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Sample records for play humour learning

  1. Humour: A Different Kind of Play

    ERIC Educational Resources Information Center

    Loizou, Eleni

    2005-01-01

    This study investigates young children's humourous activity as a form of play and considers the implications on their cognitive development and learning. The study was conducted in an infant room of a university based group child care center and multiple qualitative data collection methods were used. The findings of this study suggest that during…

  2. Indigenous and Non-Indigenous Primary School Students' Attitudes on Play, Humour, Learning and Self-Concept: A Comparative Perspective

    ERIC Educational Resources Information Center

    Lillemyr, Ole Fredrik; Sobstad, Frode; Marder, Kurt; Flowerday, Terri

    2010-01-01

    Based on theory and research, social aspects like friendship and sense of relatedness are fundamental in the development of children's cultural identity and achievement of outcomes. It is argued that this is a motivational aspect often neglected in research studies focusing on students' motivation and learning. Theory and research on motivation…

  3. Indigenous and Non-Indigenous Primary School Students' Attitudes on Play, Humour, Learning and Self-Concept: A Comparative Perspective

    ERIC Educational Resources Information Center

    Lillemyr, Ole Fredrik; Sobstad, Frode; Marder, Kurt; Flowerday, Terri

    2010-01-01

    Based on theory and research, social aspects like friendship and sense of relatedness are fundamental in the development of children's cultural identity and achievement of outcomes. It is argued that this is a motivational aspect often neglected in research studies focusing on students' motivation and learning. Theory and research on motivation…

  4. Humour as EFL Learning-Teaching Strategy

    ERIC Educational Resources Information Center

    Al-Duleimi, Abbas Deygan Darweesh; Aziz, Rana Naji

    2016-01-01

    It has been argued that humour is beneficial in the classroom because it increases social bonding between teachers and students, salience of information, and ultimately recall and retention. The current study attempts to test some assumptions about humour as a pedagogical tool. Results have indicated that using humour to teach material…

  5. Enjoyable learning: the role of humour, games, and fun activities in nursing and midwifery education.

    PubMed

    Baid, Heather; Lambert, Nicky

    2010-08-01

    Education that captures the attention of students is an essential aspect of promoting meaningful, active learning. Rather than standing at the front of a group of learners simply speaking about a topic, teachers have the opportunity of livening up their teaching with humour, games, and other fun activities. This article critically evaluates the benefits and limitations of humour within nursing education as well as the use of games and fun activities as teaching strategies. Examples of various games and interactive activities are also provided. Copyright 2009 Elsevier Ltd. All rights reserved.

  6. Early humour production.

    PubMed

    Hoicka, Elena; Akhtar, Nameera

    2012-11-01

    The current studies explored early humour as a complex socio-cognitive phenomenon by examining 2- and 3-year-olds' humour production with their parents. We examined whether children produced novel humour, whether they cued their humour, and the types of humour produced. Forty-seven parents were interviewed, and videotaped joking with their children. Other parents (N= 113) completed a survey. Parents reported children copy jokes during the first year of life, and produce novel jokes from 2 years. In play sessions, 3-year-olds produced mostly novel humorous acts; 2-year-olds produced novel and copied humorous acts equally frequently. Parents reported children smile, laugh, and look for a reaction when joking. In play sessions, 2- and 3-year-olds produced these behaviours more when producing humorous versus non-humorous acts. In both parent reports and play sessions, they produced novel object-based (e.g., underwear on head) and conceptual humour (e.g., 'pig says moo') and used wrong labels humorously (e.g., calling a cat a dog). Thus, parent report and child behaviour both confirm that young children produce novel humorous acts, and share their humour by smiling, laughing, and looking for a reaction.

  7. Humour production may enhance observational learning of a new tool-use action in 18-month-old infants.

    PubMed

    Esseily, Rana; Rat-Fischer, Lauriane; Somogyi, Eszter; O'Regan, Kevin John; Fagard, Jacqueline

    2016-01-01

    Many studies have shown that making children laugh enhances certain cognitive capacities such as attention, motivation, perception and/or memory, which in turn enhance learning. However, no study thus far has investigated whether laughing has an effect on learning earlier in infancy. The goal of this study was to see whether using humour with young infants in a demonstration of a complex tool-use task can enhance their learning. Fifty-three 18-month-old infants participated in this study and were included either in a humorous or a control demonstration group. In both groups infants observed an adult using a tool to retrieve an out-of-reach toy. What differed between groups was that in the humorous demonstration group, instead of playing with the toy, the adult threw it on the floor immediately after retrieval. The results show that infants who laughed at the demonstration in the humorous demonstration group reproduced significantly more frequent target actions than infants who did not laugh and those in the control group. This effect is discussed with regard to individual differences in terms of temperament and social capacities as well as positive emotion and dopamine release.

  8. Early Humour Production

    ERIC Educational Resources Information Center

    Hoicka, Elena; Akhtar, Nameera

    2012-01-01

    The current studies explored early humour as a complex socio-cognitive phenomenon by examining 2- and 3-year-olds' humour production with their parents. We examined whether children produced novel humour, whether they cued their humour, and the types of humour produced. Forty-seven parents were interviewed, and videotaped joking with their…

  9. Early Humour Production

    ERIC Educational Resources Information Center

    Hoicka, Elena; Akhtar, Nameera

    2012-01-01

    The current studies explored early humour as a complex socio-cognitive phenomenon by examining 2- and 3-year-olds' humour production with their parents. We examined whether children produced novel humour, whether they cued their humour, and the types of humour produced. Forty-seven parents were interviewed, and videotaped joking with their…

  10. Playful Learning and Montessori Education

    ERIC Educational Resources Information Center

    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…

  11. Playing To Learn.

    ERIC Educational Resources Information Center

    Mann, Dale; Shakeshaft, Charol; Kottkamp, Robert; Becker, Jonathan

    2000-01-01

    A study to determine effects of Lightspan Partnership Inc.'s interactive materials on student achievement in a Denver- area elementary school revealed higher reading and math test scores for Lightspan schools, compared to control schools. This serious play curriculum, assisted by parents, benefited neediest kids most. (MLH)

  12. Creative Play in Language Learning.

    ERIC Educational Resources Information Center

    DeSelms, Carolann

    Creativity is the formulation and expression of an idea which is novel and useful to the creator. It is inherent in the foreign language classroom. Interpretation of experience, or creative play, is a normal part of first language use; with guidance it can be part of the second language learning experience. The effective teacher will consciously…

  13. Why did the proton cross the road? Humour and science communication.

    PubMed

    Riesch, Hauke

    2015-10-01

    The use of humour in public discourse about science has grown remarkably over the past few years, and when used in science communication activities is being seen as a great way to bring science to the public through laughter. However, barely any research has been published either on the often-assumed beneficial learning effects of humour in informal science education, or on the wider social functions and effects of humour about science and how humorous public discourse about science can influence the public understanding of science and the science-society relationship. This research note reviews some of the literature on the psychology and sociology of humour and comedy and tries to apply some of its insights to the effects humour might have when used in science communication. Although not intended to be anti-humour, this note attempts at least to start a more critical conversation on the value of humour in the communication of science.

  14. Understanding Young Children's Learning through Play: Building Playful Pedagogies

    ERIC Educational Resources Information Center

    Broadhead, Pat; Burt, Andy

    2011-01-01

    This timely and accessible text introduces, theorises and practically applies two important concepts which now underpin early years practice: those of "playful learning" and "playful pedagogies". Pat Broadhead and Andy Burt draw upon filmed material, conversations with children, reflection, observation, and parental and staff interviews, in their…

  15. Play, Parachutes, and Experiential Learning.

    ERIC Educational Resources Information Center

    Hobbs, Stephen

    1997-01-01

    Defines and explains key concepts associated with experiential learning and describes practical exercises. Encourages volunteer administrators to investigate and use experiential learning in their work and lives. (Author/JOW)

  16. The Case for Mixed Methodologies in Researching the Teacher's Use of Humour in Adult Education

    ERIC Educational Resources Information Center

    Struthers, John

    2011-01-01

    Inconsistencies within the literature result in teachers not having sufficient guidance to develop their humour use in support of learning without risking their professionalism. This article argues for more comprehensive evidence to guide teachers' use of humour, based on mixed methodological approaches. The case is also made for the Interpersonal…

  17. Achieving Learning Goals through Play. Second Edition

    ERIC Educational Resources Information Center

    Widerstrom, Anne H.

    2004-01-01

    Play is more than just fun; it is a powerful teaching tool that helps young children learn. With this practical, activity-filled guide, teachers will have ready-to-use strategies for weaving individual learning goals into play throughout the school day. Created for use with children ages 2 to 5 who have special needs--but equally effective for…

  18. Learning Through Play and Laughter.

    ERIC Educational Resources Information Center

    Jones, Elizabeth

    Programs for young children should cultivate children's real feelings, both rage and joy, and help children learn to accept and live with their feelings in non-destructive ways. Strong feelings, even negative ones, are sources of energy; rather than suppressing children's negative energy, teachers should recognize its creative aspects and use…

  19. Learning, Play, and Your Newborn

    MedlinePlus

    ... to associate the feel of your touch, the sound of your voice, and the sight of your face with getting his or her ... she is learning to recognize your touch, the sound of your voice, and the sight of your face. In the first few weeks ...

  20. Play and learn team building.

    PubMed

    Haas, R C; Martin, S

    1997-05-01

    In order to have a team function correctly, power must be distributed equally, with no team member having more perceived power than any other. It is this leveling of the playing field that allows the team to develop and to stimulate the creative juices of its members. This article discusses techniques that can help an organization break down the power barriers and permit its employees to become a cohesive unit--a team.

  1. LEARN: Playful Techniques To Accelerate Learning.

    ERIC Educational Resources Information Center

    Richards, Regina G.

    The methods outlined in this guide offer teachers a variety of ways to stimulate interest, enhance concentration, increase understanding, and improve memory in their students. Chapter 1 discusses the LEARN (Learning Efficiently And Remembering Mnemonics) system, a set of strategies that help students use a variety of processing styles to a greater…

  2. Play to Learn, Learn to Play: Language Learning through Gaming Culture

    ERIC Educational Resources Information Center

    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…

  3. Play to Learn, Learn to Play: Language Learning through Gaming Culture

    ERIC Educational Resources Information Center

    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. Humorous Language Play in a Thai EFL Classroom

    ERIC Educational Resources Information Center

    Forman, Ross

    2011-01-01

    The relationship between creativity, play, and language learning has been of increasing interest over the past decade, but the role of humour itself in SLL remains significantly under-explored. The present study examines humorous language play initiated by a bilingual EFL teacher and taken up by his post-beginner students in a Thai university…

  5. Outdoor Play and Learning: Policy and Practice

    ERIC Educational Resources Information Center

    Burriss, Kathleen; Burriss, Larry

    2011-01-01

    This study describes national school district policy and practice regarding elementary school children's outdoor learning and play. District representatives from 173 randomly selected school districts completed questionnaires describing policy and practice related to recess, outdoor play, outdoor curricular studies, playground materials, ADA…

  6. The Common Core's First Casualty: Playful Learning

    ERIC Educational Resources Information Center

    Bowdon, Jill

    2015-01-01

    Although the Common Core standards do not prescribe pedagogy or forbid playful learning, kindergarten teachers will find it challenging to maintain a playful classroom under this reform. Kindergarten teachers have to cover a more rigorous and accelerated curriculum now, and they are doing so in a context that rewards procedural teaching.

  7. The Common Core's First Casualty: Playful Learning

    ERIC Educational Resources Information Center

    Bowdon, Jill

    2015-01-01

    Although the Common Core standards do not prescribe pedagogy or forbid playful learning, kindergarten teachers will find it challenging to maintain a playful classroom under this reform. Kindergarten teachers have to cover a more rigorous and accelerated curriculum now, and they are doing so in a context that rewards procedural teaching.

  8. About philosophy and humoural medicine.

    PubMed

    Demont, Paul

    2005-01-01

    The polysemy of (see text), which can mean "humour" as well as "flavour", "taste" (e.g. in Democritus' On Tastes) and "juice", places Hippocratic medicine in the context of epistemology (and cookery). The treatment of humours in Ancient Medicine can help us to understand the second version which Plato gives of Protagorean epistemology (the so-called Apology in Theaetetus). Plato himself in his discussion of health, and even in his explanation of diseases in the Timaeus, often seems reluctant to refer to a medical typology of humours. Aristotle is equally reticent on the subject. Yet the complexity of the Aristotelian stance can shed light on some problems in Aristotle's ethical analysis, in particular the problem of intemperance.

  9. Immunoglobulins in human aqueous humour.

    PubMed Central

    Sen, D. K.; Sarin, G. S.; Saha, K.

    1977-01-01

    The immunoglobulin concentrations in human aqueous humour from 44 patients aged 35 to 85 years with cataracts were measured by a standard immunodiffusion method. IgG was found in all the samples (mean level 7-0 mg/100 ml. IgD, IgA or IgM could not be detected. There was no significant difference in IgG levels in aqueous humour between the two sexes, in different age groups, and in the different types of cataracts. PMID:403928

  10. Exploring Play/Playfulness and Learning in the Adult and Higher Education Classroom

    ERIC Educational Resources Information Center

    Tanis, David J.

    2012-01-01

    Play and playfulness and their role in learning are researched extensively in early childhood education. However, as the child matures into an adult, play and playfulness are given less attention in the teaching and learning process. In adult education, there is very little research about play/playfulness and its significance for learning. Despite…

  11. Exploring Play/Playfulness and Learning in the Adult and Higher Education Classroom

    ERIC Educational Resources Information Center

    Tanis, David J.

    2012-01-01

    Play and playfulness and their role in learning are researched extensively in early childhood education. However, as the child matures into an adult, play and playfulness are given less attention in the teaching and learning process. In adult education, there is very little research about play/playfulness and its significance for learning. Despite…

  12. 'Here's the weavery looming up': verbal humour in a woman with high-functioning autism.

    PubMed

    Werth, A; Perkins, M; Boucher, J

    2001-06-01

    A case study of Grace, a 29-year-old woman with high-functioning autism, is presented. Grace is unusual for a person with autism in that she produces a great deal of humorous and creative word play. She is also unusual in that she writes and then audio-records 'letters' to her family, and produces copious cartoon-like drawings which she annotates, with the result that multiple examples of her humour are available in permanent form. We present examples of Grace's use of puns, jokes, neologisms, 'portmanteau' words, irreverent humour, irony, sarcasm and word play based on her obsessional interests. The examples are used to illustrate the forms and content of Grace's humour, and are discussed in relation to current theories of autism and of normal humour.

  13. The neural basis of humour comprehension and humour appreciation: The roles of the temporoparietal junction and superior frontal gyrus.

    PubMed

    Campbell, Darren W; Wallace, Marc G; Modirrousta, Mandana; Polimeni, Joseph O; McKeen, Nancy A; Reiss, Jeffrey P

    2015-12-01

    Psychological well-being and social acumen benefit from the recognition of humourous intent and its enjoyment. The enjoyment of humour requires recognition, but humour recognition is not necessarily accompanied by humour enjoyment. Humour recognition is crucial during social interactions, while the associated enjoyment is less critical. Few neuroimaging studies have explicitly differentiated between the neural foundations of humour comprehension and humour appreciation. Among such studies, design limitations have obscured the specification of neural correlates to humour comprehension or appreciation. We implemented a trichotomous response option to address these design limitations. Twenty-four participants rated 120 comics (90 unaltered with humourous intent and 30 caption-altered without humourous intent) as either funny jokes (FJ), not funny jokes but intended to be funny (NFJ), or not intended to be funny or non-jokes (NJ). We defined humour comprehension by NFJ minus NJ and humour appreciation by FJ minus NFJ. We measured localized blood oxygen level dependent (BOLD) neural responses with a 3T MRI scanner. We tested for BOLD responses in humour comprehension brain regions of interest (ROIs), humour appreciation ROIs, and across the whole-brain. We found significant NFJ-NJ BOLD responses in our humour comprehension ROIs and significant FJ-NFJ BOLD responses in select humour appreciation ROIs. One key finding is that comprehension accuracy levels correlated with humour-comprehension responses in the left temporo-parietal junction (TPJ). This finding represents a novel and precise neural linkage to humour comprehension. A second key finding is that the superior frontal gyrus (SFG) was uniquely associated with humour-appreciation. The SFG response suggests that complex cognitive processing underlies humour appreciation and that current models of humour appreciation be revised. Finally, our research design provides an operational distinction between humour

  14. Creative and Playful Learning: Learning through Game Co-Creation and Games in a Playful Learning Environment

    ERIC Educational Resources Information Center

    Kangas, Marjaana

    2010-01-01

    This paper reports on a pilot study in which children aged 7-12 (N = 68) had an opportunity to study in a novel formal and informal learning setting. The learning activities were extended from the classroom to the playful learning environment (PLE), an innovative playground enriched by technological tools. Curriculum-based learning was intertwined…

  15. Perceptual learning during action video game playing.

    PubMed

    Green, C Shawn; Li, Renjie; Bavelier, Daphne

    2010-04-01

    Action video games have been shown to enhance behavioral performance on a wide variety of perceptual tasks, from those that require effective allocation of attentional resources across the visual scene, to those that demand the successful identification of fleetingly presented stimuli. Importantly, these effects have not only been shown in expert action video game players, but a causative link has been established between action video game play and enhanced processing through training studies. Although an account based solely on attention fails to capture the variety of enhancements observed after action game playing, a number of models of perceptual learning are consistent with the observed results, with behavioral modeling favoring the hypothesis that avid video game players are better able to form templates for, or extract the relevant statistics of, the task at hand. This may suggest that the neural site of learning is in areas where information is integrated and actions are selected; yet changes in low-level sensory areas cannot be ruled out. Copyright © 2009 Cognitive Science Society, Inc.

  16. Learning, Play, and Your 4- to 7-Month-Old

    MedlinePlus

    ... Old Learning, Play, and Your 4- to 7-Month-Old KidsHealth > For Parents > Learning, Play, and Your 4- to 7-Month-Old A A A What's in this article? ... Learning What Your Baby Is Learning By 4 months old, your baby has learned to recognize you ...

  17. Making Humour Work: Creativity on the Job

    ERIC Educational Resources Information Center

    Holmes, Janet

    2007-01-01

    There is a long research tradition associating humour with creativity, although relatively little research which focuses on the use of humour among professionals in particular workplaces. Addressing this gap, this paper analyses ordinary everyday workplace interaction in a range of New Zealand white collar organizations in order to examine claims…

  18. Frightfully funny: combining threat and humour in health messages for men and women.

    PubMed

    Hendriks, Hanneke; Janssen, Loes

    2017-09-27

    It is imperative for public health to investigate what factors may reduce defensive responses and increase the effectiveness of health information. The present research investigated gender differences in responses to threatening health-promoting information communicated with humour. Male and female participants were exposed to a health message stressing the negative consequences of binge drinking (Experiment 1; N = 209) or caffeine consumption (Experiment 2; N = 242), that did or did not contain a funny visual metaphor (Experiment 1) or a slapstick cartoon (Experiment 2). Message evaluation, message attention, and attitudes and intentions towards the behaviour were measured. Results showed that health messages were more persuasive when communicated with humour, although humour played a different role for men and women. Whereas men responded more in line with message goals when the message combined high threat with humour, women preferred the low threat humour messages. By uncovering the moderating role of gender as a key audience characteristic, this research contributes to designing effective future health campaigns and provides important insights for future studies investigating the underlying mechanisms responsible for the different effects of threat and humour appeals for men and women.

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

    ERIC Educational Resources Information Center

    Mathematics Education Research Group of Australasia, 2010

    2010-01-01

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

  20. Chinese and German Teachers' Conceptions of Play and Learning and Children's Play Behaviour

    ERIC Educational Resources Information Center

    Wu, Shu-Chen; Rao, Nirmala

    2011-01-01

    Commonalities and distinctions in Hong Kong-Chinese and German kindergarten teachers' conceptions of play and learning were examined. Six video clips of play episodes reflecting common play behavior and themes were selected from observations made during free play in two kindergartens in Hong Kong and two in Germany. Ten Chinese and seven German…

  1. Science Concepts Young Children Learn through Water Play

    ERIC Educational Resources Information Center

    Gross, Carol M.

    2012-01-01

    Water is fascinating, fun, and multifaceted. Children can play with it endlessly. But play, for play's sake, is not water's only value (Crosser, 1994, Tovey, 1993). Indeed, water play is a compelling focus of study for young children (Chalufour & Worth, 2005). The concepts that young children learn from water play are essential for early childhood…

  2. Science Concepts Young Children Learn through Water Play

    ERIC Educational Resources Information Center

    Gross, Carol M.

    2012-01-01

    Water is fascinating, fun, and multifaceted. Children can play with it endlessly. But play, for play's sake, is not water's only value (Crosser, 1994, Tovey, 1993). Indeed, water play is a compelling focus of study for young children (Chalufour & Worth, 2005). The concepts that young children learn from water play are essential for early childhood…

  3. A Review of Play and Its Relationship to Learning.

    ERIC Educational Resources Information Center

    Naumburg, Janet

    The value and function of play behavior in young children, and the process and conditions by which play contributes to learning, cognition and problem solving, are explored in this literature review. The first section examines early theories of play, the psychoanalytic theory of play, and the developmental stages of play. Common elements of play…

  4. This is funny: on the beneficial role of self-enhancing and affiliative humour in job design.

    PubMed

    Van den Broeck, Anja; Vander Elst, Tinne; Dikkers, Josje; De Lange, Annet; De Witte, Hans

    2012-02-01

    Building on positive psychology, the present study aims to address the role of humour in the workplace, and particularly in job design, one of the crucial job aspects contributing to employee well-being. Specifically, we examine the main effects of self-enhancing and affiliative types of humour both on burnout and work engagement. Furthermore, we study whether these humour styles serve as personal resources, moderating the associations of job hindrances (i.e., role conflict), job challenges (i.e., workload) and job resources (i.e., social support) with burnout and work engagement, as outlined in the Job Demands-Resources model. Results in a large sample of Belgian employees ( N = 1200) showed that both types of humour related negatively to burnout and positively to work engagement. No interactions between humour and the job characteristics were found in the prediction of burnout. The significant interactions in predicting work engagement showed that self-enhancing and affiliative humour played a positive role, particularly when role conflict and social support were low. No interactions with workload were found. The discussion aims to shed light on the unexpected results and to further the study of the humour-health hypothesis.

