journals (Sweden)

    Manimala Sen

    2011-11-01

    Full Text Available Candida albicans, a human fungal pathogen, undergoes morphogenetic changes that are associated with virulence. We report here that GAL102 in C. albicans encodes a homolog of dTDP-glucose 4,6-dehydratase, an enzyme that affects cell wall properties as well as virulence of many pathogenic bacteria. We found that GAL102 deletion leads to greater sensitivity to antifungal drugs and cell wall destabilizing agents like Calcofluor white and Congo red. The mutant also formed biofilms consisting mainly of hyphal cells that show less turgor. The NMR analysis of cell wall mannans of gal102 deletion strain revealed that a major constituent of mannan is missing and the phosphomannan component known to affect virulence is greatly reduced. We also observed that there was a substantial reduction in the expression of genes involved in biofilm formation but increase in the expression of genes encoding glycosylphosphatidylinositol-anchored proteins in the mutant. These, along with altered mannosylation of cell wall proteins together might be responsible for multiple phenotypes displayed by the mutant. Finally, the mutant was unable to grow in the presence of resident peritoneal macrophages and elicited a weak pro-inflammatory cytokine response in vitro. Similarly, this mutant elicited a poor serum pro-inflammatory cytokine response as judged by IFNγ and TNFα levels and showed reduced virulence in a mouse model of systemic candidiasis. Importantly, an Ala substitution for a conserved Lys residue in the active site motif YXXXK, that abrogates the enzyme activity also showed reduced virulence and increased filamentation similar to the gal102 deletion strain. Since inactivating the enzyme encoded by GAL102 makes the cells sensitive to antifungal drugs and reduces its virulence, it can serve as a potential drug target in combination therapies for C. albicans and related pathogens.

  19. 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…

  20. Does God play dice?

    Energy Technology Data Exchange (ETDEWEB)

    Hooft, G. ' t [Institute for Theoretical Physics, University of Utrech (Netherlands)]. E-mail: g.thooft@phys.uu.nl; Witten, E. [Institute for Advanced Study, Princeton (United States)]. E-mail: witten@ias.edu; Dowker, F. [Imperial College, London (United Kingdom)]. E-mail: f.dowker@imperial.ac.uk; Davies, P. [Australian Centre for Astrobiology, Macquarie University, Sydney (Australia)]. E-mail: pdavies@els.mq.edu.au

    2005-12-01

    Einstein was one of the founders of quantum mechanics, yet he disliked the randomness that lies at the heart of the theory. God does not, he famously said, play dice. However, quantum theory has survived a century of experimental tests, although it has yet to be reconciled with another of Einstein's great discoveries - the general theory of relativity. Below four theorists - Gerard t'Hooft, Edward Witten, Fay Dowker and Paul Davies - outline their views on the current status of quantum theory and the way forward. Gerard 't Hooft argues that the problems we face in reconciling quantum mechanics with general relativity could force us to reconsider the basic principles of both theories. (U.K.)

  1. Play. Learn. Innovate

    DEFF Research Database (Denmark)

    Sproedt, Henrik

    as a communication designer, a manager in retail, and a consultant I have been involved in several innovation projects from different perspectives. After experiencing that a major factor for success or failure of innovation processes – which always entail change – were people and how they relate to each other, I......„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......, organizations, complexity, and knowledge – but also drawing on psychology, sociology, and philosophy – I did not find any satisfying approach that resonated with my complex experiences in innovation practice where in the messy everyday of projects the only thing I knew for sure was that my role and function...

  2. Playing Second Fiddle?

    DEFF Research Database (Denmark)

    -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......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...... are discussed in the book, namely, Europe as a promise, a bogeyman, a contested ideal and an anachronism. The book features contributions by ten scholars representing six European countries and displays a careful blend of well established and junior academic writers in the field....

  3. 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.

  4. Motivation, Creativity, Play & Learning

    DEFF Research Database (Denmark)

    Petersson, Eva

    2005-01-01

    Technological advances open up creative avenues with which to explore, analyse, and challenge apparent human performance limitations. Possibilities are thus offered to optimise the involved learning potentials, and thereby improve children’s quality of life in different ways depending on their ne......Technological advances open up creative avenues with which to explore, analyse, and challenge apparent human performance limitations. Possibilities are thus offered to optimise the involved learning potentials, and thereby improve children’s quality of life in different ways depending...... 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...

  5. What Matters When Children Play: Influence of Social Cognitive Theory and Perceived Environment on Levels of Physical Activity Among Elementary-Aged Youth.

    Science.gov (United States)

    Harmon, Brook E; Nigg, Claudio R; Long, Camonia; Amato, Katie; Anwar, Mahabub-Ul; Kutchman, Eve; Anthamatten, Peter; Browning, Raymond C; Brink, Lois; Hill, James O

    2014-05-01

    Social Cognitive Theory (SCT) has often been used as a guide to predict and modify physical activity (PA) behavior. We assessed the ability of commonly investigated SCT variables and perceived school environment variables to predict PA among elementary students. We also examined differences in influences between Hispanic and non-Hispanic students. This analysis used baseline data collected from eight schools who participated in a four-year study of a combined school-day curriculum and environmental intervention. Data were collected from 393 students. A 3-step linear regression was used to measure associations between PA level, SCT variables (self-efficacy, social support, enjoyment), and perceived environment variables (schoolyard structures, condition, equipment/supervision). Logistic regression assessed associations between variables and whether students met PA recommendations. School and sex explained 6% of the moderate-to-vigorous PA models' variation. SCT variables explained an additional 15% of the models' variation, with much of the model's predictive ability coming from self-efficacy and social support. Sex was more strongly associated with PA level among Hispanic students, while self-efficacy was more strongly associated among non-Hispanic students. Perceived environment variables contributed little to the models. Our findings add to the literature on the influences of PA among elementary-aged students. The differences seen in the influence of sex and self-efficacy among non-Hispanic and Hispanic students suggests these are areas where PA interventions could be tailored to improve efficacy. Additional research is needed to understand if different measures of perceived environment or perceptions at different ages may better predict PA.

  6. Optical sensor feedback assistive technology to enable patients to play an active role in the management of their body dynamics during radiotherapy treatment

    Science.gov (United States)

    Parkhurst, J. M.; Price, G. J.; Sharrock, P. J.; Stratford, J.; Moore, C. J.

    2013-04-01

    Patient motion during treatment is well understood as a prime factor limiting radiotherapy success, with the risks most pronounced in modern safety critical therapies promising the greatest benefit. In this paper we describe a real-time visual feedback device designed to help patients to actively manage their body position, pose and motion. In addition to technical device details, we present preliminary trial results showing that its use enables volunteers to successfully manage their respiratory motion. The device enables patients to view their live body surface measurements relative to a prior reference, operating on the concept that co-operative engagement with patients will both improve geometric conformance and remove their perception of isolation, in turn easing stress related motion. The device is driven by a real-time wide field optical sensor system developed at The Christie. Feedback is delivered through three intuitive visualization modes of hierarchically increasing display complexity. The device can be used with any suitable display technology; in the presented study we use both personal video glasses and a standard LCD projector. The performance characteristics of the system were measured, with the frame rate, throughput and latency of the feedback device being 22.4 fps, 47.0 Mbps, 109.8 ms, and 13.7 fps, 86.4 Mbps, 119.1 ms for single and three-channel modes respectively. The pilot study, using ten healthy volunteers over three sessions, shows that the use of visual feedback resulted in both a reduction in the participants' respiratory amplitude, and a decrease in their overall body motion variability.

  7. Playing to Learn

    Directory of Open Access Journals (Sweden)

    Linda K. Schlosser

    2014-11-01

    Full Text Available The purpose of the study was to uncover teachers’ emerging beliefs and perceptions about developmentally oriented instruction as they participated in professional development workshops and applied the strategies learned with students in after-school clubs. Twenty experienced, urban teachers volunteered to attend monthly workshops where they engaged in math games, simulations, and problem-solving activities based on the Common Core and modeled by college faculty. Teachers used the activities to offer 90-min weekly math clubs for sixth-and seventh-grade students at their schools. Twelve pre-service teachers enrolled in a college course on adolescent development acted as volunteers at the clubs. Data were collected through (a questionnaires and rating scales, (b informal group interviews, and (c weekly electronic journals. Data collected revealed changes in teachers’ beliefs about and perceptions of effective instruction as they applied game-based activities in the after-school club settings. Eighty percent of the teachers reported high levels of student engagement and greater sustained interest in problem-solving, and connected their observations to beliefs about game-based learning as an effective and age-appropriate instructional strategy. Pre-service teacher volunteers reported similar observations: The majority of club members were actively engaged in solving complex problems during game-like activities, particularly when volunteers used scaffolding strategies to support students’ participation.