  5. The Playing Learning Child: Towards a Pedagogy of Early Childhood

    ERIC Educational Resources Information Center

    Samuelsson, Ingrid Pramling; Carlsson, Maj Asplund

    2008-01-01

    From children's own perspective, play and learning are not always separate in practices during early years. The purpose of this article is, first, to scrutinise the background and character of early years education in terms of play and learning. Second, to elaborate the findings of several years of research about children's learning in preschool…

  6. Learning, Play, and Your 8- to 12-Month-Old

    MedlinePlus

    ... Old Learning, Play, and Your 8- to 12-Month-Old KidsHealth > For Parents > Learning, Play, and Your 8- to 12-Month-Old A A A What's in this article? ... baby becomes more mobile during these next few months. What Is My Child Learning? Your little one ...

  7. A Multicultural Perspective on Play and Learning in Primary School

    ERIC Educational Resources Information Center

    Lillemyr, Ole Fredrik; Sobstad, Frode; Marder, Kurt; Flowerday, Terri

    2011-01-01

    In the school's conception of learning, the cultural aspect of children's play has often been lacking. In different countries, it is emphasized that play is important for learning (Dockett and Fleer, Play and pedagogy in early childhood: Bending the rules. Harcourt Brace & Comp, Sydney, "1999"; Lillemyr, Nordisk Pedagogik/Nordic…

  8. More than Just Play: Enhanced Teacher Preparation through Authentic Learning

    ERIC Educational Resources Information Center

    Myers, H. Nicole; DeCou, Heather L.

    2013-01-01

    This article describes the research behind and development of Play Lab, a play-based authentic learning environment for university students learning to teach children with developmental disabilities and the case study analysis from the Play Lab's first year of implementation. Data from (a) pre-development surveys which were triangulated with (b)…

  9. Learning through Play. Pediatric Round Table: 3.

    ERIC Educational Resources Information Center

    Chance, Paul

    Summarized in this volume are concepts, presented and developed at a roundtable discussion by scientists and child health professionals, focusing on aspects of children's play behavior. Participants sought to answer three questions: (1) What is play behavior and what is known about it? (2) How does play contribute to infant and child development?…

  10. Endangered Play, Endangered Development: A Constructivist View of the Role of Play in Development and Learning.

    ERIC Educational Resources Information Center

    Levin, Diane E.

    Piagetian and Vygotskian theories may be used as starting points to examine the role of play in development and learning from a constructivist perspective, including how children use play to deepen their understanding and skills, encounter new problems, and incorporate newly mastered skills into their play. Contemporary factors such as an emphasis…

  11. Endangered Play, Endangered Development: A Constructivist View of the Role of Play in Development and Learning.

    ERIC Educational Resources Information Center

    Levin, Diane E.

    Piagetian and Vygotskian theories may be used as starting points to examine the role of play in development and learning from a constructivist perspective, including how children use play to deepen their understanding and skills, encounter new problems, and incorporate newly mastered skills into their play. Contemporary factors such as an emphasis…

  12. Mathematical Learning in a Context of Play

    ERIC Educational Resources Information Center

    Edo, Meque; Planas, Nuria; Badillo, Edelmira

    2009-01-01

    In this article we analyse a didactical situation centred on the creation and use of a symbolic play environment in a class of pupils aged five and six years-old. The main source of data for this paper comes from an experimentation planned in relation to the following research question: does symbolic play in simulated contexts help pupils to…

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

    ERIC Educational Resources Information Center

    Honeyford, Michelle A.; Boyd, Karen

    2015-01-01

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

  14. Cats and Portals: Video Games, Learning, and Play

    ERIC Educational Resources Information Center

    Gee, James Paul

    2008-01-01

    The author builds on arguments he has made elsewhere that good commercial video games foster deep learning and problem solving and that such games in fact promote mastery as a form of play. Here he maintains that some good video games engage players with an important type of play, namely of play as discovery, of play as surmising new possibilities…

  15. Examining Charisma in Relation to Students' Interest in Learning

    ERIC Educational Resources Information Center

    Lin, Shu-Hui; Huang, Yun-Chen

    2016-01-01

    Teachers, especially their teaching behaviours, play an important role in students' learning and students with a high interest in learning show deeper understanding in the classroom. This study intends to explore how far the teacher's charisma--knowledge, character traits, teaching techniques and humour--contribute to students' interest in…

  16. Examining Charisma in Relation to Students' Interest in Learning

    ERIC Educational Resources Information Center

    Lin, Shu-Hui; Huang, Yun-Chen

    2016-01-01

    Teachers, especially their teaching behaviours, play an important role in students' learning and students with a high interest in learning show deeper understanding in the classroom. This study intends to explore how far the teacher's charisma--knowledge, character traits, teaching techniques and humour--contribute to students' interest in…

  17. Learning, Play, and Your 1- to 3-Month-Old

    MedlinePlus

    ... Old Learning, Play, and Your 1- to 3-Month-Old KidsHealth > For Parents > Learning, Play, and Your 1- to 3-Month-Old Print A A A What's in this ... start responding even more to you during these months — and will even give you a smile! Babies ...

  18. Outdoor Play and Learning for Infants and Toddlers.

    ERIC Educational Resources Information Center

    Winter, Suzanne M.

    Infants and toddlers like to crawl, climb, run, and explore in wide open, outdoor spaces. This publication provides ideas for day care providers on using outdoor play to facilitate learning in infants and toddlers. Section 1 discusses the benefits of daily outdoor play, including learning to interact with others, practicing language skills,…

  19. Learning, Play, and Your 1- to 3-Month-Old

    MedlinePlus

    ... Old Learning, Play, and Your 1- to 3-Month-Old KidsHealth > For Parents > Learning, Play, and Your 1- to 3-Month-Old A A A What's in this article? ... start responding even more to you during these months — and will even give you a smile! Babies ...

  20. Relationships Play Primary Role in Boys' Learning

    ERIC Educational Resources Information Center

    Reichert. Michael; Hawley. Richard

    2013-01-01

    There is a pantheon of literature and popular panic pointing toward the academic ascent of girls and the decline of boys. On the contrary, the reality is different: Boys are learning and succeeding in many places. Two studies find that the places where boys excel have several common characteristics, including teachers who relate to the boys…

  1. Helping Children Play and Learn Together

    ERIC Educational Resources Information Center

    Ostrosky, Michaelene M.; Meadan, Hedda

    2010-01-01

    During the early childhood years, children learn to interact with one another in ways that are positive and successful. Researchers stress the importance of positive peer relationships in childhood and later life. The absence of positive social interactions in childhood is linked to negative consequences later in life, such as withdrawal,…

  2. Thinking, Saying, Playing: Children Learning the Tabla.

    ERIC Educational Resources Information Center

    Farrell, Gerry

    1997-01-01

    Focuses on the research done on children learning the tabla, a northern India drum, and the role of the bols system, or mnemonics, that provides a means for memorizing musical material, generating improvisation, and developing rhythmic skills. Discusses the structure of the tabla lessons and the type of materials taught. (CMK)

  3. Learning Recycling from Playing a Kinect Game

    ERIC Educational Resources Information Center

    González Ibánez, José de Jesús Luis; Wang, Alf Inge

    2015-01-01

    The emergence of gesture-based computing and inexpensive gesture recognition technology such as the Kinect have opened doors for a new generation of educational games. Gesture based-based interfaces make it possible to provide user interfaces that are more nature and closer to the tasks being carried out, and helping students that learn best…

  4. Learning Recycling from Playing a Kinect Game

    ERIC Educational Resources Information Center

    González Ibánez, José de Jesús Luis; Wang, Alf Inge

    2015-01-01

    The emergence of gesture-based computing and inexpensive gesture recognition technology such as the Kinect have opened doors for a new generation of educational games. Gesture based-based interfaces make it possible to provide user interfaces that are more nature and closer to the tasks being carried out, and helping students that learn best…

  5. Helping Children Play and Learn Together

    ERIC Educational Resources Information Center

    Ostrosky, Michaelene M.; Meadan, Hedda

    2010-01-01

    During the early childhood years, children learn to interact with one another in ways that are positive and successful. Researchers stress the importance of positive peer relationships in childhood and later life. The absence of positive social interactions in childhood is linked to negative consequences later in life, such as withdrawal,…

  6. Relationships Play Primary Role in Boys' Learning

    ERIC Educational Resources Information Center

    Reichert. Michael; Hawley. Richard

    2013-01-01

    There is a pantheon of literature and popular panic pointing toward the academic ascent of girls and the decline of boys. On the contrary, the reality is different: Boys are learning and succeeding in many places. Two studies find that the places where boys excel have several common characteristics, including teachers who relate to the boys…

  7. Young Children's Block Play and Mathematical Learning

    ERIC Educational Resources Information Center

    Park, Boyoung; Chae, Jeong-Lim; Boyd, Barbara Foulks

    2008-01-01

    This qualitative study investigated young children's mathematical engagement in play with wooden unit blocks. Two boys, ages 6 and 7, were independently observed completing the task of filling outlined regions with the various sets of blocks. Three major mathematical actions were observed: categorizing geometric shapes, composing a larger shape…

  8. Playing with Liquid Foams: Learning Physical Chemistry

    ERIC Educational Resources Information Center

    Ritacco, Hernan

    2008-01-01

    Who has never played with soap bubbles? They are so beautiful and amazing, they have a perfect spherical shape and surprising tints. Foams are structures of bubbles of an incredible complexity and they are a perfect system to stimulate students' interest in the chemistry and physics of surface phenomena. In this article I propose a simple…

  9. Young Children's Block Play and Mathematical Learning

    ERIC Educational Resources Information Center

    Park, Boyoung; Chae, Jeong-Lim; Boyd, Barbara Foulks

    2008-01-01

    This qualitative study investigated young children's mathematical engagement in play with wooden unit blocks. Two boys, ages 6 and 7, were independently observed completing the task of filling outlined regions with the various sets of blocks. Three major mathematical actions were observed: categorizing geometric shapes, composing a larger shape…

  10. Playing with Liquid Foams: Learning Physical Chemistry

    ERIC Educational Resources Information Center

    Ritacco, Hernan

    2008-01-01

    Who has never played with soap bubbles? They are so beautiful and amazing, they have a perfect spherical shape and surprising tints. Foams are structures of bubbles of an incredible complexity and they are a perfect system to stimulate students' interest in the chemistry and physics of surface phenomena. In this article I propose a simple…

  11. Achievement evaluation within a non-conventional framework: some experiences in physics and humour

    NASA Astrophysics Data System (ADS)

    Wörner, C. H.; Romero, A.; Bustamante, G.

    2010-09-01

    An achievement evaluation of a non-conventional physics course for liberal arts students is presented. The theoretical ground for this course focuses on the use of humour as a teaching tool. Preliminary evidence shows that a learning process is accomplished.

  12. Achievement Evaluation within a Non-Conventional Framework: Some Experiences in Physics and Humour

    ERIC Educational Resources Information Center

    Worner, C. H.; Romero, A.; Bustamante, G.

    2010-01-01

    An achievement evaluation of a non-conventional physics course for liberal arts students is presented. The theoretical ground for this course focuses on the use of humour as a teaching tool. Preliminary evidence shows that a learning process is accomplished. (Contains 1 table and 3 figures.)

  13. Children's Perspectives of Play and Learning for Educational Practice

    ERIC Educational Resources Information Center

    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,…

  14. Children's Active Learning through Unstructured Play in Malaysia

    ERIC Educational Resources Information Center

    Fatai O., Ismail Abdul; Faqih, Asrul; Bustan, Wafa K.

    2014-01-01

    Play is generally identified as a basic tool for effective learning and development in children. This study explores the ways in which amorphous or unstructured play contributes to children's overall development at the pre-primary level, helping to develop cognitive, social, and motor skills. The findings indicate that through unstructured play,…

  15. Conceptualising Play-Based Learning from Kindergarten Teachers' Perspectives

    ERIC Educational Resources Information Center

    Fesseha, Ellen; Pyle, Angela

    2016-01-01

    This study sought to gain insight into how Ontario teachers define play-based learning, and how their perspectives affect its implementation in kindergarten classrooms. Using survey data from kindergarten teachers from around the province of Ontario, two definitions of play were developed: one focused on social development through play and the…

  16. Play as a Context for Literacy Learning: A Qualitative Analysis.

    ERIC Educational Resources Information Center

    Dever, Martha T.; Wishon, Philip M.

    1995-01-01

    Examined the effect of sociodramatic play on the literacy learning of first graders. Found that sociodramatic play provided a vehicle through which the players practiced what they knew about literacy and provided an opportunity to think about literacy in the context of various play themes. Adult mediation enhanced the players' incorporation of…

  17. Children's Active Learning through Unstructured Play in Malaysia

    ERIC Educational Resources Information Center

    Fatai O., Ismail Abdul; Faqih, Asrul; Bustan, Wafa K.

    2014-01-01

    Play is generally identified as a basic tool for effective learning and development in children. This study explores the ways in which amorphous or unstructured play contributes to children's overall development at the pre-primary level, helping to develop cognitive, social, and motor skills. The findings indicate that through unstructured play,…

  18. The Transfer of Learning from Play Practices to Game Play in Young Adult Soccer Players

    ERIC Educational Resources Information Center

    Holt, Josh E.; Ward, Phillip; Wallhead, Tristan L.

    2006-01-01

    Background: Physical educators and coaches face an ongoing problem of presenting fun and enjoyable practices that also provide efficient learning of technical and tactical sports skills. Effective instruction also promotes the transfer of learning from practice tasks to the real game. Play Practice (PP) describes a structure for teaching sports…

  19. Children Learning to Use Technologies through Play: A Digital Play Framework

    ERIC Educational Resources Information Center

    Bird, Jo; Edwards, Susan

    2015-01-01

    Digital technologies are increasingly acknowledged as an important aspect of early childhood education. A significant problem for early childhood education has been how to understand the pedagogical use of technologies in a sector that values play-based learning. This paper presents a new framework to understand how children learn to use…

  20. The Transfer of Learning from Play Practices to Game Play in Young Adult Soccer Players

    ERIC Educational Resources Information Center

    Holt, Josh E.; Ward, Phillip; Wallhead, Tristan L.

    2006-01-01

    Background: Physical educators and coaches face an ongoing problem of presenting fun and enjoyable practices that also provide efficient learning of technical and tactical sports skills. Effective instruction also promotes the transfer of learning from practice tasks to the real game. Play Practice (PP) describes a structure for teaching sports…

  1. Children Learning to Use Technologies through Play: A Digital Play Framework

    ERIC Educational Resources Information Center

    Bird, Jo; Edwards, Susan

    2015-01-01

    Digital technologies are increasingly acknowledged as an important aspect of early childhood education. A significant problem for early childhood education has been how to understand the pedagogical use of technologies in a sector that values play-based learning. This paper presents a new framework to understand how children learn to use…

  2. Role-playing in the problem-based learning class.

    PubMed

    Chan, Zenobia C Y

    2012-01-01

    Learning and teaching have been conceptualized and executed in many styles, such as self-learning, peer learning, and interaction between the learner and mentor. Today, openness to alternative ideas and embracing innovative approaches in nursing education are encouraged in order to meet students' learning interests and needs, and to address ever-changing healthcare requests. Problem-based learning has been widely adopted in nursing education, with various positive effects on students' learning, such as motivated learning, team work, problem-solving skills and critical thinking. Role-plays have been demonstrated as an effective learning strategy that includes an active and experiential feature that facilitates students' autonomy in their health-related learning. However, there is a lack of discussion of whether and how role-play can be used in problem-based learning (PBL). This paper shows the development of a classroom-based innovation using role-play in the PBL class for higher diploma year-one nurse students (a total of 20 students, five per group). This paper consists of five sections: a) the literature on PBL and nurse education, and role-plays as the innovation; b) the PBL case scenario with the illustration of the two role-play scripts, c) student evaluation on role-play in the PBL class; d) discussions on both achievements and limitations of this innovation, and e) the conclusion. It is hoped that this paper will be an example to other nurse educators who are keen on exploring interactive and student-driven learning and teaching strategies in the PBL class.

  3. Development of a Measure of Humour Appreciation

    ERIC Educational Resources Information Center

    Chik, Maria P. Y.; Leung, C. S. Benjamin; Molloy, Geoffrey N.

    2005-01-01

    The procedure for the development of a measure of humour appreciation among a convenience sample of 53 primary school children attending a one-week summer program held in Hong Kong is described. Two sets of visual stimuli depicting pictures of local celebrities portrayed either veridically (congruously) or incongruously were established from a…

  4. Towards a Quantum Theory of Humour

    NASA Astrophysics Data System (ADS)

    Gabora, Liane; Kitto, Kirsty

    2016-12-01

    This paper proposes that cognitive humour can be modelled using the mathematical framework of quantum theory, suggesting that a Quantum Theory of Humour (QTH) is a viable approach. We begin with brief overviews of both research on humour, and the generalized quantum framework. We show how the bisociation of incongruous frames or word meanings in jokes can be modelled as a linear superposition of a set of basis states, or possible interpretations, in a complex Hilbert space. The choice of possible interpretations depends on the context provided by the set-up versus the punchline of a joke. We apply QTH first to a verbal pun, and then consider how this might be extended to frame blending in cartoons. An initial study of 85 participant responses to 35 jokes (and a number of variants) suggests that there is reason to believe that a quantum approach to the modelling of cognitive humour is a viable new avenue of research for the field of quantum cognition.

  5. Play: Ten Power Boosts for Children's Early Learning

    ERIC Educational Resources Information Center

    Honig, Alice

    2007-01-01

    Play is children's work. Alice Honig enumerates from the heart 10 ways in which children learn through play, including building dexterity; social skills; cognitive and language skills; number and time concepts; spatial understanding; reasoning of cause and effect; clarification of pretend versus real; sensory and aesthetic appreciation; extended…

  6. Play: Ten Power Boosts for Children's Early Learning

    ERIC Educational Resources Information Center

    Honig, Alice

    2007-01-01

    Play is children's work. Alice Honig enumerates from the heart 10 ways in which children learn through play, including building dexterity; social skills; cognitive and language skills; number and time concepts; spatial understanding; reasoning of cause and effect; clarification of pretend versus real; sensory and aesthetic appreciation; extended…

  7. Blended Learning Using Role-Plays, Wikis and Blogs

    ERIC Educational Resources Information Center

    Ruyters, Michele; Douglas, Kathy; Law, Siew Fang

    2011-01-01

    Student learning about legal skills in legal education is increasingly seen as important. These legal skills include advocacy and negotiation. These skills are often taught through role-play. This article discusses the combination of role-plays with online tools, including wikis and blogs, to assist students to master legal skills. The article…

  8. Learning Physics through Play in an Augmented Reality Environment

    ERIC Educational Resources Information Center

    Enyedy, Noel; Danish, Joshua A.; Delacruz, Girlie; Kumar, Melissa

    2012-01-01

    The Learning Physics through Play Project (LPP) engaged 6-8-year old students (n = 43) in a series of scientific investigations of Newtonian force and motion including a series of augmented reality activities. We outline the two design principles behind the LPP curriculum: 1) the use of socio-dramatic, embodied play in the form of participatory…

  9. Learning Physics through Play in an Augmented Reality Environment

    ERIC Educational Resources Information Center

    Enyedy, Noel; Danish, Joshua A.; Delacruz, Girlie; Kumar, Melissa

    2012-01-01

    The Learning Physics through Play Project (LPP) engaged 6-8-year old students (n = 43) in a series of scientific investigations of Newtonian force and motion including a series of augmented reality activities. We outline the two design principles behind the LPP curriculum: 1) the use of socio-dramatic, embodied play in the form of participatory…

  10. Humorous Materials to Enhance Active Learning

    ERIC Educational Resources Information Center

    Miller, J. L.; Wilson, K.; Miller, J.; Enomoto, K.

    2017-01-01

    The use of humour in teaching and learning can be contentious, with some authors suggesting that the efficacy of humorous materials is mediated by the culture of the student. Nevertheless, humour represents a potential vehicle for the introduction of active learning in a classroom setting, as judicious use of humour may lead to a more relaxed…

  11. Learning to Play Games or Playing Games to Learn? A Health Education Case Study with Soweto Teenagers

    ERIC Educational Resources Information Center

    Amory, Alan

    2010-01-01

    The aim of this study was to investigate the use of an educational computer video game in teaching and learning. Cultural-historical activity theory is used heuristically to explore the social and cultural interactions during game play. It is argued that knowledge construction occurs when video games function as a tool to mediate learning rather…

  12. Learning to Play Games or Playing Games to Learn? A Health Education Case Study with Soweto Teenagers

    ERIC Educational Resources Information Center

    Amory, Alan

    2010-01-01

    The aim of this study was to investigate the use of an educational computer video game in teaching and learning. Cultural-historical activity theory is used heuristically to explore the social and cultural interactions during game play. It is argued that knowledge construction occurs when video games function as a tool to mediate learning rather…

  13. Playing to Learn: A Qualitative Analysis of Bilingual Pupil-Pupil Talk during Board Game Play

    ERIC Educational Resources Information Center

    Smith, Heather

    2006-01-01

    This paper explores what happens when bilingual learners come together to play a board game specially designed to facilitate an interactive context in which the learning of English as a second or additional language is promoted. An example of the interactive behaviour of one group of bilingual learners is then presented in order to illustrate such…

  14. Playing to Learn: A Qualitative Analysis of Bilingual Pupil-Pupil Talk during Board Game Play

    ERIC Educational Resources Information Center

    Smith, Heather

    2006-01-01

    This paper explores what happens when bilingual learners come together to play a board game specially designed to facilitate an interactive context in which the learning of English as a second or additional language is promoted. An example of the interactive behaviour of one group of bilingual learners is then presented in order to illustrate such…

  15. Home Video Games: Children and Parents Learn to Play and Play to Learn.

    ERIC Educational Resources Information Center

    Mitchell, Edna

    Twenty families in the San Francisco Bay area (California) with new Atari home video game sets were studied from February through June 1981 to obtain data on how the game-playing affected family interaction. Records of play were kept for one week each month and each family member was interviewed at the beginning and the end of the study. It was…

  16. Play.

    ERIC Educational Resources Information Center

    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…

  17. Play, attention, and learning: How do play and timing shape the development of attention and influence classroom learning?