  8. Playing with molecules.

    Science.gov (United States)

    Toon, Adam

    2011-12-01

    Recent philosophy of science has seen a number of attempts to understand scientific models by looking to theories of fiction. In previous work, I have offered an account of models that draws on Kendall Walton's 'make-believe' theory of art. According to this account, models function as 'props' in games of make-believe, like children's dolls or toy trucks. In this paper, I assess the make-believe view through an empirical study of molecular models. I suggest that the view gains support when we look at the way that these models are used and the attitude that users take towards them. Users' interaction with molecular models suggests that they do imagine the models to be molecules, in much the same way that children imagine a doll to be a baby. Furthermore, I argue, users of molecular models imagine themselves viewing and manipulating molecules, just as children playing with a doll might imagine themselves looking at a baby or feeding it. Recognising this 'participation' in modelling, I suggest, points towards a new account of how models are used to learn about the world, and helps us to understand the value that scientists sometimes place on three-dimensional, physical models over other forms of representation.

  9. The sydney playground project: popping the bubblewrap - unleashing the power of play: a cluster randomized controlled trial of a primary school playground-based intervention aiming to increase children's physical activity and social skills

    Science.gov (United States)

    2011-01-01

    Background In the Westernised world, numerous children are overweight and have problems with bullying and mental health. One of the underlying causes for all three is postulated to be a decrease in outdoor free play. The aim of the Sydney Playground Project is to demonstrate the effectiveness of two simple interventions aimed to increase children's physical activity and social skills. Methods/Design This study protocol describes the design of a 3-year cluster randomised controlled trial (CRCT), in which schools are the clusters. The study consists of a 13-week intervention and 1 week each of pre-and post-testing. We are recruiting 12 schools (6 control; 6 intervention), with 18 randomly chosen participants aged 5 to 7 years in each school. The two intervention strategies are: (1) Child-based intervention: Unstructured materials with no obvious play value introduced to the playground; and (2) Adult-based intervention: Risk reframing sessions held with parents and teachers with the aim of exploring the benefits of allowing children to engage in activities with uncertain outcomes. The primary outcome of the study, physical activity as measured by accelerometer counts, is assessed at baseline and post-intervention. Additional assessments include social skills and interactions, self-concept, after school time use and anthropometric data. Qualitative data (i.e., transcriptions of audio recordings from the risk reframing sessions and of interviews with selected teacher and parent volunteers) are analysed to understand their perceptions of risk in play. The control schools have recess as usual. In addition to outcome evaluation, regular process evaluation sessions are held to monitor fidelity to the treatment. Discussion These simple interventions, which could be adopted in every primary school, have the potential of initiating a self-sustaining cycle of prevention for childhood obesity, bullying and mental ill health. Trial registration Australian and New Zealand Clinical

  10. The sydney playground project: popping the bubblewrap - unleashing the power of play: a cluster randomized controlled trial of a primary school playground-based intervention aiming to increase children's physical activity and social skills

    Directory of Open Access Journals (Sweden)

    Luckett Tim

    2011-09-01

    Full Text Available Abstract Background In the Westernised world, numerous children are overweight and have problems with bullying and mental health. One of the underlying causes for all three is postulated to be a decrease in outdoor free play. The aim of the Sydney Playground Project is to demonstrate the effectiveness of two simple interventions aimed to increase children's physical activity and social skills. Methods/Design This study protocol describes the design of a 3-year cluster randomised controlled trial (CRCT, in which schools are the clusters. The study consists of a 13-week intervention and 1 week each of pre-and post-testing. We are recruiting 12 schools (6 control; 6 intervention, with 18 randomly chosen participants aged 5 to 7 years in each school. The two intervention strategies are: (1 Child-based intervention: Unstructured materials with no obvious play value introduced to the playground; and (2 Adult-based intervention: Risk reframing sessions held with parents and teachers with the aim of exploring the benefits of allowing children to engage in activities with uncertain outcomes. The primary outcome of the study, physical activity as measured by accelerometer counts, is assessed at baseline and post-intervention. Additional assessments include social skills and interactions, self-concept, after school time use and anthropometric data. Qualitative data (i.e., transcriptions of audio recordings from the risk reframing sessions and of interviews with selected teacher and parent volunteers are analysed to understand their perceptions of risk in play. The control schools have recess as usual. In addition to outcome evaluation, regular process evaluation sessions are held to monitor fidelity to the treatment. Discussion These simple interventions, which could be adopted in every primary school, have the potential of initiating a self-sustaining cycle of prevention for childhood obesity, bullying and mental ill health. Trial registration Australian

  11. 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.

  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. 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 included a substitutable loop that allowed various characters to perform the same actions and vocalizations. Three characters were modeled with the substitutable loop during training sessions, and 3 additional characters were present in the video but never modeled. Following video modeling, all the participants incorporated untrained characters into their play, but the extent to which they did so varied. © Society for the Experimental Analysis of Behavior.

  14. African Elephant Play, Competence and Social Complexity

    Directory of Open Access Journals (Sweden)

    Phyllis C. Lee

    2014-05-01

    Full Text Available Play in African elephants (Loxodonta africana is a life-long activity, with both males and females engaging in a variety of forms of play into their 40s and 50s. Play represents a potentially enriching social and physical activity for elephants, but also one with energetic costs and other risks. Having followed a cohort of individually recognized elephants from birth to adulthood in Amboseli, Kenya, we suggest here some long-term consequences for the role of play in the development of social and physical skills in elephants. Playful elephant calves appeared to be individuals with greater capacity to resist growth insults or stresses and had a reduced risk of dying as adults. The sexes differed in the social contexts and consequences of their early play experiences. Juvenile males used play as a mechanism to enable relaxed contacts with relative strangers, providing vital physical and behavioral information about future friends, associates and reproductive competitors. Females, by contrast, used play as one of the many mechanism for sustaining their social, protective and leadership roles within families.

  15. 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

  16. Playing on Two Chessboards

    DEFF Research Database (Denmark)

    Hond, Frank den; Rehbein, Kaithleen A.; de Bakker, Frank

    2014-01-01

    It has recently been argued that corporate social responsibility (CSR) is ‘political’. It has been neglected however, that firms also operate politically in a traditional sense, in seeking to secure favourable political conditions for their businesses. We argue that there are potential synergies...... between CSR and corporate political activity (CPA) that are often overlooked by firms and that recognition of these synergies will stimulate firms to align their CSR and CPA. We develop a conceptual model that specifies how various configurations of a firm's CSR and CPA – alignment, misalignment, and non......-alignment – affect the firm's reputation beyond the separate reputation effects of CSR and CPA. This model has important implications for understanding how and why firms should pay attention to their CPA and CSR configurations, and thereby contributes to the broader issue of why firms should make sure...

  17. World at play.

    Science.gov (United States)

    1977-03-01

    In the fields of sports and sportsmedicine today a prime topic of conversation is the approach to training and competition taken by the Communist nations, notably the Soviet Union and East Germany. Their achievements in the Olympics and elsewhere, plus reports of their intense medical analysis and monitoring of athletes, have built something of a mystical aura about these nations. What are they doing in sports? The Physician and Sportsmedicine has obtained accounts of activity in both countries. Alois Marder, MD, currently an assistant professor at the Sports School for Elite Athletes in Cologne, West Germany, served from 1964 to 1974 as a physician attached to the Leipzig Sports Institute for Elite Athletes in East Germany. Editor-in-Chief Allan J. Ryan, MD, recently spoke at length with him about sports and sportsmedicine in East Germany. Jess Jarver, sports development officer for the Department of Tourism, Recreation and Sport for South Australia, toured the Soviet Union. Their reports follow.

  18. Motivations for play in computer role-playing games

    DEFF Research Database (Denmark)

    Tychsen, Anders; Hitchens, Michael; Brolund, Thea

    2008-01-01

    In this paper the motivations for play in the context of single-and multi-player digital Role-Playing Games (RPGs) are examined. Survey data were drawn from respondents online and participants in a related experimental study. The results indicate that motivations for play are not simple construct...

  19. 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 ...

  20. 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.

  1. Play, Creativity, and Schools Today.

    Science.gov (United States)

    Iverson, Barbara K.