    PubMed Central

    Hedges, James H; Adolph, Karen E; Amso, Dima; Bavelier, Daphne; Fiez, Julie A; Krubitzer, Leah; McAuley, J Devin; Newcombe, Nora S; Fitzpatrick, Susan M; Ghajar, Jamshid

    2013-01-01

    The behavioral and neurobiological connections between play and the development of critical cognitive functions, such as attention, remain largely unknown. We do not yet know how these connections relate to the formation of specific abilities, such as spatial ability, and to learning in formal environments, such as in the classroom. Insights into these issues would be beneficial not only for understanding play, attention, and learning individually, but also for the development of more efficacious systems for learning and for the treatment of neurodevelopmental disorders. Different operational definitions of play can incorporate or exclude varying types of behavior, emphasize varying developmental time points, and motivate different research questions. Relevant questions to be explored in this area include, How do particular kinds of play relate to the development of particular kinds of abilities later in life? How does play vary across societies and species in the context of evolution? Does play facilitate a shift from reactive to predictive timing, and is its connection to timing unique or particularly significant? This report will outline important research steps that need to be taken in order to address these and other questions about play, human activity, and cognitive functions. PMID:23763338

  18. Play, attention, and learning: how do play and timing shape the development of attention and influence classroom learning?

    PubMed

    Hedges, James H; Adolph, Karen E; Amso, Dima; Bavelier, Daphne; Fiez, Julie A; Krubitzer, Leah; McAuley, J Devin; Newcombe, Nora S; Fitzpatrick, Susan M; Ghajar, Jamshid

    2013-07-01

    The behavioral and neurobiological connections between play and the development of critical cognitive functions, such as attention, remain largely unknown. We do not yet know how these connections relate to the formation of specific abilities, such as spatial ability, and to learning in formal environments, such as in the classroom. Insights into these issues would be beneficial not only for understanding play, attention, and learning individually, but also for the development of more efficacious systems for learning and for the treatment of neurodevelopmental disorders. Different operational definitions of play can incorporate or exclude varying types of behavior, emphasize varying developmental time points, and motivate different research questions. Relevant questions to be explored in this area include, How do particular kinds of play relate to the development of particular kinds of abilities later in life? How does play vary across societies and species in the context of evolution? Does play facilitate a shift from reactive to predictive timing, and is its connection to timing unique or particularly significant? This report will outline important research steps that need to be taken in order to address these and other questions about play, human activity, and cognitive functions.

  19. Children's Play and Culture Learning in an Egalitarian Foraging Society

    ERIC Educational Resources Information Center

    Boyette, Adam H.

    2016-01-01

    Few systematic studies of play in foragers exist despite their significance for understanding the breadth of contexts for human development and the ontogeny of cultural learning. Forager societies lack complex social hierarchies, avenues for prestige or wealth accumulation, and formal educational institutions, and thereby represent a contrast to…

  20. Breathing and the Oboe: Playing, Teaching and Learning

    ERIC Educational Resources Information Center

    Gaunt, Helena

    2004-01-01

    Breathing and breath control are central to playing the oboe, yet few detailed educational resources are available to support their teaching and learning. This paper presents a review of existing knowledge and expertise in the field. It highlights common ground and points of controversy, and indicates some key areas for consideration. It points to…

  1. Provisions for Outdoor Play and Learning in Slovene Preschools

    ERIC Educational Resources Information Center

    Kos, Marjanca; Jerman, Janez

    2013-01-01

    This study examined play and learning in the natural environment and on the playgrounds of Slovene preschools. It included 140 preschool teachers and 264 parents of children who attended preschools in 21 Slovene towns. Data were collected through questionnaires with questions referring to time spent outdoors, children's outdoor activities,…

  2. Playing to Learn: A Training Manual for Early Childhood Education.

    ERIC Educational Resources Information Center

    Singh, Asha; Swaminathan, Mina

    This guide for trainers offers a comprehensive child-centered perspective on training field workers in early childhood education. The theme of the role of play in child growth, development, and learning runs throughout the guide while its form, a series of structured exercises to help trainers handle all aspects of the subject, emphasizes the…

  3. Children's Play and Culture Learning in an Egalitarian Foraging Society

    ERIC Educational Resources Information Center

    Boyette, Adam H.

    2016-01-01

    Few systematic studies of play in foragers exist despite their significance for understanding the breadth of contexts for human development and the ontogeny of cultural learning. Forager societies lack complex social hierarchies, avenues for prestige or wealth accumulation, and formal educational institutions, and thereby represent a contrast to…

  4. Children's Play and Culture Learning in an Egalitarian Foraging Society.

    PubMed

    Boyette, Adam H

    2016-05-01

    Few systematic studies of play in foragers exist despite their significance for understanding the breadth of contexts for human development and the ontogeny of cultural learning. Forager societies lack complex social hierarchies, avenues for prestige or wealth accumulation, and formal educational institutions, and thereby represent a contrast to the contexts of most play research. Analysis of systematic observations of children's play among Aka forest foragers (n = 50, ages 4-16, M = 9.5) and Ngandu subsistence farmers (n = 48, ages 4-16, M = 9.1) collected in 2010 illustrates that while play and work trade off during development in both groups, and consistent patterns in sex-role development are evident, Aka children engage in significantly less rough-and-tumble play and competitive games than children among their socially stratified farming neighbors. © 2016 The Authors. Child Development © 2016 Society for Research in Child Development, Inc.

  5. Humour in health‐care interactions: a risk worth taking

    PubMed Central

    McCreaddie, May; Payne, Sheila

    2012-01-01

    Abstract Background  Humour is a complex, dynamic phenomenon that mainly occurs in social situations between two or more people. Most humour research reviews rehearsed as opposed to spontaneous humour and rarely review the patients’ perspective. Aim  We explore patients’ perspectives on the use of humour in health care. We discuss the asymmetrical and divergent humour use between patients and clinical nurse specialists and posit nurses’ approaches to risk as a contributing factor. Design  A constructivist grounded theory collated researcher‐provoked (interviews, observation, field notes, pre‐and post‐interaction audio diaries) and non‐researcher‐provoked data (naturally occurring interactions) over 18 months. This paper is based upon four patient focus groups. A constant comparison approach to data collection and analyses was applied using interpretative and illustrative frameworks that balanced what was ‘known’ and ‘unknown’ about humour. Setting and participants  Patients were recruited from four patient–peer groups. Three audio‐taped (n = 20) and one observed focus group interactions (n = 12) were undertaken at the groups’ regular meeting places. Results  Patients hold a broad appreciation of humour and recognize it as being evident in subtle and nuanced forms. Patients wish health‐care staff to initiate and reciprocate humour. Conclusion  A chasm exists between what patients apparently want with regard to humour use in health‐care interactions and what actually transpires. Initiating humour involves risk, and risk‐taking requires a degree of self‐esteem and confidence. Nurses are, arguably, risk‐averse and have low self‐esteem. Future research could review confidence and self‐esteem markers with observed humour use in nurses and their interactions across a range of specialities. PMID:22212380

  6. Learning about water resource sharing through game play

    NASA Astrophysics Data System (ADS)

    Ewen, Tracy; Seibert, Jan

    2016-10-01

    Games are an optimal way to teach about water resource sharing, as they allow real-world scenarios to be enacted. Both students and professionals learning about water resource management can benefit from playing games, through the process of understanding both the complexity of sharing of resources between different groups and decision outcomes. Here we address how games can be used to teach about water resource sharing, through both playing and developing water games. An evaluation of using the web-based game Irrigania in the classroom setting, supported by feedback from several educators who have used Irrigania to teach about the sustainable use of water resources, and decision making, at university and high school levels, finds Irrigania to be an effective and easy tool to incorporate into a curriculum. The development of two water games in a course for masters students in geography is also presented as a way to teach and communicate about water resource sharing. Through game development, students learned soft skills, including critical thinking, problem solving, team work, and time management, and overall the process was found to be an effective way to learn about water resource decision outcomes. This paper concludes with a discussion of learning outcomes from both playing and developing water games.

  7. Humour Appreciation and Comprehension in Children with Intellectual Disability

    ERIC Educational Resources Information Center

    Degabriele, James; Walsh, Irene P.

    2010-01-01

    Background: Data on typically developing children show that humour development starts from an early age. Studies investigating humour in children with intellectual disability (ID) are few and have generally focused on identifying differences between this population and other groups of children. This study focuses on children with ID as a…

  8. Pupils' Humour Directed at Teachers: Its Types and Functions

    ERIC Educational Resources Information Center

    Šedová, Klára

    2013-01-01

    Based on an analysis of 137 texts written by pupils, this paper examines pupils' humour directed at teachers, its types and social functions. The collected data are divided into three categories that describe different modes of teachers as targets of pupils' humour. The first mode describes teachers as unintentionally comical, the second as duped…

  9. Just Clowning Around: Classroom Perspectives on Children's Humour

    ERIC Educational Resources Information Center

    Hobday-Kusch, Jody; McVittie, Janet

    2002-01-01

    Using a post-structural, interpretive perspective, we studied children's humour in a grade-1 and -2 classroom. In this article, we report our observations of two boys who took on the role of "class clown." The boys used humour to negotiate power, which we defined as participation in discourse, taking on the role of class clowns and…

  10. Pupils' Humour Directed at Teachers: Its Types and Functions

    ERIC Educational Resources Information Center

    Šedová, Klára

    2013-01-01

    Based on an analysis of 137 texts written by pupils, this paper examines pupils' humour directed at teachers, its types and social functions. The collected data are divided into three categories that describe different modes of teachers as targets of pupils' humour. The first mode describes teachers as unintentionally comical, the second as duped…

  11. The Politics of Joking: Narratives of Humour and Joking among Adults with Asperger's Syndrome

    ERIC Educational Resources Information Center

    Rosqvist, Hanna Bertilsdotter

    2012-01-01

    The purpose of this article is to analyse how humour and narratives about humour are used in a natural group of adults with Asperger's syndrome. Narratives about humour and use of humour in the group are analysed from a discursive psychological perspective, informed by insights from both disability studies and critical autism studies. The setting…

  12. Strategies Students Adopted when Learning to Play an Improvised Blues in an E-Learning Environment

    ERIC Educational Resources Information Center

    Seddon, Frederick; Biasutti, Michele

    2010-01-01

    In this investigative study, the authors sought to reveal the learning strategies adopted by participants as they learned to play a 12-bar improvised blues with both hands together on a musical keyboard in an e-learning environment. There were 3 participants, 2 female and 1 male. Participants' average age was 21 years. They worked individually in…

  13. Learning by playing: how to create the perfect learning game for and with optics

    NASA Astrophysics Data System (ADS)

    Haist, Tobias; Burla, Avinash

    2010-08-01

    For children, playing and learning is often one thing. They learn while playing and by playing the right games they learn a lot. It is therefore obvious that we should use (among other things) games in order to fascinate children for optics and to teach them the basic laws of optics. In this contribution we will introduce different optical games for children in preschool and elementary school. The majority of commercial learning games on the market do not achieve the ambitious goal of leading to fun and knowledge since very often there are serious design flaws within these games. We introduce ten design rules for learning games that will enable you to create your own successful learning game for a special topic. Exemplary, we will show games based on and for color mixing and polarization.

  14. Humour appreciation and comprehension in children with intellectual disability.

    PubMed

    Degabriele, James; Walsh, Irene P

    2010-06-01

    Data on typically developing children show that humour development starts from an early age. Studies investigating humour in children with intellectual disability (ID) are few and have generally focused on identifying differences between this population and other groups of children. This study focuses on children with ID as a heterogeneous group and seeks to answer the following questions: (1) what kinds of humour do children with ID appreciate most in a video cartoon? (2) How does the mode of presentation of jokes influence humour comprehension? This study examines humour appreciation and comprehension in school-aged children (n = 9; chronological age: 7-11 years) with mild/moderate ID. Specific tools were developed to explore each aspect. Participants rated short scenes from a video cartoon to show their appreciation for different kinds of humour. A set of video-recorded jokes, with different modes of presentation, were used in the comprehension task. The greatest appreciation was expressed for physical and visual humour. Non-specific scenes (i.e. scenes with no particularly funny elements) were also rated highly. Jokes presented with gesture were understood more than jokes told without supports. These differences in comprehension, arising from supported/unsupported jokes, were statistically significant within the group studied. The context of humour (e.g. being part of a video cartoon) is important in determining what children with ID find funny. The significant difference in comprehension brought about by a change in mode of presentation (i.e. supported/unsupported joke telling) suggests that humour comprehension can be facilitated.

  15. Games people play: How video games improve probabilistic learning.

    PubMed

    Schenk, Sabrina; Lech, Robert K; Suchan, Boris

    2017-09-29

    Recent research suggests that video game playing is associated with many cognitive benefits. However, little is known about the neural mechanisms mediating such effects, especially with regard to probabilistic categorization learning, which is a widely unexplored area in gaming research. Therefore, the present study aimed to investigate the neural correlates of probabilistic classification learning in video gamers in comparison to non-gamers. Subjects were scanned in a 3T magnetic resonance imaging (MRI) scanner while performing a modified version of the weather prediction task. Behavioral data yielded evidence for better categorization performance of video gamers, particularly under conditions characterized by stronger uncertainty. Furthermore, a post-experimental questionnaire showed that video gamers had acquired higher declarative knowledge about the card combinations and the related weather outcomes. Functional imaging data revealed for video gamers stronger activation clusters in the hippocampus, the precuneus, the cingulate gyrus and the middle temporal gyrus as well as in occipital visual areas and in areas related to attentional processes. All these areas are connected with each other and represent critical nodes for semantic memory, visual imagery and cognitive control. Apart from this, and in line with previous studies, both groups showed activation in brain areas that are related to attention and executive functions as well as in the basal ganglia and in memory-associated regions of the medial temporal lobe. These results suggest that playing video games might enhance the usage of declarative knowledge as well as hippocampal involvement and enhances overall learning performance during probabilistic learning. In contrast to non-gamers, video gamers showed better categorization performance, independently of the uncertainty of the condition. Copyright © 2017 Elsevier B.V. All rights reserved.

  16. Play

    NASA Astrophysics Data System (ADS)

    Harteveld, Casper

    Designing a game with a serious purpose involves considering the worlds of Reality and Meaning yet it is undeniably impossible to create a game without a third world, one that is specifically concerned with what makes a game a game: the play elements. This third world, the world of people like designers and artists, and disciplines as computer science and game design, I call the world of Play and this level is devoted to it. The level starts off with some of the misperceptions people have of play. Unlike some may think, we play all the time, even when we grow old—this was also very noticeable in designing the game Levee Patroller as the team exhibited very playful behavior at many occasions. From there, I go into the aspects that characterize this world. The first concerns the goal of the game. This relates to the objectives people have to achieve within the game. This is constituted by the second aspect: the gameplay. Taking actions and facing challenges is subsequently constituted by a gameworld, which concerns the third aspect. And all of it is not possible without the fourth and final aspect, the type of technology that creates and facilitates the game. The four aspects together make up a “game concept” and from this world such a concept can be judged on the basis of three closely interrelated criteria: engagement, immersion, and fun.

  17. Learning Robotics in a Science Museum Theatre Play: Investigation of Learning Outcomes, Contexts and Experiences

    NASA Astrophysics Data System (ADS)

    Peleg, Ran; Baram-Tsabari, Ayelet

    2017-08-01

    Theatre is often introduced into science museums to enhance visitor experience. While learning in museums exhibitions received considerable research attention, learning from museum theatre has not. The goal of this exploratory study was to investigate the potential educational role of a science museum theatre play. The study aimed to investigate (1) cognitive learning outcomes of the play, (2) how these outcomes interact with different viewing contexts and (3) experiential learning outcomes through the theatrical experience. The play `Robot and I', addressing principles in robotics, was commissioned by a science museum. Data consisted of 391 questionnaires and interviews with 47 children and 20 parents. Findings indicate that explicit but not implicit learning goals were decoded successfully. There was little synergy between learning outcomes of the play and an exhibition on robotics, demonstrating the effect of two different physical contexts. Interview data revealed that prior knowledge, experience and interest played a major role in children's understanding of the play. Analysis of the theatrical experience showed that despite strong identification with the child protagonist, children often doubted the protagonist's knowledge jeopardizing integration of scientific content. The study extends the empirical knowledge and theoretical thinking on museum theatre to better support claims of its virtues and respond to their criticism.

  18. Learning with Serious Games: Is Fun Playing the Game a Predictor of Learning Success?

    ERIC Educational Resources Information Center

    Iten, Nina; Petko, Dominik

    2016-01-01

    Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and willingness to play, as well as between game enjoyment,…

  19. Learning with Serious Games: Is Fun Playing the Game a Predictor of Learning Success?

    ERIC Educational Resources Information Center

    Iten, Nina; Petko, Dominik

    2016-01-01

    Serious games are generally considered to induce positive effects in the areas of learning motivation and learning gains. Yet few studies have examined how these factors are related. Therefore, an empirical study was conducted to test the relationship between anticipated enjoyment and willingness to play, as well as between game enjoyment,…

  20. Learning Pre-Played Solos: Self-Regulated Learning Strategies in Jazz/Improvised Music

    ERIC Educational Resources Information Center

    Nielsen, Siw G.

    2015-01-01

    This article reports on the self-regulated learning strategies of two advanced students in jazz/improvised music education when learning pre-played solos over well-known jazz tunes. The students were enrolled in a well-established performance degree programme in a music conservatoire, and videotaped their own individual practice sessions. In…

  1. Students' Learning Outcomes and Learning Experiences through Playing a Serious Educational Game

    ERIC Educational Resources Information Center

    Cheng, Meng-Tzu; Annetta, Len

    2012-01-01

    This study attempted to examine students' learning outcomes and their learning experiences through playing a Serious Educational Game. A mixed-method research design was employed collecting both quantitative and qualitative data. A total of 98 middle-school students ranging from sixth to eighth grades participated through paper-and-pencil…

  2. "I Already Know What I Learned": Young Children's Perspectives on Learning through Play

    ERIC Educational Resources Information Center

    Colliver, Yeshe; Fleer, Marilyn

    2016-01-01

    Around the world, if and how young children learn through their play in early childhood education and care contexts has been the subject of much debate. Yet rarely has the debate heard from the young children themselves, often due to the pervasive belief that they do not understand learning. To redress this, a qualitative case study was conducted…

  3. Learning Pre-Played Solos: Self-Regulated Learning Strategies in Jazz/Improvised Music

    ERIC Educational Resources Information Center

    Nielsen, Siw G.

    2015-01-01

    This article reports on the self-regulated learning strategies of two advanced students in jazz/improvised music education when learning pre-played solos over well-known jazz tunes. The students were enrolled in a well-established performance degree programme in a music conservatoire, and videotaped their own individual practice sessions. In…

  4. Students' Learning Outcomes and Learning Experiences through Playing a Serious Educational Game

    ERIC Educational Resources Information Center

    Cheng, Meng-Tzu; Annetta, Len

    2012-01-01

    This study attempted to examine students' learning outcomes and their learning experiences through playing a Serious Educational Game. A mixed-method research design was employed collecting both quantitative and qualitative data. A total of 98 middle-school students ranging from sixth to eighth grades participated through paper-and-pencil…

  5. Learning in Virtual Worlds: Using Communities of Practice to Explain How People Learn from Play

    ERIC Educational Resources Information Center

    Oliver, Martin; Carr, Diane

    2009-01-01

    Although there is interest in the educational potential of online multiplayer games and virtual worlds, there is still little evidence to explain specifically what and how people learn from these environments. This paper addresses this issue by exploring the experiences of couples that play "World of Warcraft" together. Learning outcomes were…

  6. "I Already Know What I Learned": Young Children's Perspectives on Learning through Play

    ERIC Educational Resources Information Center

    Colliver, Yeshe; Fleer, Marilyn

    2016-01-01

    Around the world, if and how young children learn through their play in early childhood education and care contexts has been the subject of much debate. Yet rarely has the debate heard from the young children themselves, often due to the pervasive belief that they do not understand learning. To redress this, a qualitative case study was conducted…

  7. What controls aqueous humour outflow resistance?

    PubMed Central

    Johnson, Mark

    2010-01-01

    The bulk of aqueous humour outflow resistance is generated in or near the inner wall endothelium of Schlemm's canal in normal eyes, and probably also in glaucomatous eyes. Fluid flow through this region is controlled by the location of the giant vacuoles and pores found in cells of the endothelium of Schlemm's canal, but the flow resistance itself is more likely generated either in the extracellular matrix of the juxtacanalicular connective tissue or the basement membrane of Schlemm's canal. Future studies utilizing in vitro perfusion studies of inner wall endothelial cells may give insights into the process by which vacuoles and pores form in this unique endothelium and why inner wall pore density is greatly reduced in glaucoma. PMID:16386733

  8. Proteomic Analyses of the Vitreous Humour

    PubMed Central

    Angi, Martina; Kalirai, Helen; Coupland, Sarah E.; Damato, Bertil E.; Semeraro, Francesco; Romano, Mario R.

    2012-01-01

    The human vitreous humour (VH) is a transparent, highly hydrated gel, which occupies the posterior segment of the eye between the lens and the retina. Physiological and pathological conditions of the retina are reflected in the protein composition of the VH, which can be sampled as part of routine surgical procedures. Historically, many studies have investigated levels of individual proteins in VH from healthy and diseased eyes. In the last decade, proteomics analyses have been performed to characterise the proteome of the human VH and explore networks of functionally related proteins, providing insight into the aetiology of diabetic retinopathy and proliferative vitreoretinopathy. Recent proteomic studies on the VH from animal models of autoimmune uveitis have identified new signalling pathways associated to autoimmune triggers and intravitreal inflammation. This paper aims to guide biological scientists through the different proteomic techniques that have been used to analyse the VH and present future perspectives for the study of intravitreal inflammation using proteomic analyses. PMID:22973072

  9. Social and Emotional Aspects of Learning: Teaching and Learning or Playing and Becoming?

    ERIC Educational Resources Information Center

    Woolf, Alison Margaret

    2013-01-01

    This article advocates the use of free play in the provision of the Social and Emotional Aspects of Learning (SEAL) programme in schools. It uses case studies to illustrate how children develop and use the five strands of SEAL while playing. The author draws on recent research and literature to support the idea that SEAL skills are caught rather…

  10. Social and Emotional Aspects of Learning: Teaching and Learning or Playing and Becoming?

    ERIC Educational Resources Information Center

    Woolf, Alison Margaret

    2013-01-01

    This article advocates the use of free play in the provision of the Social and Emotional Aspects of Learning (SEAL) programme in schools. It uses case studies to illustrate how children develop and use the five strands of SEAL while playing. The author draws on recent research and literature to support the idea that SEAL skills are caught rather…

  11. Adult Play-Learning: Observing Informal Family Education at a Science Museum

    ERIC Educational Resources Information Center

    Kanhadilok, Peeranut; Watts, Mike

    2014-01-01

    This paper discusses some of the issues surrounding the nature of adult play. More specifically, we explore "family play-learning", where play activities result in forms of added knowledge or insight for the adults involved. Adult play itself is an under-researched area, and play-learning even more so. We discuss related research and, in…

  12. Adult Play-Learning: Observing Informal Family Education at a Science Museum

    ERIC Educational Resources Information Center

    Kanhadilok, Peeranut; Watts, Mike

    2014-01-01

    This paper discusses some of the issues surrounding the nature of adult play. More specifically, we explore "family play-learning", where play activities result in forms of added knowledge or insight for the adults involved. Adult play itself is an under-researched area, and play-learning even more so. We discuss related research and, in…

  13. An exploration into the role of humour in the nursing student-nurse teacher relationship.

    PubMed

    Struthers, J

    1994-03-01

    Nurse teachers can often find themselves in various situations where they resort to using humour. An exploration of the role of humour within the educational relationship between nurse teachers and nursing students is the focus of this paper. Consideration is given to the nurse teachers' requirement to develop self-awareness in their own understanding of humour in order to facilitate and recognize the reasons for the nursing students' use of humour. The development of the appropriate use of humour by nursing students may lead to enhanced nursing practice, thereby reinforcing the need for inclusion of the theory of humour in both teacher training and the nursing curriculum.

  14. Learning to Play: Play Deprivation among Young Children in Foster Care

    ERIC Educational Resources Information Center

    Comfort, Randy Lee

    2005-01-01

    Children who enter foster care typically have had little or not experience with play. This article describes the impact of play deprivation on early development. It provides guidelines for recognizing play deprivation and describes ways to help babies and young children develop a repertoire of play behaviors that is based on secure relationships…

  15. Learning to Play: Play Deprivation among Young Children in Foster Care

    ERIC Educational Resources Information Center

    Comfort, Randy Lee

    2005-01-01

    Children who enter foster care typically have had little or not experience with play. This article describes the impact of play deprivation on early development. It provides guidelines for recognizing play deprivation and describes ways to help babies and young children develop a repertoire of play behaviors that is based on secure relationships…

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

    ERIC Educational Resources Information Center

    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…

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

    ERIC Educational Resources Information Center

    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…

  18. Chinese teachers' use of humour in coping with stress.

    PubMed

    Wu, Joseph; Chan, Raymond M C

    2013-01-01

    The purpose of this study was to examine the mentality of Chinese teachers regarding their use of humour in coping with stress. Specifically, the study investigated their frequency of use of humour in coping with stress as compared to other coping styles and their perceptions about the relationship of humour with other coping styles. Data were collected from a sample of 789 Chinese teachers holding teaching posts at local Hong Kong secondary schools. Based on responses made to the COPE questionnaire, there was evidence that Chinese teachers had a lower frequency of use of humour as compared to other coping styles. As suggested by the results of a factor analysis, there was a perception among Chinese teachers that the use of humour was related more closely to escaping and/or avoidance as coping strategies, but more differentiable from problem-focused/task-oriented and emotional/social coping. It is interesting to find that the results of our study echoed those of a previous crosscultural comparison between Chinese and Canadian university students, in which the Chinese university students reported less use of humour in coping with stress than did their Canadian counterparts. These results have provided some empirical support for the notion that "humor has been traditionally given little respect in Chinese culture mainly due to the Confucian emphasis on keeping proper manners in social interactions" (Yue, 2010, p. 403). As teachers in Chinese societies are regarded as persons who are full of wisdom and capable of problem-solving, it is expected that they should act as role models to their students. These social expectations on Chinese teachers could further mould their perceptions on the use of humour in coping with stress.

  19. Effect of humour therapy on psychotropic medication use in nursing homes.

    PubMed

    Leow, Jerome By; Pont, Lisa; Low, Lee-Fay

    2016-12-01

    The aim of this study was to assess the effect of Play Up humour therapy on antipsychotic, benzodiazepine and antidepressant use in Australian nursing homes. Play Up is a humour therapy program that has been implemented in Australian nursing homes. This study was an uncontrolled retrospective review of psychotropic medication charts of 406 residents in thirty-three nursing homes before and after 12 weeks of participation in Play Up. Prevalence and mean daily equivalent doses of psychotropic medication use were analysed. There were significant reductions from before to after the Play Up program in the prevalence of any psychotropic medication use, antipsychotic use and benzodiazepine use (P = 0.001, 0.02, 0.007, respectively). Mean daily dose equivalents of pro re nata (PRN) antipsychotics and PRN benzodiazepines significantly reduced over time (P = 0.007; P = 0.001). Play Up was associated with an overall decline in the use of psychotropic medications. Further trials are required to confirm and better define this association. © 2016 AJA Inc.

  20. Birds of a Feather Laugh Together: An Investigation of Humour Style Similarity in Married Couples

    PubMed Central

    Hahn, Christian Martin; Campbell, Lorne John

    2016-01-01

    The present research investigated the degree of similarity in humour styles between spouses as assessed with the Humour Styles Questionnaire (HSQ). Furthermore, self-esteem was investigated as a potential moderator of partner humour style similarity. A sample of 116 heterosexual, married couples independently completed questionnaires assessing self-reported humour styles across the 32 item HSQ, as well as global self-esteem. Results indicated that there is significant positive association between the humour styles of married partners. This association was moderated by individual self-esteem. Specifically, participants with high self-esteem were found to have greater humour style similarity with their partners. Similarity was also greater for positive compared to negative types of humour. Implications for the use of dyadic data in investigating the roles of humour within couples are discussed. PMID:27547257

  1. Play for Mortal Stakes; Vocation and the Liberal Learning.

    ERIC Educational Resources Information Center

    Meyerson, Martin

    The ideal of liberal learning should be bonded with a sense of the utilitarian, the professional. Modern students call not for a traditional liberal learning but a learning directed to action, to improving the social order and the environment. Colleges can achieve a new synthesis of liberal and professional learning by making graduate and…

  2. Amnesia in an actor: Learning and re-learning of play passages despite severe autobiographical amnesia.

    PubMed

    Kopelman, Michael D; Morton, John

    2015-06-01

    We describe the case of an accomplished actor, whom we term AB, who suffered severe amnesia following a cardiac arrest and hypoxic brain damage, affecting medial temporal and thalamic structures. His performance on standard episodic memory tests, and on measures of retrograde amnesia, including autobiographical memory, was severely impaired. When presented with passages from plays he had not appeared in, AB showed a severe impairment at the first learning trial, but thereafter showed a 'normal' learning curve for this semantically and syntactically complex material. On being presented with passages from plays he had performed in the past, AB did not show any recognition of them whatsoever, as one might expect from his severe episodic memory impairment. However, AB showed a striking benefit (savings score) in relearning passages he had previously performed, compared with new passages, despite not having any autobiographical recall of having performed the relearned passages before. Moreover, although his initial recall performance in learning these passages was impaired compared with healthy control actors of similar age and experience, AB demonstrated the same incremental learning rate on subsequent learning trials of the passages as did the controls. We conclude that, although severely impaired at the first learning trial (on both 'new' and 'old' passages), AB was able to employ his long-established semantic and procedural skills to attempt the task, and that thereafter he showed a 'normal' rate of incremental learning from a lower baseline.

  3. Inquiry, play, and problem solving in a process learning environment

    NASA Astrophysics Data System (ADS)

    Thwaits, Anne Y.

    United States. This dissertation presents an account of the history of the institution and the continuing legacy of the early Exploratorium and its founder, Frank Oppenheimer. I argue that the institution is an early example of a constructivist learning museum. I then describe how art encourages learning in the museum. It provides means of presenting information that engage all of the senses and encourage emotional involvement. It reframes familiar sights so that viewers look more closely in search of recognition, and it presents intangible or dematerialized things in a tangible way. It facilitates play, with its many benefits. It brings fresh perspectives and processes to problem solving and the acquisition of new knowledge. This project is the study of an institution where art and science have always coexisted with equal importance, setting it apart from more traditional museums where art was added as a secondary focus to the original disciplinary concentration of the institution. Many of the exhibits were created by artists, but the real value the visual arts bring to the museum is in its contributions to processes such as inquiry, play, problem-solving, and innovation.

  4. What Infants, Toddlers, and Preschoolers Learn from Play: 12 Ideas

    ERIC Educational Resources Information Center

    Honig, Alice Sterling

    2006-01-01

    In this article, the author presents the 12 benefits of playing as a reference and guide for teachers in helping young children develop their cognitive skills, motor ability, socio-emotional, and academic development during play time. The following 12 benefits are described: (1) Play Enhances Bodily Gracefulness; (2) Play Promotes Social Skills;…

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

    ERIC Educational Resources Information Center

    Parker, Denise

    2010-01-01

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

  6. Video game play, attention, and learning: how to shape the development of attention and influence learning?

    PubMed

    Cardoso-Leite, Pedro; Bavelier, Daphne

    2014-04-01

    The notion that play may facilitate learning has long been touted. Here, we review how video game play may be leveraged for enhancing attentional control, allowing greater cognitive flexibility and learning and in turn new routes to better address developmental disorders. Video games, initially developed for entertainment, appear to enhance the behavior in domains as varied as perception, attention, task switching, or mental rotation. This surprisingly wide transfer may be mediated by enhanced attentional control, allowing increased signal-to-noise ratio and thus more informed decisions. The possibility of enhancing attentional control through targeted interventions, be it computerized training or self-regulation techniques, is now well established. Embedding such training in video game play is appealing, given the astounding amount of time spent by children and adults worldwide with this media. It holds the promise of increasing compliance in patients and motivation in school children, and of enhancing the use of positive impact games. Yet for all the promises, existing research indicates that not all games are created equal: a better understanding of the game play elements that foster attention and learning as well as of the strategies developed by the players is needed. Computational models from machine learning or developmental robotics provide a rich theoretical framework to develop this work further and address its impact on developmental disorders.

  7. Framing Young Children's Humour and Practitioner Responses to It Using a Bakhtinian Carnivalesque Lens

    ERIC Educational Resources Information Center

    Tallant, Laura

    2015-01-01

    This article presents findings from a pilot study offering an alternative framing of children's humour and laughter in an early childhood education setting. It employs a Bakhtinian carnivalesque lens to explore the nature of children's humour in an urban nursery and investigate the framing of children's humour and laughter outside the popular…

  8. An Analysis of the Language of Humour in Chinua Achebe's "A Man of the People"

    ERIC Educational Resources Information Center

    Adjei, Daniel Oppong

    2015-01-01

    This paper shows how humour is deployed in Achebe's "A Man of the People" by analysing the make-up of the various instances of humour as well as their significance in attaining the desired effects. To Veatch (1998), humour contains two incongruous elements; one element is socially normal while the other is a violation of the…

  9. Framing Young Children's Humour and Practitioner Responses to It Using a Bakhtinian Carnivalesque Lens

    ERIC Educational Resources Information Center

    Tallant, Laura

    2015-01-01

    This article presents findings from a pilot study offering an alternative framing of children's humour and laughter in an early childhood education setting. It employs a Bakhtinian carnivalesque lens to explore the nature of children's humour in an urban nursery and investigate the framing of children's humour and laughter outside the popular…

  10. Efficacy of role play in concert with lecture to enhance student learning of immunology.

    PubMed

    Elliott, Samantha L

    2010-01-01

    Despite numerous reports that active learning increases student understanding, many barriers still exist that prevent faculty from shedding the traditional passive lecture and adopting active learning strategies in the classroom. This study looks at the use of role play as an active learning technique to convey new material, or as reinforcement to traditional lecture. A pre- and post-test survey was utilized to determine student learning gains, along with an anonymous survey to determine student attitudes about role play. Student learning gains are similar regardless of class size, role-playing participation or learning style, and reflect an increase in lower order cognition. Attitudes and learning gains indicate role play is preferable as a reinforcement technique, although the order does not matter if both lecture and role play are utilized to convey information. These data provide insight into the best practices of role-playing implementation in concert with traditional lecture format.

  11. Active Learning by Play Dough Modeling in the Medical Profession

    ERIC Educational Resources Information Center

    Herur, Anita; Kolagi, Sanjeev; Chinagudi, Surekharani; Manjula, R.; Patil, Shailaja

    2011-01-01

    Active learning produces meaningful learning, improves attitudes toward learning, and increases knowledge and retention, but is still not fully institutionalized in the undergraduate sciences. A few studies have compared the effectiveness of PowerPoint presentations, student seminars, quizzes, and use of CD-ROMs with blackboard teaching and…

  12. Active Learning by Play Dough Modeling in the Medical Profession

    ERIC Educational Resources Information Center

    Herur, Anita; Kolagi, Sanjeev; Chinagudi, Surekharani; Manjula, R.; Patil, Shailaja

    2011-01-01

    Active learning produces meaningful learning, improves attitudes toward learning, and increases knowledge and retention, but is still not fully institutionalized in the undergraduate sciences. A few studies have compared the effectiveness of PowerPoint presentations, student seminars, quizzes, and use of CD-ROMs with blackboard teaching and…

  13. Reggio Emilia Inspired Learning Groups: Relationships, Communication, Cognition, and Play

    ERIC Educational Resources Information Center

    Hong, Seong Bock; Shaffer, LaShorage; Han, Jisu

    2017-01-01

    A key aspect of the Reggio Emilia inspired curriculum is a learning group approach that fosters social and cognitive development. The purpose of this paper is to investigate how a Reggio Emilia inspired learning group approach works for children with and without disabilities. This study gives insight into how to form an appropriate learning group…

  14. [Sense of humour in schizophrenia--ability of humour reception and possibilities of its application in therapeutic interventions].

    PubMed

    Parnowska, Dorota; Braniecka, Anna; Radomska, Anna

    2013-01-01

    The existing research on sense of humour in schizophrenia is focused on two main areas, mainly, assessment of patients' abilities to understand and appreciate humour and denoting the possibilities of its application in therapeutic programs concentrating on the improvement of patients' functionality and preventing illness relapses. The vast majority of the conclusions from the above mentioned research corroborate the opinion on the usefulness of developing and reinforcing sense of humour in schizophrenia, emphasizing its beneficial effect on the patients' quality of life, above all, in terms of reducing aggression, anxiety and depression as well as improving general life satisfaction and social functioning. At the same time numerous research indicate low reception of humour in schizophrenia which can negatively influence its effective usage in therapeutic interventions. Further constraint with regard to the therapy can constitute an intensified fear for being laughed at, which has been confirmed in numerous empirical reports. Therefore, it seems that addressing humorous therapeutic interventions to the above mentioned group of patients requires especially careful planning taking into consideration its cognitive and affective limitations in the perception of humour and intensified fear for being laughed at.

  15. Towards a New Learning: Play and Game-Based Approaches to Education

    ERIC Educational Resources Information Center

    de Freitas, Sara

    2013-01-01

    This position paper introduces the idea of a "new learning" which brings together elements of play and game-based learning approaches into education. The paper argues for a better understanding of the division between structured and unstructured play time in how one designs and delivers learning at all levels from primary to tertiary.…

  16. Let's Play: Learning Games for Infants and Toddlers.

    ERIC Educational Resources Information Center

    Moore, Phyllis Jack

    2000-01-01

    Recommends play activities in which children look, listen, taste, smell, and touch. Includes appropriate ages for activities and gives directions for several games, including peek and seek, water play, bean bags, and hot potato. (DLH)

  17. Let's Play: Learning Games for Infants and Toddlers.

    ERIC Educational Resources Information Center

    Moore, Phyllis Jack

    2000-01-01

    Recommends play activities in which children look, listen, taste, smell, and touch. Includes appropriate ages for activities and gives directions for several games, including peek and seek, water play, bean bags, and hot potato. (DLH)

  18. Children's Virtual Play Worlds Culture, Learning, and Participation. New Literacies and Digital Epistemologies. Volume 58

    ERIC Educational Resources Information Center

    Burke, Anne, Ed.; Marsh, Jackie, Ed.

    2013-01-01

    As children's digital lives become more relevant to schools and educators, the question of play and learning is being revisited in new and interesting ways. "Children's Virtual Play Worlds: Culture, Learning, and Participation" provides a more reasoned account of children's play engagements in virtual worlds through a number of scholarly…

  19. Children's Virtual Play Worlds Culture, Learning, and Participation. New Literacies and Digital Epistemologies. Volume 58

    ERIC Educational Resources Information Center

    Burke, Anne, Ed.; Marsh, Jackie, Ed.

    2013-01-01

    As children's digital lives become more relevant to schools and educators, the question of play and learning is being revisited in new and interesting ways. "Children's Virtual Play Worlds: Culture, Learning, and Participation" provides a more reasoned account of children's play engagements in virtual worlds through a number of scholarly…

  20. Watching the Children Watching "Play School": Indicators of Engagement, Play and Learning

    ERIC Educational Resources Information Center

    Harrison, Cathie

    2012-01-01

    This paper provides an overview of one aspect of a research project to investigate the contribution of the television program "Play School" to the health and wellbeing of young Australian children. The research question for this aspect of the study was: How do young children respond to the various elements and segments of "Play…

  1. Word-Play and "Musike": Young Children Learning Literacies while Communicating Playfully

    ERIC Educational Resources Information Center

    Alcock, Sophie; Cullen, Joy; St George, Alison

    2008-01-01

    This paper explores young children's rhythmic, musical, humorous and playful communication in the context of empowering themselves to create meaningful curriculum during teacher-controlled routine morning-tea times in an early childhood education centre. The data, presented as "events", formed part of an interpretive qualitative study…

  2. Learning About Life the Playful Way: From Kindergarten to Play Group. Situation Report.

    ERIC Educational Resources Information Center

    Kischke, Martina I.

    This paper describes various types of child care services available for preschool children in West Germany. The paper emphasizes the importance of play in children's cognitive and social development. Preschool experiences guided by a trained staff are considered an important complement to family life. According to the paper, West Germany is…

  3. The Effects of Experiential Learning with Playfulness in the Adult Education Classroom

    ERIC Educational Resources Information Center

    Spaulding, James T.

    2010-01-01

    Adult learning practices that incorporate experiential learning and playfulness promise greater learner involvement and engagement, produce better results than "teaching-to-the-test" lectures and presentations, and represent a major opportunity to improve adult learning. The author developed such an adult learning activity for an adult Safe…

  4. PLAYful Practices: Students at Creekview High School Discuss Participatory Learning

    ERIC Educational Resources Information Center

    Hamilton, Buffy

    2012-01-01

    Much of the literature about participatory learning in schools and libraries is dominated by adult voices. What do sites of participatory learning look like from the student perspective? What does it mean to student learners to develop and apply the four practices of participation--create, circulate, collaborate, and connect? How does…

  5. Trainee Teachers' e-Learning Experiences of Computer Play

    ERIC Educational Resources Information Center

    Wright, Pam

    2009-01-01

    Pam Wright highlights the role of technology in providing situated learning opportunities for preservice teachers to explore the role commercial computer games may have in primary education. In a study designed to assess the effectiveness of an online unit on gaming incorporated into a course on learning technologies, Wright found that thoughtful…

  6. Early Learning and Development: Cultural-Historical Concepts in Play

    ERIC Educational Resources Information Center

    Fleer, Marilyn

    2010-01-01

    "Early Learning and Development" provides a unique synthesis of cultural-historical theory from Vygotsky, Elkonin and Leontiev in the 20th century to the ground-breaking research of scholars such as Siraj-Blatchford, Kratsova and Hedegaard today. It demonstrates how development and learning are culturally embedded and institutionally defined, and…

  7. PLAYful Practices: Students at Creekview High School Discuss Participatory Learning

    ERIC Educational Resources Information Center

    Hamilton, Buffy

    2012-01-01

    Much of the literature about participatory learning in schools and libraries is dominated by adult voices. What do sites of participatory learning look like from the student perspective? What does it mean to student learners to develop and apply the four practices of participation--create, circulate, collaborate, and connect? How does…

  8. Cognitive and emotional demands of black humour processing: the role of intelligence, aggressiveness and mood.

    PubMed

    Willinger, Ulrike; Hergovich, Andreas; Schmoeger, Michaela; Deckert, Matthias; Stoettner, Susanne; Bunda, Iris; Witting, Andrea; Seidler, Melanie; Moser, Reinhilde; Kacena, Stefanie; Jaeckle, David; Loader, Benjamin; Mueller, Christian; Auff, Eduard

    2017-05-01

    Humour processing is a complex information-processing task that is dependent on cognitive and emotional aspects which presumably influence frame-shifting and conceptual blending, mental operations that underlie humour processing. The aim of the current study was to find distinctive groups of subjects with respect to black humour processing, intellectual capacities, mood disturbance and aggressiveness. A total of 156 adults rated black humour cartoons and conducted measurements of verbal and nonverbal intelligence, mood disturbance and aggressiveness. Cluster analysis yields three groups comprising following properties: (1) moderate black humour preference and moderate comprehension; average nonverbal and verbal intelligence; low mood disturbance and moderate aggressiveness; (2) low black humour preference and moderate comprehension; average nonverbal and verbal intelligence, high mood disturbance and high aggressiveness; and (3) high black humour preference and high comprehension; high nonverbal and verbal intelligence; no mood disturbance and low aggressiveness. Age and gender do not differ significantly, differences in education level can be found. Black humour preference and comprehension are positively associated with higher verbal and nonverbal intelligence as well as higher levels of education. Emotional instability and higher aggressiveness apparently lead to decreased levels of pleasure when dealing with black humour. These results support the hypothesis that humour processing involves cognitive as well as affective components and suggest that these variables influence the execution of frame-shifting and conceptual blending in the course of humour processing.