    1982-01-01

    The ability to take a playful outlook is important to creative thought, but too often schools recognize the legitimacy of structured games only, squelching creative play. Schools should cultivate natural playfulness so that children can adapt to our fast-changing world and learn to create new rules. (Author/WD)

  2. An Investigation of the Status of Outdoor Play

    Science.gov (United States)

    Clements, Rhonda

    2004-01-01

    This study discusses the extent to which children in the USA today participate in active, outdoor play, compared with the previous generation. Eight hundred and thirty mothers nationwide were surveyed regarding their active, outdoor play experiences as children, as well as their children's play experiences today. The mother's play…

  3. Play to Learn, Learn to Play: Language Learning through Gaming Culture

    Science.gov (United States)

    Ryu, Dongwan

    2013-01-01

    Many researchers have investigated learning through playing games. However, after playing games, players often go online to establish and participate in the online community where they enrich their game experiences, discuss game-related issues, and create fan-fictions, screenshots, or scenarios. Although these emerging activities are an essential…

  4. Children's play: a tool for public health interventions.

    Science.gov (United States)

    Vitale, Anna

    2011-10-01

    All children need to spend some time playing outdoors. In Northern European countries, schools are equipped with outdoor facilities where children can play during breaks between lessons. The Italian school system, oriented to a mnemonic learning approach, has attached a poor importance to the role of playing for kindergarten age children, and Italian kindergartens are not so well equipped for children's active play. Furthermore, Italian teachers and parents worried that while playing outdoors, children might catch a cold or hurt themselves, and discourage active play outside. The equipment of kindergartens' open spaces with wooden games, where children can play in the morning or after school, resulted in children's increased time of playing outdoors. These playgrounds are also used during vacation day time by children to play and in the evenings, for theatrical and animation events. Finally, watching over their children when playing, "forced" parents to talk to each other creating a social network.

  5. 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.

  6. It's a Kid's Job: Playing Helps Kids Learn and Grow

    Science.gov (United States)

    ... cautious about drawing parallels between monkeys and people, his studies offer some general insights into the benefits of play. Active, vigorous social play during development helps to sculpt the monkey brain. The brain grows larger. Connections between brain areas ...

  7. 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...... in relation to actual phenomena in mediatized popular culture (such as computer games) or to storytelling in organizations, but also in relation to role-playing as a tradition and theoretical consideration within education, theatre, and the social sciences. The points and discussions are based on our book...... 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....

  8. 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.

  9. Supporting Parents of Preschool Children to Develop Strategies for Schema-Based Play Activities to Enhance Attachment and Well-Being: A Preliminary Study in the United Arab Emirates

    Science.gov (United States)

    Sanderson, Kay; Preedy, Pat

    2016-01-01

    This paper explores the meaning of childhood within the realms of play and attachment. Are parental attitudes and expectations, with the use of technology and prescriptive toys, limiting development in children today? Children's play in homes in the United Arab Emirates is examined to explore how children in this region play and whether the…

  10. 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, these stud......, we show how regular cannabis plays into the ‘illusio’ of different fields, challenging the interviewees’ playing of educational games....

  11. 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,…

  12. 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…

  13. 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....

  14. 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.

  15. MicroRNA-27b plays a role in pulmonary arterial hypertension by modulating peroxisome proliferator-activated receptor γ dependent Hsp90-eNOS signaling and nitric oxide production

    Energy Technology Data Exchange (ETDEWEB)

    Bi, Rui; Bao, Chunrong; Jiang, Lianyong; Liu, Hao; Yang, Yang; Mei, Ju; Ding, Fangbao, E-mail: dbcar126@126.com