  9. Playful Talk: Negotiating Opportunities to Learn in Collaborative Groups

    ERIC Educational Resources Information Center

    Sullivan, Florence R.; Wilson, Nicholas C.

    2015-01-01

    This case study examines the role of playful talk in negotiating the "how" of collaborative group work in a 6th-grade science classroom. Here we develop and test a Vygotsky-derived hypothesis that postulates playful talk as a mechanism for identity exploration and group status negotiation. Our findings indicate that students utilized the…

  10. The Power of Play: Learning What Comes Naturally

    ERIC Educational Resources Information Center

    Elkind, David

    2008-01-01

    Although under attack from some goal-oriented politicians and parents and ofen considered superfluous by school administrators and teachers, free play remains vital to human health and creativity. Contrary to the notion that play should serve utilitarian ends or consist primarily of organized sports, the author makes a case for self-initiated…

  11. Reclaiming Play: Helping Children Learn and Thrive in School

    ERIC Educational Resources Information Center

    Carlsson-Paige, Nancy

    2008-01-01

    Child development theorists, researchers, and educators have long known that play is one of children's most valuable resources, vital to their social, emotional, and cognitive growth. Through play children make sense of the world around them and work through new experiences, ideas, and feelings. But in recent years, a host of social forces and…

  12. Working across Disciplines to Understand Playful Learning in Educational Settings

    ERIC Educational Resources Information Center

    van der Aalsvoort, Geerdina; Broadhead, Pat

    2016-01-01

    Educators stress the importance of play for children's cognitive, social, physical, and emotional development. In order to effectively advocate for the inclusion of play in education settings, it is important to fully understand it. Two researchers, one from England and one from the Netherlands, sought common ground for understanding what children…

  13. Working across Disciplines to Understand Playful Learning in Educational Settings

    ERIC Educational Resources Information Center

    van der Aalsvoort, Geerdina; Broadhead, Pat

    2016-01-01

    Educators stress the importance of play for children's cognitive, social, physical, and emotional development. In order to effectively advocate for the inclusion of play in education settings, it is important to fully understand it. Two researchers, one from England and one from the Netherlands, sought common ground for understanding what children…

  14. Playful Talk: Negotiating Opportunities to Learn in Collaborative Groups

    ERIC Educational Resources Information Center

    Sullivan, Florence R.; Wilson, Nicholas C.

    2015-01-01

    This case study examines the role of playful talk in negotiating the "how" of collaborative group work in a 6th-grade science classroom. Here we develop and test a Vygotsky-derived hypothesis that postulates playful talk as a mechanism for identity exploration and group status negotiation. Our findings indicate that students utilized the…

  15. Humour processing in frontotemporal lobar degeneration: A behavioural and neuroanatomical analysis

    PubMed Central

    Clark, Camilla N.; Nicholas, Jennifer M.; Henley, Susie M.D.; Downey, Laura E.; Woollacott, Ione O.; Golden, Hannah L.; Fletcher, Phillip D.; Mummery, Catherine J.; Schott, Jonathan M.; Rohrer, Jonathan D.; Crutch, Sebastian J.; Warren, Jason D.

    2015-01-01

    Humour is a complex cognitive and emotional construct that is vulnerable in neurodegenerative diseases, notably the frontotemporal lobar degenerations. However, humour processing in these diseases has been little studied. Here we assessed humour processing in patients with behavioural variant frontotemporal dementia (n = 22, mean age 67 years, four female) and semantic dementia (n = 11, mean age 67 years, five female) relative to healthy individuals (n = 21, mean age 66 years, 11 female), using a joint cognitive and neuroanatomical approach. We created a novel neuropsychological test requiring a decision about the humorous intent of nonverbal cartoons, in which we manipulated orthogonally humour content and familiarity of depicted scenarios. Structural neuroanatomical correlates of humour detection were assessed using voxel-based morphometry. Assessing performance in a signal detection framework and after adjusting for standard measures of cognitive function, both patient groups showed impaired accuracy of humour detection in familiar and novel scenarios relative to healthy older controls (p < .001). Patient groups showed similar overall performance profiles; however the behavioural variant frontotemporal dementia group alone showed a significant advantage for detection of humour in familiar relative to novel scenarios (p = .045), suggesting that the behavioural variant syndrome may lead to particular difficulty decoding novel situations for humour, while semantic dementia produces a more general deficit of humour detection that extends to stock comedic situations. Humour detection accuracy was associated with grey matter volume in a distributed network including temporo-parietal junctional and anterior superior temporal cortices, with predominantly left-sided correlates of processing humour in familiar scenarios and right-sided correlates of processing novel humour. The findings quantify deficits of core cognitive operations underpinning humour

  16. Humour processing in frontotemporal lobar degeneration: A behavioural and neuroanatomical analysis.

    PubMed

    Clark, Camilla N; Nicholas, Jennifer M; Henley, Susie M D; Downey, Laura E; Woollacott, Ione O; Golden, Hannah L; Fletcher, Phillip D; Mummery, Catherine J; Schott, Jonathan M; Rohrer, Jonathan D; Crutch, Sebastian J; Warren, Jason D

    2015-08-01

    Humour is a complex cognitive and emotional construct that is vulnerable in neurodegenerative diseases, notably the frontotemporal lobar degenerations. However, humour processing in these diseases has been little studied. Here we assessed humour processing in patients with behavioural variant frontotemporal dementia (n = 22, mean age 67 years, four female) and semantic dementia (n = 11, mean age 67 years, five female) relative to healthy individuals (n = 21, mean age 66 years, 11 female), using a joint cognitive and neuroanatomical approach. We created a novel neuropsychological test requiring a decision about the humorous intent of nonverbal cartoons, in which we manipulated orthogonally humour content and familiarity of depicted scenarios. Structural neuroanatomical correlates of humour detection were assessed using voxel-based morphometry. Assessing performance in a signal detection framework and after adjusting for standard measures of cognitive function, both patient groups showed impaired accuracy of humour detection in familiar and novel scenarios relative to healthy older controls (p < .001). Patient groups showed similar overall performance profiles; however the behavioural variant frontotemporal dementia group alone showed a significant advantage for detection of humour in familiar relative to novel scenarios (p = .045), suggesting that the behavioural variant syndrome may lead to particular difficulty decoding novel situations for humour, while semantic dementia produces a more general deficit of humour detection that extends to stock comedic situations. Humour detection accuracy was associated with grey matter volume in a distributed network including temporo-parietal junctional and anterior superior temporal cortices, with predominantly left-sided correlates of processing humour in familiar scenarios and right-sided correlates of processing novel humour. The findings quantify deficits of core cognitive operations underpinning humour

  17. Learning, Play, and Your 8- to 12-Month-Old

    MedlinePlus

    ... next few months, then slowly improve as your child develops the language and social skills to cope with a strange situation and feels secure that the separation isn't permanent. continue Encouraging Learning Your baby's ...

  18. [Neurology of laughter and humour: pathological laughing and crying].

    PubMed

    Arias, Manuel

    2011-10-01

    Laughter, which is usually a healthy biological phenomenon, may be also a symptom of several severe brain pathologies. To review the neurobiological bases of laughter and humour, as well as those of pathological laughing and crying syndrome. At the mesencephalic-pontine junction there is a central coordinator of the nuclei that innervate the muscles involved in laughter (facial expression, respiratory and phonatory). This centre receives connections from three systems: inhibitory (pre-motor and motor cortex), excitatory (temporal cortex, amygdala, hypothalamus) and modulator (cerebellum). Humour is a complex phenomenon with a range of components: the perception of the unexpected incongruence (occipitotemporal area, prefrontal cortex), emotional (reward circuit) and volitional (temporal and frontal cortex). Functional magnetic resonance imaging studies do not reveal a markedly prominent role of the right frontal lobe in processing humour, as had been suggested in the classical studies. The causes of pathological laughing and crying syndrome can be classified in two groups: altered behaviour with unmotivated happiness (Angelman syndrome, schizophrenia, manias, dementia) and interference with the inhibitory/excitatory mechanisms (gelastic epilepsy, fou rire prodromique in strokes, multiple sclerosis, amyotrophic lateral sclerosis, Parkinson's disease and Parkinson-plus, traumatic injuries, tumours). Serotonin and noradrenalin reuptake inhibitors, levodopa, lamotrigine and the association of dextromethorphan/quinidine can be effective in certain cases of pathological laughing and crying. As human neurobiological phenomena, laughter and humour also belong to the field of clinical neurology; their processing is affected in a number of different diseases and, in certain cases, effective treatment can be established.

  19. Using a Linguistic Theory of Humour in Teaching English Grammar

    ERIC Educational Resources Information Center

    Abdulmajeed, Rufaidah Kamal; Hameed, Sarab Khalil

    2017-01-01

    Teachers who teach a new language grammar do not usually have the time and the proper situation to introduce humour when starting a new topic in grammar. There are many different opinions about teaching grammar. Many teachers seem to believe in the importance of grammar lessons devoted to a study of language rules and practical exercises. Other…

  20. Passion play: Will Wright and games for science learning

    NASA Astrophysics Data System (ADS)

    Ching, Dixie

    2012-12-01

    Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may benefit from an examination of the work of video game designer Will Wright. Wright designs through a constructivist lens and his open-ended, sandbox games ( SimCity, The Sims, Spore) present wide "possibility spaces" that allow players to exercise their critical thinking and problem solving skills. His games invoke a delight in discovery that inspire creative acts and interest-driven learning both during and outside of the game. Finally, he reminds us that failure-based learning is a viable strategy for building expertise and understanding.

  1. What Can Chinese and German Children Tell Us about Their Learning and Play in Kindergarten?

    ERIC Educational Resources Information Center

    Wu, Shu-Chen

    2015-01-01

    This study investigated Hong Kong and German children's perceptions of play and learning and their relationships. Forty-eight children (24 German and 24 Chinese) playing and learning in the classroom were observed and videotaped for five consecutive days. They were interviewed 3 times about their kindergarten experiences by using free- and…

  2. The Swedish National Curriculum: Play and Learning with Fundamental Values in Focus

    ERIC Educational Resources Information Center

    Sandberg, Anette; Arlemalm-Hagser, Eva

    2011-01-01

    In Sweden, early childhood education is unique in its combination of learning and play, care and fostering fundamental values. The aim of this article is to discuss and problematise current Swedish research from the early childhood education field with a focus on play and learning in relation to three fundamental values affirmed in the Swedish…

  3. What Can Chinese and German Children Tell Us about Their Learning and Play in Kindergarten?

    ERIC Educational Resources Information Center

    Wu, Shu-Chen

    2015-01-01

    This study investigated Hong Kong and German children's perceptions of play and learning and their relationships. Forty-eight children (24 German and 24 Chinese) playing and learning in the classroom were observed and videotaped for five consecutive days. They were interviewed 3 times about their kindergarten experiences by using free- and…

  4. Social Play of Young Children At-Risk of Learning Difficulties: A Situated Performance?

    ERIC Educational Resources Information Center

    Van der Aalsvoort, Geerdina M.; Van Tol, Annemarie M.; Karemaker, Arjette M.

    2004-01-01

    The question asked by this study was whether information on play behaviour of young children at-risk of learning difficulties could act as a diagnostic means of investigating emerging learning difficulties. A sociocultural perspective was taken to examine the role of interaction during the play of students in a regular primary school and in a…

  5. The Swedish National Curriculum: Play and Learning with Fundamental Values in Focus

    ERIC Educational Resources Information Center

    Sandberg, Anette; Arlemalm-Hagser, Eva

    2011-01-01

    In Sweden, early childhood education is unique in its combination of learning and play, care and fostering fundamental values. The aim of this article is to discuss and problematise current Swedish research from the early childhood education field with a focus on play and learning in relation to three fundamental values affirmed in the Swedish…

  6. The Role Distance Learning Has to Play in Offender Education

    ERIC Educational Resources Information Center

    Seelig, Caroline; Rate, Leanne

    2014-01-01

    This article looks into the uses of digital and online tools in distance learning to improve literacy and numeracy of offenders in New Zealand prisons. Looking at the benefits and restrictions of digital education within the prison environment, this article discusses the solutions that Open Polytechnic, in partnership with the the New Zealand…

  7. A Clean and Healthy Place to Play and Learn

    ERIC Educational Resources Information Center

    Rose, Bobbie

    2012-01-01

    Asking parents about their top priority when choosing a child care program, most will say their child's health and safety. Children thrive in safe, healthy, and loving environments that help them learn about themselves and the world around them; a place where they can exercise their curiosity and explore without being exposed to danger or health…

  8. Pedagogical Dramas and Transformational Play: Narratively Rich Games for Learning

    ERIC Educational Resources Information Center

    Barab, Sasha A.; Dodge, Tyler; Ingram-Goble, Adam; Pettyjohn, Patrick; Peppler, Kylie; Volk, Charlene; Solomou, Maria

    2010-01-01

    Although every era is met with the introduction of powerful technologies for entertainment and learning, videogames represent a new contribution binding the two and bearing the potential to create sustained engagement in a curricular drama where the player's knowledgeable actions shape an unfolding fiction within a designed world. Although…

  9. Children at Play: Learning Gender in the Early Years

    ERIC Educational Resources Information Center

    Martin, Barbara

    2011-01-01

    This captivating book illuminates our understanding of how young children develop gender identities. A two year longitudinal research project on children's own understandings of gender casts new light on how 3 and 4 year old newcomers in early years classes learn rules for gendered behaviour from older children, in their imaginative and…

  10. Children at Play: Learning Gender in the Early Years

    ERIC Educational Resources Information Center

    Martin, Barbara

    2011-01-01

    This captivating book illuminates our understanding of how young children develop gender identities. A two year longitudinal research project on children's own understandings of gender casts new light on how 3 and 4 year old newcomers in early years classes learn rules for gendered behaviour from older children, in their imaginative and…

  11. Passion Play: Will Wright and Games for Science Learning

    ERIC Educational Resources Information Center

    Ching, Dixie

    2012-01-01

    Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may…

  12. A Clean and Healthy Place to Play and Learn

    ERIC Educational Resources Information Center

    Rose, Bobbie

    2012-01-01

    Asking parents about their top priority when choosing a child care program, most will say their child's health and safety. Children thrive in safe, healthy, and loving environments that help them learn about themselves and the world around them; a place where they can exercise their curiosity and explore without being exposed to danger or health…

  13. Outdoor Learning: Supervision Is More than Watching Children Play

    ERIC Educational Resources Information Center

    Olsen, Heather; Thompson, Donna; Hudson, Susan

    2011-01-01

    Early childhood programs strive to provide good-quality care and education as young children develop their physical, emotional, social, and intellectual skills. In order to provide children with positive, developmentally appropriate learning opportunities, educators ensure the safety and security of children, indoors and outdoors. The outdoor…

  14. Play School: Where Children and Families Learn and Grow Together

    ERIC Educational Resources Information Center

    McDermott, Lori Berger

    2012-01-01

    A growing body of national research confirms that significant levels of learning and growth occur during early childhood, and that it is important, from a public policy perspective, to increase access to quality programs and services that support the development of skills and attitudes children need to succeed. Clearly, no one-size-fits-all…

  15. Passion Play: Will Wright and Games for Science Learning

    ERIC Educational Resources Information Center

    Ching, Dixie

    2012-01-01

    Researchers and instructional designers are exploring the possibilities of using video games to support STEM education in the U.S., not only because they are a popular media form among youth, but also because well-designed games often leverage the best features of inquiry learning. Those interested in using games in an educational capacity may…

  16. Pedagogical Dramas and Transformational Play: Narratively Rich Games for Learning

    ERIC Educational Resources Information Center

    Barab, Sasha A.; Dodge, Tyler; Ingram-Goble, Adam; Pettyjohn, Patrick; Peppler, Kylie; Volk, Charlene; Solomou, Maria

    2010-01-01

    Although every era is met with the introduction of powerful technologies for entertainment and learning, videogames represent a new contribution binding the two and bearing the potential to create sustained engagement in a curricular drama where the player's knowledgeable actions shape an unfolding fiction within a designed world. Although…

  17. Brain changes after learning to read and play music.

    PubMed

    Stewart, Lauren; Henson, Rik; Kampe, Knut; Walsh, Vincent; Turner, Robert; Frith, Uta

    2003-09-01

    Musically naive participants were scanned before and after a period of 15 weeks during which they were taught to read music and play the keyboard. When participants played melodies from musical notation after training, activation was seen in a cluster of voxels within the bilateral superior parietal cortex. A subset of these voxels were activated in a second experiment in which musical notation was present, but irrelevant for task performance. These activations suggest that music reading involves the automatic sensorimotor translation of a spatial code (written music) into a series of motor responses (keypresses).

  18. What Do Students Learn by Playing an Online Simulation Game?

    ERIC Educational Resources Information Center

    Franciosi, Stephan J.; Mehring, Jeffrey

    2015-01-01

    Studies suggest that simulations and games not only improve target language skills, but they can also support knowledge creation regarding a broader variety of topics. Thus, we wanted to explore how playing an online simulation game affected knowledge of energy supply and its relationship to environmental and economic factors among learners of…

  19. Considering Counterfactuals: The Relationship between Causal Learning and Pretend Play

    ERIC Educational Resources Information Center

    Gopnik, Alison; Walker, Caren M.

    2013-01-01

    Many researchers have long assumed imaginative play critical to the healthy cognitive, social, and emotional development of children, which has important implications for early-education policy and practice. But, the authors find, a careful review of the existing literature highlights a need for a better theory to clarify the nature of the…

  20. Evolution and Natural Selection: Learning by Playing and Reflecting

    ERIC Educational Resources Information Center

    Herrero, David; del Castillo, Héctor; Monjelat, Natalia; García-Varela, Ana Belén; Checa, Mirian; Gómez, Patricia

    2014-01-01

    Scientific literacy is more than the simple reproduction of traditional school science knowledge and requires a set of skills, among them identifying scientific issues, explaining phenomena scientifically and using scientific evidence. Several studies have indicated that playing computer games in the classroom can support the development of…

  1. Linking Play to Early Learning and Development Guidelines: Possibility or Polemic?

    ERIC Educational Resources Information Center

    Kagan, Sharon Lynn; Scott-Little, Catherine; Frelow, Victoria Stebbins

    2009-01-01

    Early learning and development guidelines have often been regarded as a deterrent to an emphasis on play within early learning settings for infants and toddlers. In examining the context for, and the evolution of, early learning guidelines, the article delineates the need to scrutinize and help reverse this mindset. To that end, the authors…

  2. Role Play Simulations: The Assessment of an Active Learning Technique and Comparisons with Traditional Lectures.

    ERIC Educational Resources Information Center

    DeNeve, Kristina; Heppner, Mary J.

    1997-01-01

    Use of active learning techniques of role-playing and simulation in an industrial psychology course (n=29 students) is described and assessed. Subjective reports and objective assessments of knowledge retention indicate the approach was effective. The differential importance of active learning and passive learning (lecture) in the college…

  3. Learning by Thinking during Play: The Power of Reflection to Aid Performance

    ERIC Educational Resources Information Center

    Salmon, Angela K.

    2016-01-01

    Coupled with reflection, play leads to the development of thinking dispositions and promotes deep learning and understanding. The twenty-first century world demands that children learn how to learn by becoming reflective, self-regulating inquirers capable of metacognition (thinking about thinking). This manuscript aims to analyse how young minds…

  4. Learning by Thinking during Play: The Power of Reflection to Aid Performance

    ERIC Educational Resources Information Center

    Salmon, Angela K.

    2016-01-01

    Coupled with reflection, play leads to the development of thinking dispositions and promotes deep learning and understanding. The twenty-first century world demands that children learn how to learn by becoming reflective, self-regulating inquirers capable of metacognition (thinking about thinking). This manuscript aims to analyse how young minds…

  5. Value of Play as An Early Learning Instrument in Bangladesh Context: A Socio-Cultural Study

    ERIC Educational Resources Information Center

    Chowdhury, Nurun Nahar; Rivalland, Corine

    2012-01-01

    In early childhood education the dominant discourse of play-based pedagogy is greatly influenced by a western play approach. This paper examines how play is valued as early learning in Bangladesh. It reports on a qualitative study that explored the understandings of four parents and four early childhood educators in semi-rural Bangladesh. Findings…

  6. Value of Play as An Early Learning Instrument in Bangladesh Context: A Socio-Cultural Study

    ERIC Educational Resources Information Center

    Chowdhury, Nurun Nahar; Rivalland, Corine

    2012-01-01

    In early childhood education the dominant discourse of play-based pedagogy is greatly influenced by a western play approach. This paper examines how play is valued as early learning in Bangladesh. It reports on a qualitative study that explored the understandings of four parents and four early childhood educators in semi-rural Bangladesh. Findings…

  7. Exploring the Contribution of Play to Social Capital in Institutional Adult Learning Settings

    ERIC Educational Resources Information Center

    Harris, Pauline; Daley, John

    2008-01-01

    This paper explores how play as an educational tool can enhance social capital for adult learners in institutional settings. Framed by conceptualisations of social capital (Putnam 1993, 2000) and play (Melamed 1987, Meares 2005, Vygotsky 1978) and supported by research literature on play in adult learning, our action research in our adult…

  8. The Relationship of Teacher-Child Play Interactions to Mathematics Learning in Preschool

    ERIC Educational Resources Information Center

    Trawick-Smith, Jeffrey; Swaminathan, Sudha; Liu, Xing

    2016-01-01

    Teacher-child interactions in preschool children's play may enhance mathematics learning in several ways. As teachers interact with children, they may promote more complex, independent, and symbolic play. Resulting increases in play abilities, in turn, can enhance intellectual growth, including mathematical thinking. Teachers may also facilitate…

  9. Exploring Hispanic Teacher Candidates' Beliefs about the Value of Play in Children's Learning and Development

    ERIC Educational Resources Information Center

    Cortez-Castro, Diana H.