    2015-05-01

    Pulmonary artery endothelial dysfunction is associated with pulmonary arterial hypertension (PAH). Based on recent studies showing that microRNA (miR)-27b is aberrantly expressed in PAH, we hypothesized that miR-27b may contribute to pulmonary endothelial dysfunction and vascular remodeling in PAH. The effect of miR-27b on pulmonary endothelial dysfunction and the underlying mechanism were investigated in human pulmonary artery endothelial cells (HPAECs) in vitro and in a monocrotaline (MCT)-induced model of PAH in vivo. miR-27b expression was upregulated in MCT-induced PAH and inversely correlated with the levels of peroxisome proliferator-activated receptor (PPAR)-γ, and miR-27b inhibition attenuated MCT-induced endothelial dysfunction and remodeling and prevented PAH associated right ventricular hypertrophy and systolic pressure in rats. PPARγ was confirmed as a direct target of miR-27b in HPAECs and shown to mediate the effect of miR-27b on the disruption of endothelial nitric oxide synthase (eNOS) coupling to Hsp90 and the suppression of NO production associated with the PAH phenotype. We showed that miR-27b plays a role endothelial function and NO release and elucidated a potential mechanism by which miR-27b regulates Hsp90-eNOS and NO signaling by modulating PPARγ expression, providing potential therapeutic targets for the treatment of PAH. - Highlights: • miR-27b plays a role in endothelial function and NO release. • miR-27b inhibition ameliorates MCT-induced endothelial dysfunction and PAH. • miR-27b targets PPARγ in HPAECs. • miR-27b regulates PPARγ dependent Hsp90-eNOS and NO signaling.

  16. Sand and Water Table Play

    Science.gov (United States)

    Wallace, Ann H.; White, Mary J.; Stone, Ryan

    2010-01-01

    The authors observed preschoolers engaged at the sand and water table to determine if math could be found within their play. Wanting to understand how children interact with provided materials and what kinds of math ideas they explore during these interactions, the authors offer practical examples of how such play can promote mathematical…

  17. The Fractal Self at Play

    Science.gov (United States)

    Marks-Tarlow, Terry

    2010-01-01

    In this article, the author draws on contemporary science to illuminate the relationship between early play experiences, processes of self-development, and the later emergence of the fractal self. She argues that orientation within social space is a primary function of early play and developmentally a two-step process. With other people and with…

  18. Playful Interfaces: Introduction and History

    NARCIS (Netherlands)

    Unknown, [Unknown; Nijholt, Antinus; 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

  19. The Play of Socratic Dialogue

    Science.gov (United States)

    Smith, Richard

    2011-01-01

    Proponents of philosophy for children generally see themselves as heirs to the "Socratic" tradition. They often claim too that children's aptitude for play leads them naturally to play with abstract, philosophical ideas. However in Plato's dialogues we find in the mouth of "Socrates" many warnings against philosophising with the young. Those…

  20. Transmedia Play: Literacy across Media

    Science.gov (United States)

    Alper, Meryl; Herr-Stephenson, Rebecca

    2013-01-01

    Transmedia play is a new way to understand how children develop critical media literacy and new media literacies through their interactions with contemporary media that links stories and structures across platforms. This essay highlights five characteristics of transmedia play that make it particularly useful for learning:…

  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. Engaging Families through Artful Play

    Science.gov (United States)

    Brown, Robert

    2015-01-01

    This paper explores how aligned arts and play experiences can extend child and family engagement in a public outdoor space. The importance of outdoor play for children is strongly advocated and in response local governments provide playgrounds and recreational open spaces. To extend further the experiences afforded in such spaces some local…

  3. Safety Management for Water Play Facilities.

    Science.gov (United States)

    Thompson, Claude

    1986-01-01

    Modern aquatic facilities, which include wave pools, water slides, and shallow water activity play pools, have a greater potential for injuries and lawsuits than conventional swimming pools. This article outlines comprehensive safety management for such facilities, including potential accident identification and injury control planning. (MT)

  4. Problem Solvers: Solutions--Playing Basketball

    Science.gov (United States)

    Smith, Jeffrey

    2014-01-01

    In this article, fourth grade Upper Allen Elementary School (Mechanicsburg, Pennsylvania) teacher Jeffrey Smith describes his exploration of the Playing Basketball activity. Herein he describes how he found the problem to be an effective way to review concepts associated with the measurement of elapsed time with his students. Additionally, it…

  5. Should College Athletes Be Paid to Play?

    Science.gov (United States)

    Cooper, Kenneth J.