    2015-01-01

    Play has been globally recognized as valuable to children's learning and development (Frost et al., 2012). The value of play is acknowledged as a developmentally appropriate practice in part because it fosters cognitive, physical, emotional, and social benefits to children. Play is also known as a human right that should be protected. However, in…

  10. Consensus or Dissensus? Stakeholders' Views on the Role of Play in Learning

    ERIC Educational Resources Information Center

    Fung, Chanel Kit Ho; Cheng, Doris Pui Wah

    2012-01-01

    Across cultures and eras, children have engaged in play as part of the process of growing and maturing into adulthood. Play has been recognized as an effective form of pedagogy to promote learning in the early years. However, beliefs about what play is and how it should be practiced vary across Hong Kong and in other countries. Because Chinese…

  11. Readings from...Play as a Medium for Learning and Development.

    ERIC Educational Resources Information Center

    Bergen, Doris, Ed.

    The chapters and essays in this book are drawn from the 1988 edition of "Play as a Medium for Learning and Development." The first chapter, "The Challenge of Educational Play," by Bernard Spodek and Olivia N. Saracho, is followed by two essays: (1) "Play and the Origin of Species," (Michael J. Ellis); and (2)…

  12. When Playing Meets Learning: Methodological Framework for Designing Educational Games

    NASA Astrophysics Data System (ADS)

    Linek, Stephanie B.; Schwarz, Daniel; Bopp, Matthias; Albert, Dietrich

    Game-based learning builds upon the idea of using the motivational potential of video games in the educational context. Thus, the design of educational games has to address optimizing enjoyment as well as optimizing learning. Within the EC-project ELEKTRA a methodological framework for the conceptual design of educational games was developed. Thereby state-of-the-art psycho-pedagogical approaches were combined with insights of media-psychology as well as with best-practice game design. This science-based interdisciplinary approach was enriched by enclosed empirical research to answer open questions on educational game-design. Additionally, several evaluation-cycles were implemented to achieve further improvements. The psycho-pedagogical core of the methodology can be summarized by the ELEKTRA's 4Ms: Macroadaptivity, Microadaptivity, Metacognition, and Motivation. The conceptual framework is structured in eight phases which have several interconnections and feedback-cycles that enable a close interdisciplinary collaboration between game design, pedagogy, cognitive science and media psychology.

  13. Regiomontanus or learning how to play with science

    NASA Astrophysics Data System (ADS)

    Marian, Anca-Catalina

    2016-04-01

    Although at the international school competitions, Romanian students are in the top, but few students decide to learn science in school. The major problem is "how to motivate students to study science?" In cooperation with Meridian Zero Astroclub, Oradea, we provide students non-formal space where non-formal activities can approach them to the work of a researcher. Five days in September, ten to fifteen students are invited in a journey through the science world. • Formation of the Moon's craters • Solar radiation • Solar cycles • Constellations • Solar System • Eratosthenes experiment These topics are examples from our activities. Working with students from 4 years old to 18 years old, all activities are developed in the form of games, combining mathematical skills with physics or astronomy. Older students are put in the position of teachers for younger students. Results: A better understanding of physical processes, a higher interest in science, a better application of mathematical concepts in class.

  14. Science Teachers' Perceptions of the Relationship Between Game Play and Inquiry Learning

    NASA Astrophysics Data System (ADS)

    Mezei, Jessica M.

    The implementation of inquiry learning in American science classrooms remains a challenge. Teachers' perceptions of inquiry learning are predicated on their past educational experiences, which means outdated methods of learning may influence teachers' instructional approaches. In order to enhance their understanding and ultimately their implementation of inquiry learning, teachers need new and more relevant models. This study takes a preliminary step exploring the potential of game play as a valuable experience for science teachers. It has been proposed that game play and inquiry experiences can embody constructivist processes of learning, however there has been little work done with science teachers to systematically explore the relationship between the two. Game play may be an effective new model for teacher education and it is important to understand if and how teachers relate game playing experience and knowledge to inquiry. This study examined science teachers' game playing experiences and their perceptions of inquiry experiences and evaluated teacher's recognition of learning in both contexts. Data was collected through an online survey (N=246) and a series of follow-up interviews (N=29). Research questions guiding the study were: (1) What is the nature of the relationship between science teachers' game experience and their perceptions of inquiry? (2) How do teachers describe learning in and from game playing as compared with inquiry science learning? and (3) What is the range of similarities and differences teachers articulate between game play and inquiry experiences?. Results showed weak quantitative links between science teachers' game experiences and their perceptions of inquiry, but identified promising game variables such as belief in games as learning tools, game experiences, and playing a diverse set of games for future study. The qualitative data suggests that teachers made broad linkages in terms of parallels of both teaching and learning. Teachers

  15. Transfer of humoural immunity over two generations in urban pigeons

    PubMed Central

    Ismail, A.; Jacquin, L.; Haussy, C.; Perret, S.; Gasparini, J.

    2015-01-01

    Maternal antibodies (MatAb) are known to provide passive protection early in life for young vertebrates but their effects on the development of offspring immune response across generations are still unknown. Here, we investigated the effects of antigen exposure (keyhole limpet haemocyanin, KLH) experienced by urban pigeon (Columba livia) females on the amount of antigen-specific antibodies (Abs) transferred into the egg yolk of their daughters and on the humoural immune response towards this same antigen in their grandchildren. We found that chicks from KLH-injected maternal grandmothers had a higher humoural response than chicks from sham-injected grandmothers. However, we did not detect a significant effect of female KLH exposure on the ability of their daughters to transmit anti-KLH Abs into their eggs. These results suggest that antigen exposure at one generation may shape the immune profile of offspring over two next generations, although the underlying mechanisms remain to be investigated. PMID:26559513

  16. Lessons learned from primary school students with photonics learning-by-playing approach

    NASA Astrophysics Data System (ADS)

    Phoojaruenchanachai, Suwannee; Sumriddetchkajorn, Sarun; Chanhorm, Sataporn

    2009-06-01

    We encourage primary school students in the grades 4-6 to challenge themselves on exploring light in everyday life. At the beginning, we bring in the critical-thinking approach where we use open-ended questions in applications of photonics around them. Later on, we engage them to our photonics lessons via our "Long Len" photonics kit. With our educational kit, we observe that most students in 21 schools from different parts of Thailand are amazed about photonics. They try to play with our kit in their ways, enjoy learning with their friends, and give us back many interesting questions. Based on their evaluations on our approach, 90-98% of them understand more about topics they already know. They also gain new knowledge and can see how it is applied to everyday life. The remaining percentage relates to students who are shy to interact with us.

  17. Pretend Sign Created during Collective Family Play: A Cultural-Historical Study of a Child's Scientific Learning through Everyday Family Play Practices

    ERIC Educational Resources Information Center

    Hao, Yijun; Fleer, Marilyn

    2016-01-01

    Based on a cultural-historical perspective, where play is conceptualized as the creation of an imaginary situation, the study reported in this paper examines how parent-child playful interactions create shared imaginary situations for mediating scientific learning. The main focus of this paper is to reveal sign-mediated learning process through…

  18. Blood and aqueous humour antioxidants in cataractous poodles.

    PubMed

    Barros, Paulo S M; Safatle, Angelica M V; Queiroz, Lelio; Silva, Vanessa V; Barros, Silvia B M

    2004-02-01

    Cataract is an important cause of blindness in dogs and frequently develops in young animals of certain breeds, such as the English cocker spaniel and the poodle. Protein oxidation is one of the mechanisms involved in lens opacification and may be causally related to depleted or diminished endogenous antioxidant defences. We evaluated the levels of enzymatic and nonenzymatic antioxidants in blood and aqueous humour of cataractous poodles in comparison to noncataractous poodles. We studied 35 cataractous poodles aged 2 to 11 years, 14 noncataractous poodles and 15 noncataractous mixed-breed dogs. The activity of erythrocyte antioxidant enzymes (superoxide dismutase, catalase, glutathione peroxidase and glucose-6-phosphate dehydrogenase [G6PD]) was evaluated in 18 cataractous poodles and 14 noncataractous poodles. We evaluated ascorbic acid levels in plasma of all animals and in aqueous humour of cataractous poodles and mixed-breed dogs. The dogs were deprived of food for 12 hours before sampling. Blood samples were obtained from the jugular vein before and during anesthesia. Aqueous humour samples were obtained just before the anterior chamber was opened. The activity of superoxide dismutase, G6PD and catalase was significantly higher in noncataractous poodles than in cataractous poodles (p < or = 0.05). The activity of glutathione peroxidase was lower in noncataractous poodles than in cataractous poodles, but not significantly so. There was no difference in mean plasma ascorbic acid concentration between cataractous poodles (21.3 microM [standard deviation (SD) 7.4 microM]), noncataractous poodles (21.6 microM [SD 7.4 microM]) and non-cataractous mixed-breed dogs (25.8 microM [SD 7.5 microM]). Similarly, there was no difference in mean aqueous humour ascorbic acid concentration between cataractous poodles (191.7 microM [SD 62.0 microM] and noncataractous mixed-breed dogs (215.7 microM [SD 91.8 microM]). The results indicate that, at least in the population studied

  19. Learning Strategies and Learner Attitudes in the Massively Multiplayer Online Role-Playing Game Cube World

    ERIC Educational Resources Information Center

    Goh, Shu Li

    2016-01-01

    The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…

  20. Student Voices about the Role Feedback Plays in the Enhancement of Their Learning

    ERIC Educational Resources Information Center

    Plank, Christine; Dixon, Helen; Ward, Gillian

    2014-01-01

    If feedback is to be framed as purposeful dialogue then both students and teachers have significant roles to play. Students must be willing and able to provide feedback to teachers not only about their learning needs but also about the teaching they experience. In turn, teachers must create the conditions that support active student learning and…

  1. The Value of ICT from a Learning Game-Playing Perspective

    ERIC Educational Resources Information Center

    McNeill, Michael C.; Fry, Joan M.

    2012-01-01

    This study evaluated an Information and Communication Technology (ICT) case study in physical education teacher education from a student perspective. Action research evaluated the impact of a range of ICT options on student teachers' learning to play as well as learning to teach games in a secondary school context. Although multiple media were…

  2. Our Special World: Parents and Preschoolers Living, Learning and Playing Together.

    ERIC Educational Resources Information Center

    Ohio State Dept. of Education, Columbus. Div. of Early Childhood Education.

    This booklet describes specific ways that parents can help their preschool children learn during the routines of a typical day. It provides general guidelines on safety, child development, and parental expectations, as well as learning activities that can be used when children are waking up, dressing, getting ready for preschool, playing alone,…

  3. To What Extent Might Role Play Be a Useful Tool for Learning Mathematics?

    ERIC Educational Resources Information Center

    Williams, Helen

    2012-01-01

    To most children in primary school role-play is just something you do, and something you enjoy. It is part-and-parcel of being at school, part of the normal classroom activity. So, why can it not just be a normal part of learning mathematics? Can we study learners "in role", and make judgments about what they learn, and how they learn? This is the…

  4. E-learning Constructive Role Plays for EFL Learners in China's Tertiary Education

    ERIC Educational Resources Information Center

    Shen, Lin; Suwanthep, Jitpanat

    2011-01-01

    Recently, speaking has played an increasingly important role in second/foreign language settings. However, in many Chinese universities, EFL students rarely communicate in English with other people effectively. The existing behavioristic role plays on New Horizon College English (NHCE) e-learning do not function successfully in supplementing EFL…

  5. Learning to Deflect: Conceptual Change in Physics during Digital Game Play

    ERIC Educational Resources Information Center

    Sengupta, Pratim; Krinks, Kara D.; Clark, Douglas B.

    2015-01-01

    How does deep conceptual change occur when students play well-designed educational games? To answer this question, we present a case study in the form of a microgenetic analysis of a student's processes of knowledge construction as he played a conceptually-integrated digital game (SURGE Next) designed to support learning about Newtonian mechanics.…

  6. Kindergartens in Cognitive Times: Imagination as a Dialectical Relation between Play and Learning

    ERIC Educational Resources Information Center

    Fleer, Marilyn

    2011-01-01

    Traditionally, play has been viewed as the guiding pedagogical practice for kindergartens in most industrialised countries. Central to this approach has been a strong belief in free play. As governments are spending more money on early childhood education, many Western countries are demanding greater learning outcomes for preschool aged children.…

  7. The Curriculum Material Center's Vital Link to Play and Learning: What's the Connection?

    ERIC Educational Resources Information Center

    Madray, Amrita; Catalano, Amy

    2010-01-01

    Many educational theorists who study child development concur that the importance of play related materials in schools, homes and libraries is vital to the concept of play and learning. As academic librarians responsible for information literacy, and as the education liaison for the management and collection development of the instructional…

  8. Lisa Murphy on Play: The Foundation of Children's Learning, Second Edition

    ERIC Educational Resources Information Center

    Murphy, Lisa

    2016-01-01

    Discover why school readiness IS children's play. This updated guide includes timely research and new stories that highlight how play is vital to the social, physical, cognitive, and spiritual development of children. Learn the seven things we must do with children every day and why they are so important. Use your daily observations to incorporate…

  9. Using a Corporate Partnership to Enhance Learning in a Sourcing Negotiation Role-play

    ERIC Educational Resources Information Center

    Hartley, Janet L.; Eboch, Karen; Gilberg, Jonathan

    2017-01-01

    Although role-plays can be effective teaching tools for buyer-supplier negotiation, learning can be somewhat limited because typically novices are negotiating with each other. We describe how we collaborated with a corporate partner, CACI International, to develop and implement a repeatable sourcing and negotiation role-play that helps to address…

  10. A Taxonomy of Vocabulary Learning Strategies Used in Massively Multiplayer Online Role-Playing Games

    ERIC Educational Resources Information Center

    Bytheway, Julie

    2015-01-01

    Initiated in response to informal reports of vocabulary gains from gamers at universities in New Zealand and the Netherlands, this qualitative study explored how English language learners autonomously learn vocabulary while playing massively multiplayer online role-playing games (MMORPGs). Using research processes inherent in Grounded Theory, data…

  11. Playing for Keeps: Life and Learning on a Public School Playground

    ERIC Educational Resources Information Center

    Meier, Deborah; Engel, Brenda S.; Taylor, Beth

    2010-01-01

    Why is play important in the lives of children? What crucial aspects of learning are being neglected in the current near-elimination of recess time in public schools? "Playing for Keeps", co-authored by the well-known writer and educational leader Deborah Meier, and two colleagues with equally long experience in schools, explores these…

  12. The Impact of Individual, Competitive, and Collaborative Mathematics Game Play on Learning, Performance, and Motivation

    ERIC Educational Resources Information Center

    Plass, Jan L.; O'Keefe, Paul A.; Homer, Bruce D.; Case, Jennifer; Hayward, Elizabeth O.; Stein, Murphy; Perlin, Ken

    2013-01-01

    The present research examined how mode of play in an educational mathematics video game impacts learning, performance, and motivation. The game was designed for the practice and automation of arithmetic skills to increase fluency and was adapted to allow for individual, competitive, or collaborative game play. Participants (N = 58) from urban…

  13. The Impact of Individual, Competitive, and Collaborative Mathematics Game Play on Learning, Performance, and Motivation

    ERIC Educational Resources Information Center

    Plass, Jan L.; O'Keefe, Paul A.; Homer, Bruce D.; Case, Jennifer; Hayward, Elizabeth O.; Stein, Murphy; Perlin, Ken

    2013-01-01

    The present research examined how mode of play in an educational mathematics video game impacts learning, performance, and motivation. The game was designed for the practice and automation of arithmetic skills to increase fluency and was adapted to allow for individual, competitive, or collaborative game play. Participants (N = 58) from urban…

  14. Play Learning Centers for Preschool Handicapped Children: Research and Demonstration Project Report.

    ERIC Educational Resources Information Center

    Bowers, Louis; And Others

    Described are the construction and analysis of three play learning centers for preschool mentally retarded and cerebral palsied children, and pre-adolescent and adolescent emotionally disturbed children. Section I of the report provides an introduction on the importance of play, research on playground equipment, considerations in designing play…

  15. A Time To Learn, a Time To Play: Premack's Principle Applied in the Classroom.

    ERIC Educational Resources Information Center

    Geiger, Brenda

    Free time is the natural medium through which youngsters express themselves and develop motor, cognitive, and social skills. Nevertheless, free play on the playground is rarely used in the school as a means of enhancing students' motivation to learn. This study uses play as an application of Premack's principle (D. Premack, 1965) to the classroom.…

  16. Learning to Deflect: Conceptual Change in Physics during Digital Game Play

    ERIC Educational Resources Information Center

    Sengupta, Pratim; Krinks, Kara D.; Clark, Douglas B.

    2015-01-01

    How does deep conceptual change occur when students play well-designed educational games? To answer this question, we present a case study in the form of a microgenetic analysis of a student's processes of knowledge construction as he played a conceptually-integrated digital game (SURGE Next) designed to support learning about Newtonian mechanics.…

  17. Lisa Murphy on Play: The Foundation of Children's Learning, Second Edition

    ERIC Educational Resources Information Center

    Murphy, Lisa

    2016-01-01

    Discover why school readiness IS children's play. This updated guide includes timely research and new stories that highlight how play is vital to the social, physical, cognitive, and spiritual development of children. Learn the seven things we must do with children every day and why they are so important. Use your daily observations to incorporate…

  18. Development of Young Adults' Fine Motor Skills when Learning to Play Percussion Instruments

    ERIC Educational Resources Information Center

    Gzibovskis, Talis; Marnauza, Mara

    2012-01-01

    When playing percussion instruments, the main activity is done with the help of a motion or motor skills; to perform it, developed fine motor skills are necessary: the speed and precision of fingers, hands and palms. The aim of the research was to study and test the development of young adults' fine motor skills while learning to play percussion…

  19. Development of Young Adults' Fine Motor Skills when Learning to Play Percussion Instruments

    ERIC Educational Resources Information Center

    Gzibovskis, Talis; Marnauza, Mara

    2012-01-01

    When playing percussion instruments, the main activity is done with the help of a motion or motor skills; to perform it, developed fine motor skills are necessary: the speed and precision of fingers, hands and palms. The aim of the research was to study and test the development of young adults' fine motor skills while learning to play percussion…

  20. Play as the Learning Medium for Future Scientists, Mathematicians, and Engineers

    ERIC Educational Resources Information Center

    Bergen, Doris

    2009-01-01

    In recent years, playful methods of learning have almost disappeared from school classrooms, and active, creative, extended playtimes during recess, at home, and in neighborhoods have also greatly diminished. This disappearance of play is especially unfortunate because it is happening at the very time that professionals in many scientific,…

  1. Play and Literacy Learning in a Diverse Language Pre-Kindergarten Classroom

    ERIC Educational Resources Information Center

    Moon, Kyunghee; Reifel, Stuart

    2008-01-01

    This study explores a teacher's understandings of the role of play and her use of play in literacy learning serving children from diverse language backgrounds. The participants in this study were a public pre-kindergarten teacher and her class. Data were collected from interviews, informal conversations, observations, and self-reflexive notes. The…

  2. Postmorbid learning of saxophone playing in a patient with frontotemporal dementia.

    PubMed

    Cho, Hanna; Chin, Juhee; Suh, Mee Kyung; Kim, Hee Jin; Kim, Yeo Jin; Ye, Byoung Seok; Lee, Na Kyung; Kim, Eun Joo; Seo, Sang Won; Na, Duk L

    2015-01-01

    Some patients with frontotemporal dementia (FTD) show an artistic enhancement of musical abilities. However, no patients with FTD, to date, have been reported to be able to learn how to play a musical instrument after disease onset. Herein we describe a patient (J. K.) who had never played any musical instruments premorbidly, but who learned to play the saxophone after being diagnosed with a behavioral variant of FTD. He mastered a repertoire that consisted of 10 pieces of Korean folk songs over a period of three years. Furthermore, his saxophone skills were high enough to outperform other students in his class.

  3. Learning by playing: A cross-sectional descriptive study of nursing students' experiences of learning clinical reasoning.

    PubMed

    Koivisto, Jaana-Maija; Multisilta, Jari; Niemi, Hannele; Katajisto, Jouko; Eriksson, Elina

    2016-10-01

    Clinical reasoning is viewed as a problem-solving activity; in games, players solve problems. To provide excellent patient care, nursing students must gain competence in clinical reasoning. Utilising gaming elements and virtual simulations may enhance learning of clinical reasoning. To investigate nursing students' experiences of learning clinical reasoning process by playing a 3D simulation game. Cross-sectional descriptive study. Thirteen gaming sessions at two universities of applied sciences in Finland. The prototype of the simulation game used in this study was single-player in format. The game mechanics were built around the clinical reasoning process. Nursing students from the surgical nursing course of autumn 2014 (N=166). Data were collected by means of an online questionnaire. In terms of the clinical reasoning process, students learned how to take action and collect information but were less successful in learning to establish goals for patient care or to evaluate the effectiveness of interventions. Learning of the different phases of clinical reasoning process was strongly positively correlated. The students described that they learned mainly to apply theoretical knowledge while playing. The results show that those who played digital games daily or occasionally felt that they learned clinical reasoning by playing the game more than those who did not play at all. Nursing students' experiences of learning the clinical reasoning process by playing a 3D simulation game showed that such games can be used successfully for learning. To ensure that students follow a systematic approach, the game mechanics need to be built around the clinical reasoning process. Copyright © 2016 Elsevier Ltd. All rights reserved.

  4. Don't Forget, Thursday Is Test[icle] Time! The Use of Humour in Sexuality Education

    ERIC Educational Resources Information Center

    Allen, Louisa

    2014-01-01

    Sexuality and humour share a fraught relationship at school, so that how humour might be productively employed in sexuality education constitutes a "risky" consideration. This paper explores the role of humour in sexuality education as observed in a Year 9 New Zealand health class. Adding to existing literature emphasising students' use…

  5. Don't Forget, Thursday Is Test[icle] Time! The Use of Humour in Sexuality Education

    ERIC Educational Resources Information Center

    Allen, Louisa

    2014-01-01

    Sexuality and humour share a fraught relationship at school, so that how humour might be productively employed in sexuality education constitutes a "risky" consideration. This paper explores the role of humour in sexuality education as observed in a Year 9 New Zealand health class. Adding to existing literature emphasising students' use…

  6. Relationships among Humour, Self-Esteem, and Social Support to Burnout in School Teachers

    ERIC Educational Resources Information Center

    Ho, Sammy K.

    2016-01-01

    This study examined the total, direct, and indirect effects of humour on burnout among 539 school teachers. As predicted, those with high humour reported significantly lower levels of emotional exhaustion and depersonalisation but higher levels of personal accomplishment. Self-esteem consistently explained parts of the associations between humour…

  7. Humour among Chinese and Greek Preschool Children in Relation to Cognitive Development

    ERIC Educational Resources Information Center

    Guo, Juan; Zhang, XiangKui; Wang, Yong; Xeromeritou, Aphrodite

    2011-01-01

    The researchers studied humour among Chinese and Greek preschool children in relation to cognitive development. The sample included 55 Chinese children and 50 Greek children ages 4½ to 5½ years. Results showed that both Chinese and Greek children's humour recognition were significantly and positively correlated to their cognitive development, but…

  8. The Relationship between Teacher Stress and Burnout in Hong Kong: Positive Humour and Gender as Moderators

    ERIC Educational Resources Information Center

    Ho, Sammy K.

    2017-01-01

    In this study, we report on the relationship between positive humour and burnout among 379 secondary school teachers in Hong Kong, and explore whether the relationship varies according to gender. The moderating effects of both affiliative and self-enhancing humour on each burnout component were then examined. High affiliative and self-enhancing…

  9. Relationships among Humour, Self-Esteem, and Social Support to Burnout in School Teachers

    ERIC Educational Resources Information Center

    Ho, Sammy K.

    2016-01-01

    This study examined the total, direct, and indirect effects of humour on burnout among 539 school teachers. As predicted, those with high humour reported significantly lower levels of emotional exhaustion and depersonalisation but higher levels of personal accomplishment. Self-esteem consistently explained parts of the associations between humour…

  10. Humour in Cognitive and Social Development: Creative Artists and Class Clowns

    ERIC Educational Resources Information Center

    Jewell, Paul

    2005-01-01

    There are a number of characteristics of gifted children reported by teachers and researchers. Such characteristics may include curiosity, advanced mathematical skills, large vocabulary, acute sense of humour. This paper examines the demands that humour, as a creative activity, makes on cognitive and social development. It is derived from research…

  11. The Use of Humour in Classroom Interventions with Students with Social, Emotional and Behavioural Difficulties

    ERIC Educational Resources Information Center

    Fovet, Frederic

    2009-01-01

    This study investigates the use made of humour by teachers during classroom interventions with adolescent students with social, emotional and behavioural difficulties (SEBD). Literature mentions the use of humour as a key tool in successful classroom interventions with students with SEBD and yet there is little quantified research on this topic.…

  12. The Use of Bright and Dark Types of Humour is Rooted in the Brain

    PubMed Central

    Papousek, Ilona; Ruch, Willibald; Rominger, Christian; Kindermann, Elisabeth; Scheidl, Katharina; Schulter, Günter; Fink, Andreas; Weiss, Elisabeth M.

    2017-01-01

    The ways in which humour can be used are related to the manifold interpersonal functions humour can serve, some of which are positive, and some negative. In the present study, phasic changes in the functional coupling of prefrontal and posterior cortex (EEG coherence) during other people’s auditory displays of happy and sad mood were recorded to predict people’s typical use of humour in social interactions. Greater use of benevolent humour, the intentions of which are in keeping with the characteristics of “laughing-with” humour, was associated with greater decreases of prefrontal-posterior coupling during the processing of happy laughter. More loose prefrontal-posterior coupling indicates loosening of control of the prefrontal cortex over the incoming perceptual information, thereby opening up the perceptual gate and allowing the brain to become more affected by the social-emotional signals. Greater use of humour styles linked to malicious intentions of “laughing-at” humour was associated with responses indicating a wider opened perceptual gate during the processing of other people’s crying. The findings are consistent with the idea that typical humour styles develop in line with the rewarding values of their outcomes (e.g., interaction partners are happy or hurt), which in turn are defined through the individuals’ latent interpersonal goals. PMID:28211496

  13. You Like It, You Learn It: Affectivity and Learning in Competitive Social Role Play Gaming

    ERIC Educational Resources Information Center

    Brom, Cyril; Šisler, Vít; Slussareff, Michaela; Selmbacherová, Tereza; Hlávka, Zdenek

    2016-01-01

    Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between…

  14. You Like It, You Learn It: Affectivity and Learning in Competitive Social Role Play Gaming

    ERIC Educational Resources Information Center

    Brom, Cyril; Šisler, Vít; Slussareff, Michaela; Selmbacherová, Tereza; Hlávka, Zdenek

    2016-01-01

    Despite the alleged ability of digital game-based learning (DGBL) to foster positive affect and in turn improve learning, the link between affectivity and learning has not been sufficiently investigated in this field. Regarding learning from team-based games with competitive elements, even less is known about the relationship between…

  15. [Humour and the theory of mind in schizophrenia: a review of the literature].

    PubMed

    Etienne, E; Braha, S; Januel, D

    2012-04-01

    Humour is a universal phenomenon, a daily fact holding positive aspects valued in society. The sense of humour is subjective, inherent in each and everyone and difficult to assess. We could qualify it as an indefinable sense set by an absence of norms. This intangible notion occupies a primordial social role of communication, confidence, shared by all with both therapeutic and physical benefit. Scientists started researching this theme in schizophrenic patients from 1950. Studies show a net deficit of humour capabilities between healthy subjects and patients. The hypothesis of a deficit of the theory of mind in the evaluation of humour in schizophrenics is currently the object of several experiments. Nowadays, cognitive functions are also taken into account in humour perception studies. However the little or few studies relevant to this subject are a definite obstacle to the understanding of this complex phenomenon. Copyright © 2011 L’Encéphale, Paris. Published by Elsevier Masson SAS. All rights reserved.

  16. Humour experience in schizophrenia: relationship with executive dysfunction and psychosocial impairment.

    PubMed

    Tsoi, D T-Y; Lee, K-H; Gee, K A; Holden, K L; Parks, R W; Woodruff, P W R

    2008-06-01

    The ability to appreciate humour is essential to successful human interactions. In this study, we hypothesized that individuals with schizophrenia would have diminished ability to recognize and appreciate humour. The relationship between humour experience and clinical symptoms, cognitive and social functioning was examined. Thirty patients with a DSM-IV diagnosis of schizophrenia were compared with 30 age-, gender-, IQ- and ethnicity-matched healthy controls. Humour recognition was measured by identification of humorous moments in four silent slapstick comedy film clips and calculated as d-prime (d') according to signal detection theory. Humour appreciation was measured by self-report mood state and funniness ratings. Patients were assessed for clinical symptoms, theory of mind ability, executive function [using the Wisconsin Card Sorting Test (WCST)] and social functioning [using the Life Skills Profile (LSP)]. Patient and control groups did not differ in the funniness ratings they attributed to the video clips. Patients with schizophrenia had a lower d' (humour) compared to the controls, after controlling for (1) the performance of a baseline recognition task with a non-humorous video clip and (2) severity of depressive symptoms. In patients, d' (humour) had significant negative correlation with delusion and depression scores, the perseverative error score of the WCST and the total scores of the LSP. Compared with controls, patients with schizophrenia were less sensitive at detecting humour but similarly able to appreciate humour. The degree of humour recognition difficulty may be associated with the extent of executive dysfunction and thus contribute to the psychosocial impairment in patients with schizophrenia.

  17. Elevated intraocular pressure increases melatonin levels in the aqueous humour.

    PubMed

    Alkozi, Hanan; Sánchez-Naves, Juan; de Lara, Maria Jesús Perez; Carracedo, Gonzalo; Fonseca, Begoña; Martinez-Aguila, Alejandro; Pintor, Jesús

    2017-05-01

    To study the levels of melatonin in the aqueous humour of normotensive and hypertensive intraocular pressure (IOP) patients and to compare them to an animal model of glaucoma. A total of 37 eyes of 37 patients who underwent cataract surgery were included in the study and were divided into normotensive patients, with IOP below 21 mmHg (n = 23), and hypertensive patients, with IOP > 21 mmHg (n = 14). Glaucomatous DBA/2J (n = 6) and control C57BL/6J (n = 6) mice presenting 3 and 12 months of age for each strain were also used. Human and mice aqueous humours were aspirated using a 30-gauge Rycroft cannula on a tuberculin syringe and further processed to quantify melatonin by high-performance liquid chromatography analysis. Melatonin levels in normotensive patients (IOP below 21 mmHg) presented values as medians (first quartile; third quartile) of 14.62 (5.38;37.99) ng/ml (n = 23), while hypertensive patients (IOP above 21 mmHg) showed melatonin concentrations of 46.63 (10.28; 167.28) ng/ml (n = 14; p < 0.039). Glaucoma mice presented melatonin values of 0.37 (0.34; 0.59) ng/ml (at 3 months of age, before the pathology starts), which increased to 1.55 (0.94; 1.88) ng/ml (at 12 months of age, when the pathology is fully developed and IOP is maximum; n = 6, p < 0.001). Control mice did not significantly modified melatonin concentrations between 3 and 12 months of age. Patients with high IOP present increased concentrations of melatonin in their aqueous humour compared to normotensive patients. This has been confirmed in a glaucomatous animal model in which it has been possible to see a correlation between the development of the pathology, with an increase in IOP, and a concomitant elevation of melatonin in the aqueous humour. © 2016 Acta Ophthalmologica Scandinavica Foundation. Published by John Wiley & Sons Ltd.

  18. Learning to Play, Playing to Learn: Comparing the Experiences of Adult Foreign Language Learners with Off-the-Shelf and Specialized Games for Learning German

    ERIC Educational Resources Information Center

    De Grove, Frederik; Van Looy, Jan; Mechant, Peter

    2013-01-01

    Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is whether these should be specialized language-learning games or commercial off-the-shelf games for entertainment. The goal of this paper is to compare…

  19. Learning to Play, Playing to Learn: Comparing the Experiences of Adult Foreign Language Learners with Off-the-Shelf and Specialized Games for Learning German

    ERIC Educational Resources Information Center

    De Grove, Frederik; Van Looy, Jan; Mechant, Peter

    2013-01-01

    Learning opportunities offered by digital games have become an important research topic in recent years. Language learning is one of the areas in which games could prosper but the question then is whether these should be specialized language-learning games or commercial off-the-shelf games for entertainment. The goal of this paper is to compare…

  20. Senior veterinary students' perceptions of using role play to learn communication skills.

    PubMed

    Brandt, Jennifer C; Bateman, Shane W

    2006-01-01

    Recent studies of veterinary practice have suggested a correlation between well-developed communication skills and job satisfaction, career retention, customer satisfaction, decreased lawsuits, and financial remuneration for veterinarians. Veterinary educators are under growing pressure to teach functional communication skills to veterinary students; however, the methods employed have not been well evaluated. In this study we have evaluated veterinary student's attitudes to learning communication skills by participating in role play. The study indicates that experiential learning modalities such as role play are perceived as effective by students, despite reluctance to participate and some discomfort surrounding participation.

  1. Supramodal Enhancement of Auditory Perceptual and Cognitive Learning by Video Game Playing

    PubMed Central

    Zhang, Yu-Xuan; Tang, Ding-Lan; Moore, David R.; Amitay, Sygal

    2017-01-01

    Medical rehabilitation involving behavioral training can produce highly successful outcomes, but those successes are obtained at the cost of long periods of often tedious training, reducing compliance. By contrast, arcade-style video games can be entertaining and highly motivating. We examine here the impact of video game play on contiguous perceptual training. We alternated several periods of auditory pure-tone frequency discrimination (FD) with the popular spatial visual-motor game Tetris played in silence. Tetris play alone did not produce any auditory or cognitive benefits. However, when alternated with FD training it enhanced learning of FD and auditory working memory. The learning-enhancing effects of Tetris play cannot be explained simply by the visual-spatial training involved, as the effects were gone when Tetris play was replaced with another visual-spatial task using Tetris-like stimuli but not incorporated into a game environment. The results indicate that game play enhances learning and transfer of the contiguous auditory experiences, pointing to a promising approach for increasing the efficiency and applicability of rehabilitative training. PMID:28701989

  2. Supramodal Enhancement of Auditory Perceptual and Cognitive Learning by Video Game Playing.

    PubMed

    Zhang, Yu-Xuan; Tang, Ding-Lan; Moore, David R; Amitay, Sygal

    2017-01-01

    Medical rehabilitation involving behavioral training can produce highly successful outcomes, but those successes are obtained at the cost of long periods of often tedious training, reducing compliance. By contrast, arcade-style video games can be entertaining and highly motivating. We examine here the impact of video game play on contiguous perceptual training. We alternated several periods of auditory pure-tone frequency discrimination (FD) with the popular spatial visual-motor game Tetris played in silence. Tetris play alone did not produce any auditory or cognitive benefits. However, when alternated with FD training it enhanced learning of FD and auditory working memory. The learning-enhancing effects of Tetris play cannot be explained simply by the visual-spatial training involved, as the effects were gone when Tetris play was replaced with another visual-spatial task using Tetris-like stimuli but not incorporated into a game environment. The results indicate that game play enhances learning and transfer of the contiguous auditory experiences, pointing to a promising approach for increasing the efficiency and applicability of rehabilitative training.

  3. Embracing complexity: rethinking the relation between play and learning: comment on Lillard et al. (2013).

    PubMed

    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 important area of study while offering 2 critiques of their analysis. First, we urge researchers to take a more holistic approach to the body of evidence on play and learning, rather than relying on piecemeal criticisms of individual studies, since positive effects of play on learning emerge despite the use of a variety of methods, contents, and experimental conditions. Second, we consider how best to study this topic in the future and propose moving away from traditional empirical approaches to more complicated statistical models and methods that will allow us to embrace the full variety and complexity of playful learning. (PsycINFO Database Record (c) 2013 APA, all rights reserved).

  4. Role-play for medical students learning about communication: Guidelines for maximising benefits

    PubMed Central

    Nestel, Debra; Tierney, Tanya

    2007-01-01

    Background Role-play is widely used as an educational method for learning about communication in medical education. Although educational theory provides a sound rationale for using this form of simulation, there is little published evidence for its effectiveness. Students' prior experiences of role-play may influence the way in which they engage in this method. This paper explores students' experiences with the aim of producing guidelines for maximising the benefits of role-play within this learning context. Methods First-year undergraduate medical students participated in a role-play session as part of their communication programme. Before and after the session, students completed questionnaires. In the pre-session questionnaire, students were asked about their experiences of role-play and asked to identify helpful and unhelpful elements. Immediately after the session, students answered similar questions in relation to the role-play activity they had just completed. Descriptive statistics were used to analyse quantitative data and qualitative data was thematically analysed. Results 284 students completed evaluation forms. Although 63 (22.2%) had prior unhelpful experiences, most students (n = 274; 96.5%) found this experience helpful. Summary findings were that students reported the key aspects of helpful role-play were opportunities for observation, rehearsal and discussion, realistic roles and alignment of roles with other aspects of the curriculum. Unhelpful aspects were those that evoked strong negative emotional responses and factors that contributed to a lack of realism. Conclusion Role-play was valued by students in the acquisition of communication skills even though some had prior unhelpful experiences. Guidelines for effective role-play include adequate preparation, alignment of roles and tasks with level of practice, structured feedback guidelines and acknowledgment of the importance of social interactions for learning. PMID:17335561

  5. Language matters: towards an understanding of silence and humour in medical education.

    PubMed

    Lingard, Lorelei

    2013-01-01

    This paper considers the state of the science regarding language matters in medical education, with particular attention to two informal language practices: silence and humour. Silence and humour pervade clinical training settings, although we rarely attend explicitly to them. This paper considers the treatment of these topics in our field to date and introduces a selection of the scholarship on silence and humour from other fields, including philosophy, sociology, anthropology, linguistics and rhetoric. Particular attention is paid to distilling the theoretical and methodological possibilities for an elaborated research agenda around silence and humour in medical education. These two language practices assume a variety of forms and serve a range of social functions. Episodes of silence and humour are intimately tied to their relational and institutional contexts. Power often figures centrally, although not predictably. A rich theoretical and methodological basis exists on which to elaborate a research agenda around silence and humour in medical education. Such research promises to reveal more fully the contributions of silence and humour to socialisation in clinical training settings. © Blackwell Publishing Ltd 2013.

  6. Read, Play, and Learn! Storybook Activities for Young Children. The Transdisciplinary Play-Based Curriculum. Collection 1: Modules 1-8.

    ERIC Educational Resources Information Center

    Linder, Toni W.

    Read, Play, and Learn is a play-based curriculum designed to promote growth across all of the areas of development important to a young child. With a school-year's worth of ready-to-use lessons or modules, the curriculum provides story-related activities centered around themes such as enjoying seasonal festivities, sharing emotions, making…

  7. Read, Play, and Learn! Storybook Activities for Young Children. The Transdisciplinary Play-Based Curriculum. Collection 1: Modules 1-8.

    ERIC Educational Resources Information Center

    Linder, Toni W.

    Read, Play, and Learn is a play-based curriculum designed to promote growth across all of the areas of development important to a young child. With a school-year's worth of ready-to-use lessons or modules, the curriculum provides story-related activities centered around themes such as enjoying seasonal festivities, sharing emotions, making…

  8. Read, Play, and Learn! Storybook Activities for Young Children. The Transdisciplinary Play-Based Curriculum. Collection 2: Modules 9-16.

    ERIC Educational Resources Information Center

    Linder, Toni W.

    Read, Play, and Learn is a play-based curriculum designed to promote growth across all of the areas of development important to a young child. With a school-year's worth of ready-to-use lessons or modules, the curriculum provides story-related activities centered around themes such as enjoying seasonal festivities, sharing emotions, making…

  9. Read, Play, and Learn! Storybook Activities for Young Children. The Transdisciplinary Play-Based Curriculum. Collection 2: Modules 9-16.

    ERIC Educational Resources Information Center

    Linder, Toni W.

    Read, Play, and Learn is a play-based curriculum designed to promote growth across all of the areas of development important to a young child. With a school-year's worth of ready-to-use lessons or modules, the curriculum provides story-related activities centered around themes such as enjoying seasonal festivities, sharing emotions, making…

  10. Teachers' Experiences with Integrating Play-Based Learning into Standards-Driven Curriculum: A Phenomenological Study

    ERIC Educational Resources Information Center

    Nugent, Mary Beth Anderson

    2017-01-01

    The purpose of this phenomenological study was to describe kindergarten teachers' experiences with integrating play-based learning into standards-based academic curriculum in a school district in South Carolina. Play-based learning experiences were defined as instances which allow children to engage in active, social learning experiences in…

  11. What Do Students Learn from a Role-Play Simulation of an International Negotiation?

    ERIC Educational Resources Information Center

    Schnurr, Matthew A.; De Santo, Elizabeth M.; Green, Amanda D.

    2014-01-01

    This article uses pre- and post-surveys to assess learning outcomes associated with a role-play simulation set within a fictionalized extension of the Convention on Biological Diversity. Quantitative and qualitative data suggest that the simulation increased student appreciation of the complexity of international negotiation, but decreased student…

  12. The Outdoor Environment in Norwegian Kindergartens as Pedagogical Space for Toddlers' Play, Learning and Development

    ERIC Educational Resources Information Center

    Moser, Thomas; Martinsen, Marianne T.

    2010-01-01

    This study examines some characteristics of the outdoor environment in Norwegian kindergartens. Understood as pedagogical space, outdoor conditions may enhance or restrict the youngest children's possibilities for play, learning and development. In 117 of 133 kindergartens (response rate: 87 %) participating in a longitudinal study, the heads of…

  13. The Education Pacific Islands Children Deserve: The Learn and Play Project in the Solomon Islands

    ERIC Educational Resources Information Center

    Maebuta, Jack

    2011-01-01

    The Learn and Play Project was initiated by Solomon Islands Football Federation and aimed at educating and providing football skills training for primary school dropouts. The aim of this paper is to report the implementation of the programme in a case study school. Because the project is still being implemented, this paper is not intended to…

  14. Creative and Playful Learning on Technology-Enriched Playgrounds: An International Investigation

    ERIC Educational Resources Information Center

    Randolph, Justus J.; Kangas, Marjaana; Ruokamo, Heli; Hyvönen, Pirkko

    2016-01-01

    The purpose of this quasi-experimental study was to determine the degree that creative and playful learning (CPL) in a technology-enriched playground influences academic achievement of students and what factors are responsible for successes. The participants were 276 students from 12 elementary classrooms in the Netherlands and Finland. The…

  15. Perceived Playfulness, Gender Differences and Technology Acceptance Model in a Blended Learning Scenario

    ERIC Educational Resources Information Center

    Padilla-Melendez, Antonio; del Aguila-Obra, Ana Rosa; Garrido-Moreno, Aurora

    2013-01-01

    The importance of technology for education is increasing year-by-year at all educational levels and particularly for Universities. This paper reexamines one important determinant of technology acceptance and use, such as perceived playfulness in the context of a blended learning setting and reveals existing gender differences. After a literature…

  16. In the Sandbox: Individuals and Collectives in Organizational Learning as Sense-Making through Play

    ERIC Educational Resources Information Center

    Popova-Nowak, Irina V.

    2014-01-01

    This study was conducted to develop a grounded theory of connections between individual and collective (group and organizational) levels of analysis through the examination of play and sense-making as integral parts of organizational learning (OL) by relying on the meta-paradigm theoretical framework. The study employed grounded theory as its…

  17. Teaching Play Skills to Children with Autism through Video Modeling: Small Group Arrangement and Observational Learning

    ERIC Educational Resources Information Center

    Ozen, Arzu; Batu, Sema; Birkan, Binyamin

    2012-01-01

    The purpose of the present study was to examine if video modeling was an effective way of teaching sociodramatic play skills to individuals with autism in a small group arrangement. Besides maintenance, observational learning and social validation data were collected. Three 9 year old boys with autism participated in the study. Multiple probe…

  18. Outdoor Play in Preschools in England and South Korea: Learning from Polyvocal Methods

    ERIC Educational Resources Information Center

    Nah, Kwi-Ok; Waller, Tim

    2015-01-01

    This paper discusses a cross-cultural and collaborative project, in preschools in England and South Korea. The aim of the project is to investigate the pedagogy of outdoor play and learning in two different cultural contexts, from the perspectives of the practitioners. Although there has been a growing academic interest in the use of outdoor…

  19. Do the Planful Behaviors of Special Needs Preschoolers Affect Learning as Exhibited through Play?

    ERIC Educational Resources Information Center

    Fender, Molly C.