    2011-01-01

    Is playing big-time college sports an extracurricular activity or a job? Two law professors at Michigan State University, Robert and Amy McCormick, think it is definitely a job for football and basketball players on athletic scholarships at Division I schools. The married couple has added a new dimension to the long debate over paying athletes by…

  6. Simplify Volleying through Modified Game Play

    Science.gov (United States)

    Beaudet, Bob; Grube, Dan

    2005-01-01

    Volleyball, by its very nature, is a difficult game to play. Players at all ages have a hard time hitting the ball to their intended targets, resulting in rallies that rarely last more than one or two hits. The resulting game, then, is slow paced and boring, with a lot of standing around and little activity time. In an attempt to ease the…

  7. Play in Practice - innovation through play in the postgraduate curriculum

    OpenAIRE

    Smith, Sophy

    2017-01-01

    Play is well-established as central to the learning processes of young children (including Anning (2015) Moyles (2015) and Wood and Attfield (2005)) and is included in UK state legislation, central to the Statutory Framework for Early Years Foundation Stage (2017). This chapter will counter the assumption that play-based learning is of value only to Early Years teaching and learning by outlining how it has been used to develop and carry-out research within a Higher Education postgraduate prog...

  8. Children's Perspectives of Play and Learning for Educational Practice

    Science.gov (United States)

    Theobald, Maryanne; Danby, Susan; Einarsdóttir, Jóhanna; Bourne, Jane; Jones, Desley; Ross, Sharon; Knaggs, Helen; Carter-Jones, Claire

    2015-01-01

    Play as a learning practice increasingly is under challenge as a valued component of early childhood education. Views held in parallel include confirmation of the place of play in early childhood education and, at the same time, a denigration of the role of play in favor for more teacher-structured and formal activities. As a consequence,…

  9. Building Play Skills for Healthy Children and Families

    Science.gov (United States)

    ... activities and model a bal- anced lifestyle of work and play. You are a role model for your teen. High School and Beyond During the high school years, play promotes cooperation and opportunities for teamwork. Through play, older teenagers are able to get ...

  10. Parental Socialization Techniques and Sex Differences in Children's Play.

    Science.gov (United States)

    Tauber, Margaret A.

    1979-01-01

    Videotapes were made of 164 children aged eight or nine playing alone and playing with a parent in a toy room. Data on their parents' work histories, socialization techniques, and self report of sex roles were analyzed in relation to the children's play activities. Effects of family constellation were also investigated. (JMB)

  11. The role of play in the hospital environment

    Directory of Open Access Journals (Sweden)

    María Guadalupe Hernández Arenas

    2014-07-01

    Full Text Available Play is the activity that stimulates humanity in a child. Through play we learn to socialize, and learn about law, justice, legality, legitimacy, and a series of ethical values inherent to culture. For some authors play is a natural function of the self whereby bodily and social processes are synchronized in humans, the results of which can be evaluated through observation.

  12. 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.

  13. Play the Blood Typing Game

    Science.gov (United States)

    ... a desire to learn how one determines blood types, their differences and which ones are compatible for blood transfusions. ” See a Video about the Blood Typing Game 3 min. Play 1. ploster 3480 2. Yokota ...

  14. Scaling-up an efficacious school-based physical activity intervention: Study protocol for the ‘Internet-based Professional Learning to help teachers support Activity in Youth’ (iPLAY cluster randomized controlled trial and scale-up implementation evaluation

    Directory of Open Access Journals (Sweden)

    Chris Lonsdale

    2016-08-01

    Full Text Available Abstract Background Despite the health benefits of regular physical activity, most children are insufficiently active. Schools are ideally placed to promote physical activity; however, many do not provide children with sufficient in-school activity or ensure they have the skills and motivation to be active beyond the school setting. The aim of this project is to modify, scale up and evaluate the effectiveness of an intervention previously shown to be efficacious in improving children’s physical activity, fundamental movement skills and cardiorespiratory fitness. The ‘Internet-based Professional Learning to help teachers support Activity in Youth’ (iPLAY study will focus largely on online delivery to enhance translational capacity. Methods/Design The intervention will be implemented at school and teacher levels, and will include six components: (i quality physical education and school sport, (ii classroom movement breaks, (iii physically active homework, (iv active playgrounds, (v community physical activity links and (vi parent/caregiver engagement. Experienced physical education teachers will deliver professional learning workshops and follow-up, individualized mentoring to primary teachers (i.e., Kindergarten – Year 6. These activities will be supported by online learning and resources. Teachers will then deliver the iPLAY intervention components in their schools. We will evaluate iPLAY in two complementary studies in primary schools across New South Wales (NSW, Australia. A cluster randomized controlled trial (RCT, involving a representative sample of 20 schools within NSW (1:1 allocation at the school level to intervention and attention control conditions, will assess effectiveness and cost-effectiveness at 12 and 24 months. Students’ cardiorespiratory fitness will be the primary outcome in this trial. Key secondary outcomes will include students’ moderate-to-vigorous physical activity (via accelerometers, fundamental movement

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

    Science.gov (United States)

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

    2015-01-01

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

  16. An Exploration of Designing for Playfulness in a Business Context

    DEFF Research Database (Denmark)

    Mekky, Sherif; Lucero, Andrés

    2016-01-01

    The Playful Experiences (PLEX) framework is a categorization of 22 experiences that has been used to design for and evaluate aspects of playfulness. The design activities performed using PLEX have been conducted mostly within an academic research context. This paper investigates through three...... studies how to design for and evaluate playful user experiences in business at three stages of the design process: idea generation, conceptualization, and evaluation. Based on the findings, opportunities and challenges of designing for playfulness within business are discussed....

  17. La actividad lúdica en la constitución subjetiva de niños en riesgo The playful activity in subjective constitution of children in risk

    Directory of Open Access Journals (Sweden)

    Graciela Paolicchi

    2007-12-01

    Full Text Available El presente trabajo plantea que la reflexión de los adultos acerca del juego infantil genera modificaciones positivas en las relaciones paterno-filiales, y provoca una disminución del nivel de agresión. Los padres y los niños de la población con la que trabajamos se hallan en situación de riesgo social y psíquico. Desde el punto de vista conceptual planteamos que al ofrecer un ámbito de encuentro lúdico y socializante se restablecen los lazos familiares que pueden estar dañados y se ofrecen nuevos modos de interacción. Asimismo, consideramos que la regularidad de la actividad lúdica facilita cambios en la relación de los padres con sus hijos, los cuales revelan mayor estabilidad afectiva. La transmisión de la importancia de la presencia del juego en el desarrollo infantil promueve cambios subjetivos en las personas capacitadas en nuestro programa y disminuye el impacto de ciertas experiencias tempranas negativas en el desarrollo posterior de los niños.The present work shows that reflections of the adults concerning childs games generates positive modifications in the paternal-sons' relations, and it ends up in a decrease of the level of aggression. The parents and the children of the population with whom we work, are in situation of social and psychic risk. From the conceptual point of view we propose that offering an area of playful meetings and socialization damaged family bows can be restored and there are new manners of interaction to offer. Likewise, we think that the regularity of the playful activity facilitates changes in the relation of the parents with their children, which reveal major affective stability and decrease the level of aggression. The transmission of the importance of the presence of the game in the childs development promotes subjective changes in the persons qualified in our program and decreases the impact of certain early negative experiences in the future development of the children.

  18. Cancer Survivors Who Play Recreational Computer Games: Motivations for Playing and Associations with Beneficial Psychological Outcomes.

    Science.gov (United States)

    Comello, Maria Leonora G; Francis, Diane B; Marshall, Laura Heisner; Puglia, Deanna R

    2016-08-01

    Playing recreational videogames is a common activity, yet little is known about its role in the lives of people who are coping with serious illness. These individuals may experience depression and isolation and may turn to games to help alleviate negative experiences and support well-being. We explored these possibilities in the context of cancer survivors. The study aimed to discover motivations underlying game play and the extent to which motivations are associated with psychological health and well-being. We conducted a cross-sectional online survey of survivors who play recreational games (N = 794). Key variables were motivations and indicators of psychological health, including self-efficacy in cancer communications, resilient coping, and beliefs that one is living a fulfilling and meaningful life (flourishing). Participants were most likely to be motivated to play for stimulation and a sense of accomplishment (intrinsic rewards), followed by development of self, sense of community, and personal affirmation. Multiple regression analyses revealed positive associations between playing for intrinsic rewards and all three psychological health outcomes. Playing for a sense of community was also positively associated with coping and flourishing. Playing recreational videogames, particularly to receive intrinsic rewards and to connect with others, may play a supportive role in the psychological health of survivors. Findings suggest future areas for research and implications for development of serious games.

  19. 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.

  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...... be defined as a uniform and situational spatial dyad where being is doubled, characterized by the presence of the physically absent. I will apply this definition after a survey of central and influential aspects of the history of the theory of play to demonstrate its relevance for a formal definition of play....