    This qualitative and quantitative study focused on two groups of preschoolers (ages 4-6) enrolled in rural special education classes. The study specifically examined children's planful behaviors and the relationship of planfulness to learning as exhibited through play. Also examined were children's planning levels when planning was explicitly…

  20. What Do Caregivers Notice and Value about How Children Learn through Play in a Children's Museum?

    ERIC Educational Resources Information Center

    Letourneau, Susan M.; Meisner, Robin; Neuwirth, Jessica L.; Sobel, David M.

    2017-01-01

    In two studies, Providence Children's Museum investigated caregivers' observations and perceptions of their children's play and learning at the museum. In the first, caregivers (N = 40) were interviewed about what they observed children doing, what they believed children were thinking about, and their own thoughts and actions while watching…

  1. Throwing and Catching as Relational Skills in Game Play: Situated Learning in a Modified Game Unit

    ERIC Educational Resources Information Center

    MacPhail, Ann; Kirk, David; Griffin, Linda

    2008-01-01

    In this article, we were interested in how young people learn to play games within a tactical games model (TGM) approach (Griffin, Oslin, & Mitchell, 1997) in terms of the physical-perceptual and social-interactive dimensions of situativity. Kirk and MacPhail's (2002) development of the Bunker-Thorpe TGfU model was used to conceptualize the…

  2. Learning and Teaching Breathing and Oboe Playing: Action Research in a Conservatoire

    ERIC Educational Resources Information Center

    Gaunt, Helena

    2007-01-01

    This paper presents findings from action research in a conservatoire (the Guildhall School of Music & Drama) which focused on teaching and learning effective breathing in playing the oboe. A range of approaches and techniques emerged from a literature review. These were implemented in practice with oboe students at the Guildhall School, and…

  3. Preschool Interactive Peer Play Mediates Problem Behavior and Learning for Low-Income Children

    ERIC Educational Resources Information Center

    Bulotsky-Shearer, Rebecca J.; Bell, Elizabeth R.; Romero, Sandy L.; Carter, Tracy M.

    2012-01-01

    The study employed a developmental, ecological, and resiliency framework to examine whether interactive peer play competencies mediated associations between teacher reported problem behavior and learning outcomes for a representative sample of urban low-income children (N = 507 across 46 Head Start classrooms). Structural equation models provided…

  4. Massively Multiplayer Online Role-Playing Games as Arenas for Second Language Learning

    ERIC Educational Resources Information Center

    Peterson, Mark

    2010-01-01

    This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of…

  5. Designing After-School Learning Using the Massively Multiplayer Online Role-Playing Game

    ERIC Educational Resources Information Center

    King, Elizabeth M.

    2015-01-01

    Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…

  6. Creative and Playful Learning on Technology-Enriched Playgrounds: An International Investigation

    ERIC Educational Resources Information Center

    Randolph, Justus J.; Kangas, Marjaana; Ruokamo, Heli; Hyvönen, Pirkko

    2016-01-01

    The purpose of this quasi-experimental study was to determine the degree that creative and playful learning (CPL) in a technology-enriched playground influences academic achievement of students and what factors are responsible for successes. The participants were 276 students from 12 elementary classrooms in the Netherlands and Finland. The…

  7. Designing After-School Learning Using the Massively Multiplayer Online Role-Playing Game

    ERIC Educational Resources Information Center

    King, Elizabeth M.

    2015-01-01

    Digital games have become popular for engaging students in a range of learning goals, both in the classroom and the after-school space. In this article, I discuss a specific genre of video game, the massively multiplayer online role-playing game (MMO), which has been identified as a dynamic environment for encountering 21st-century workplace…

  8. Massively Multiplayer Online Role-Playing Games as Arenas for Second Language Learning

    ERIC Educational Resources Information Center

    Peterson, Mark

    2010-01-01

    This article investigates contemporary research on the use of massively multiplayer online role-playing games (MMORPGs) in language education. The development and key features of these games are explored. This is followed by an examination of the theories proposed as a basis for game-based learning, and the claims made regarding the value of…

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

    ERIC Educational Resources Information Center

    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…

  10. Facebook Levels the Playing Field: Dyslexic Students Learning through Digital Literacies

    ERIC Educational Resources Information Center

    Barden, Owen

    2014-01-01

    Dyslexia has an ambivalent relationship with learning technology. Any potential gains may be nullified if the technology is perceived to exacerbate stigma. This paper examines the use of an "everyday" technology, Facebook, by a small group of sixth form students labelled as dyslexic. "Levelling the playing field" is a phrase…

  11. Teaching Play Skills to Children with Autism through Video Modeling: Small Group Arrangement and Observational Learning

    ERIC Educational Resources Information Center

    Ozen, Arzu; Batu, Sema; Birkan, Binyamin

    2012-01-01

    The purpose of the present study was to examine if video modeling was an effective way of teaching sociodramatic play skills to individuals with autism in a small group arrangement. Besides maintenance, observational learning and social validation data were collected. Three 9 year old boys with autism participated in the study. Multiple probe…

  12. What Do Students Learn from a Role-Play Simulation of an International Negotiation?

    ERIC Educational Resources Information Center

    Schnurr, Matthew A.; De Santo, Elizabeth M.; Green, Amanda D.

    2014-01-01

    This article uses pre- and post-surveys to assess learning outcomes associated with a role-play simulation set within a fictionalized extension of the Convention on Biological Diversity. Quantitative and qualitative data suggest that the simulation increased student appreciation of the complexity of international negotiation, but decreased student…

  13. Using Massively Multiplayer Online Role-Playing Games for Online Learning

    ERIC Educational Resources Information Center

    Childress, Marcus D.; Braswell, Ray

    2006-01-01

    This article addresses the use of a massively multiplayer online role-playing game (MMORPG) to foster communication and interaction and to facilitate cooperative learning in an online course. The authors delineate the definition and history of massively multiplayer online games (MMOGs), and describe current uses of MMORPGs in education, including…

  14. Understanding Producers' Intentions and Viewers' Learning Outcomes in a Science Museum Theater Play on Evolution

    ERIC Educational Resources Information Center

    Peleg, R.; Baram-Tsabari, A.

    2016-01-01

    Science museums often introduce plays to liven up exhibits, attract visitors to specific exhibitions, and help visitors to "digest" difficult content. Most previous research has concentrated on viewers' learning outcomes. This study uses performance and spectator analyses from the field of theater studies to explore the link between…

  15. Throwing and Catching as Relational Skills in Game Play: Situated Learning in a Modified Game Unit

    ERIC Educational Resources Information Center

    MacPhail, Ann; Kirk, David; Griffin, Linda

    2008-01-01

    In this article, we were interested in how young people learn to play games within a tactical games model (TGM) approach (Griffin, Oslin, & Mitchell, 1997) in terms of the physical-perceptual and social-interactive dimensions of situativity. Kirk and MacPhail's (2002) development of the Bunker-Thorpe TGfU model was used to conceptualize the…

  16. Let's Play Mancala and Sungka! Learning Math and Social Skills through Ancient Multicultural Games.

    ERIC Educational Resources Information Center

    de la Cruz, Rey E.; Cage, Cheryl E.; Lian, Ming-Gon John

    2000-01-01

    This article describes how teachers can use two African and Asian games (Mancala and Sungka) to help students with learning disabilities succeed in school. It discusses the history of the games, how to play, the benefits of the games for children with disabilities, and choosing which game to use. (Contains references.) (CR)

  17. Play or Learn: European-American and Chinese Kindergartners' Perceptions about the Conflict

    ERIC Educational Resources Information Center

    Li, Jin

    2016-01-01

    Background: Kindergarten is the age at which children's future time perspective emerges. This capacity enables them to form goals based on past and ongoing experiences and project themselves in the future. This development may play an important role in guiding children in self-regulated learning. When faced with the conflict between their need to…

  18. Play or Learn: European-American and Chinese Kindergartners' Perceptions about the Conflict

    ERIC Educational Resources Information Center

    Li, Jin

    2016-01-01

    Background: Kindergarten is the age at which children's future time perspective emerges. This capacity enables them to form goals based on past and ongoing experiences and project themselves in the future. This development may play an important role in guiding children in self-regulated learning. When faced with the conflict between their need to…

  19. In the Sandbox: Individuals and Collectives in Organizational Learning as Sense-Making through Play

    ERIC Educational Resources Information Center

    Popova-Nowak, Irina V.

    2014-01-01

    This study was conducted to develop a grounded theory of connections between individual and collective (group and organizational) levels of analysis through the examination of play and sense-making as integral parts of organizational learning (OL) by relying on the meta-paradigm theoretical framework. The study employed grounded theory as its…

  20. Game-as-Teacher: Modification by Adaptation in Learning through Game-Play

    ERIC Educational Resources Information Center

    Hopper, Tim

    2011-01-01

    This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…

  1. Preschool Interactive Peer Play Mediates Problem Behavior and Learning for Low-Income Children

    ERIC Educational Resources Information Center

    Bulotsky-Shearer, Rebecca J.; Bell, Elizabeth R.; Romero, Sandy L.; Carter, Tracy M.

    2012-01-01

    The study employed a developmental, ecological, and resiliency framework to examine whether interactive peer play competencies mediated associations between teacher reported problem behavior and learning outcomes for a representative sample of urban low-income children (N = 507 across 46 Head Start classrooms). Structural equation models provided…

  2. Understanding Producers' Intentions and Viewers' Learning Outcomes in a Science Museum Theater Play on Evolution

    ERIC Educational Resources Information Center

    Peleg, R.; Baram-Tsabari, A.

    2016-01-01

    Science museums often introduce plays to liven up exhibits, attract visitors to specific exhibitions, and help visitors to "digest" difficult content. Most previous research has concentrated on viewers' learning outcomes. This study uses performance and spectator analyses from the field of theater studies to explore the link between…

  3. Game-as-Teacher: Modification by Adaptation in Learning through Game-Play

    ERIC Educational Resources Information Center

    Hopper, Tim

    2011-01-01

    This paper will explore how game-play in video games as well as game centered approaches in physical education (PE) such as Teaching Games for Understanding (TGfU) can draw on complexity thinking to inform the learning process in physical education. Using the video game concept of game-as-teacher (Gee, 2007), ideas such as enabling constraints…

  4. Onstage or behind the Scenes? Relative Learning Benefits of Simulation Role-Play and Design

    ERIC Educational Resources Information Center

    Druckman, Daniel; Ebner, Noam

    2008-01-01

    In this article, the authors report the results of two experiments that explored hypotheses about the relative learning advantages of role-play and scenario design. The experiments were conducted with similar student populations in Australia and Israel. Using a matched-pairs design, participants were randomly assigned to design and role-play…

  5. "You're It!": Thoughts on Play and Learning in Schools

    ERIC Educational Resources Information Center

    Warner, Laura

    2008-01-01

    It is paradoxical that many educators and parents still differentiate between a time for learning and a time for play without seeing the vital connection between them. Educators are very serious about education in CES schools. However, in their earnest attempts to engage students in meaningful and thought-provoking work or dialogue, is it possible…

  6. Deal Me In! The Use of Playing Cards in Learning and Teaching.

    ERIC Educational Resources Information Center

    Golick, Margie

    This book presents a collection of card games that can be used as learning tools in early childhood classrooms. Each game description includes approximate number of players, step-by-step instructions for playing and suggested variations. Charts with a variety of categories are included to help the teacher find the card games most appropriate to…

  7. What Do Caregivers Notice and Value about How Children Learn through Play in a Children's Museum?

    ERIC Educational Resources Information Center

    Letourneau, Susan M.; Meisner, Robin; Neuwirth, Jessica L.; Sobel, David M.

    2017-01-01

    In two studies, Providence Children's Museum investigated caregivers' observations and perceptions of their children's play and learning at the museum. In the first, caregivers (N = 40) were interviewed about what they observed children doing, what they believed children were thinking about, and their own thoughts and actions while watching…

  8. Facebook Levels the Playing Field: Dyslexic Students Learning through Digital Literacies

    ERIC Educational Resources Information Center

    Barden, Owen

    2014-01-01

    Dyslexia has an ambivalent relationship with learning technology. Any potential gains may be nullified if the technology is perceived to exacerbate stigma. This paper examines the use of an "everyday" technology, Facebook, by a small group of sixth form students labelled as dyslexic. "Levelling the playing field" is a phrase…

  9. Play as Mediator for Knowledge-Creation in Problem Based Learning

    ERIC Educational Resources Information Center

    Thorsted, Ann Charlotte; Bing, Rie Grønbeck; Kristensen, Michael

    2015-01-01

    This article recounts reflections by a small group of students and their supervisor on play utilized at their meetings as part of a Problem Based Learning (PBL) process. The students experienced how a less traditional professor-student relationship arose, which transformed their interaction and relationship into a more holistic, trustful,…

  10. All Rigor and No Play Is No Way to Improve Learning

    ERIC Educational Resources Information Center

    Wohlwend, Karen; Peppler, Kylie

    2015-01-01

    The authors propose and discuss their Playshop curricular model, which they developed with teachers. Their studies suggest a playful approach supports even more rigor than the Common Core State Standards require for preschool and early grade children. Children keep their attention longer when learning comes in the form of something they can play…

  11. Boys' and girls' use of cognitive strategy when learning to play video games.

    PubMed

    Blumberg, Fran C; Sokol, Lori M

    2004-04-01

    The authors examined gender differences in the cognitive strategies that children use when they learn how to play a video game. They interviewed 2nd- and 5th-grade boys and girls about how often they played video games and what they did "when learning how to play a video game." The children's responses to the latter question were categorized as either internally or externally oriented (i.e., reading a manual vs. asking for help, respectively). The results indicated that more frequent players and older children were more likely to cite internally based strategies. No main effects of gender were found for the proportions of the internally vs. externally based strategies that were cited.

  12. The effect of action video game playing on sensorimotor learning: Evidence from a movement tracking task.

    PubMed

    Gozli, Davood G; Bavelier, Daphne; Pratt, Jay

    2014-10-12

    Research on the impact of action video game playing has revealed performance advantages on a wide range of perceptual and cognitive tasks. It is not known, however, if playing such games confers similar advantages in sensorimotor learning. To address this issue, the present study used a manual motion-tracking task that allowed for a sensitive measure of both accuracy and improvement over time. When the target motion pattern was consistent over trials, gamers improved with a faster rate and eventually outperformed non-gamers. Performance between the two groups, however, did not differ initially. When the target motion was inconsistent, changing on every trial, results revealed no difference between gamers and non-gamers. Together, our findings suggest that video game playing confers no reliable benefit in sensorimotor control, but it does enhance sensorimotor learning, enabling superior performance in tasks with consistent and predictable structure. Copyright © 2014. Published by Elsevier B.V.

  13. Learning More about Those Who Play in Session: The National Play Therapy in Counseling Practices Project (Phase I)

    ERIC Educational Resources Information Center

    Lambert, Simone F.; LeBlanc, Michael; Mullen, Jodi Ann; Ray, Dee; Baggerly, Jennifer; White, JoAnna; Kaplan, David

    2007-01-01

    Through a joint research committee sponsored by the Association for Play Therapy (APT) and the American Counseling Association (ACA), The National Play Therapy in Counseling Practices Project conducted the first phase of investigation. Findings offered a snapshot of mental health providers of play therapy, regarding the nature of who they are and…

  14. Learning More about Those Who Play in Session: The National Play Therapy in Counseling Practices Project (Phase I)

    ERIC Educational Resources Information Center

    Lambert, Simone F.; LeBlanc, Michael; Mullen, Jodi Ann; Ray, Dee; Baggerly, Jennifer; White, JoAnna; Kaplan, David

    2007-01-01

    Through a joint research committee sponsored by the Association for Play Therapy (APT) and the American Counseling Association (ACA), The National Play Therapy in Counseling Practices Project conducted the first phase of investigation. Findings offered a snapshot of mental health providers of play therapy, regarding the nature of who they are and…

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

    PubMed Central

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

    2012-01-01

    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. PMID:22734063

  16. The humour effect: differential processing and privileged retrieval.

    PubMed

    Schmidt, Stephen R

    2002-03-01

    The effects of humour on memory and heart rate were explored as a function of experimental design. In within-subject manipulations, original humorous cartoons were better remembered than the literal translations and weird cartoons, whereas literal and weird cartoons were equally well remembered. Good recall of humorous cartoons occurred at the expense of recall of non-humorous cartoons. Secondary heart-rate deceleration was larger in response to original cartoons than to literal and weird cartoons. Neither the memory nor the heart-rate effects were found in between-subjects comparisons. The results were consistent with differential processing resulting from within-list contrasts. However, retrieval processes also favoured good recall of humorous material.

  17. Verbal irony processing: how do contrast and humour correlate?

    PubMed

    Calmus, Arnaud; Caillies, Stéphanie

    2014-02-01

    Verbal irony relies on contrast, that is, incongruity between the situational context and the ironic assertion. But is the degree of contrast related to the perceived humorousness of ironic comments? We answered this question by conducting two experiments. In the first experiment, participants were asked to read a list of sentence pairs (ironic or control) and judge the extent to which the meaning of the first sentence contrasted with that of the second. In the second experiment, participants were invited to rate the humorousness of ironic comments compared with their literal counterparts. Results showed that ironic remarks were rated as more contrasting and more humorous than their literal counterparts, but that humour only emerged from a moderate contrast. © 2013 International Union of Psychological Science.

  18. A narrative inquiry: how do nurses respond to patients' use of humour?

    PubMed

    Haydon, Gunilla; Riet, Pamela van der

    2014-01-01

    In today's healthcare system where technical instruments and test results are used to implement care it is easy to lose the human aspect of nursing. Personal interaction can get lost and nurses sometimes miss humorous attempts made by patients. Humour is a very personal concept, what one person thinks is funny does not necessarily make another person smile, or might even be hurtful. Humour is an important communication tool for patients as it humanises the nurses, creates a bond and opens communication lines. Humour has the potential to change the hospital experience for patients. The aim of this paper is to highlight the importance of humour in the therapeutic relationship between patient and nurse. Semi-structured interviews were held with four registered nurses and narrative inquiry was used to analyse and present the findings because of its ability to capture human interaction and experience.

  19. Facilitating pragmatic skills through role-play in learners with language learning disability.

    PubMed

    Abdoola, Fareeaa; Flack, Penelope S; Karrim, Saira B

    2017-07-26

    Role-based learning involves the process whereby learners acquire skills, knowledge and understanding through the assumption of roles within real-life settings. Role-play holds potential as an effective learning strategy for children; however, there is limited research on the use of role-play as a therapy method within the field of speech-language pathology. Children with language learning disability (LLD) typically present with difficulties in social communication, which can negatively affect their social and academic achievement. The aim of this study was to determine the effectiveness of role-play as a therapy approach targeting the pragmatic skills of stylistic variation and requesting for clarification in learners with LLD. The use of combined positivist and interpretivist paradigms allowed for the implementation of an embedded mixed methods design. An experimental pretest-posttest design was implemented. Eight participants, who were learners with a diagnosis of LLD, were purposefully selected. Data collection was conducted over five phases, utilising the Clinical Evaluation of Language Fundamentals (4th Ed.) Pragmatics Profile, discourse completion tasks, session plans and session records. Quantitative data were analysed using descriptive statistics and were supplemented by qualitative data from session records. Results revealed improvements in stylistic variation and requesting for clarification post role-play intervention, with minimal changes in the control group. Limitations of the study have been reported for consideration when interpreting results. Role-play as a therapy approach targeting two pragmatic skills, stylistic variation and requesting for clarification, was found to be beneficial for learners with LLD. Recommendations for the implementation of role-play as a therapy approach were made.

  20. A Continuum of Play-Based Learning: The Role of the Teacher in Play-Based Pedagogy and the Fear of Hijacking Play

    ERIC Educational Resources Information Center

    Pyle, Angela; Danniels, Erica

    2017-01-01

    Research Findings: Research has demonstrated the developmental and educational benefits of play. Despite these benefits, teacher-directed academic instruction is prominent in kindergarten. There is increasing acknowledgment in curricula and policies of the challenges presented by a lack of play in classrooms and the need to support academic…

  1. Learning to Play the Literacy and Learning Games--A Question of Enculturation

    ERIC Educational Resources Information Center

    Wilhelm, Jeffrey D., Ed.

    2007-01-01

    Understanding that learning must be relevant and purposeful to be effective and engaging, Wilhelm emphasizes the value of teaching students "how to participate in meaningful activity in ways that make them increasingly expert in creating culture and . . . cultural meanings." He offers bullet points that suggest starting with students' experiences,…

  2. Mechatronics Learning Studio: From "Play and Learn" to Industry-Inspired Green Energy Applications

    ERIC Educational Resources Information Center

    Habash, R. W. Y.; Suurtamm, C.; Necsulescu, D.

    2011-01-01

    This paper describes the evolution of the teaching of electrical engineering to mechanical engineering students based on motivation and a pedagogical strategy incorporating interdisciplinary mechatronics projects in a learning studio environment. Implementation of student projects within the curriculum has been demonstrated to be highly…

  3. Mechatronics Learning Studio: From "Play and Learn" to Industry-Inspired Green Energy Applications

    ERIC Educational Resources Information Center

    Habash, R. W. Y.; Suurtamm, C.; Necsulescu, D.

    2011-01-01

    This paper describes the evolution of the teaching of electrical engineering to mechanical engineering students based on motivation and a pedagogical strategy incorporating interdisciplinary mechatronics projects in a learning studio environment. Implementation of student projects within the curriculum has been demonstrated to be highly…

  4. Teaching Professionalism: Using Role-Play Simulations to Generate Professionalism Learning Outcomes.

    PubMed

    Armitage-Chan, Elizabeth; Whiting, Martin

    For a constructively aligned curriculum in veterinary professionalism, there is a need for well-designed higher order learning outcomes to support students' professional identity formation. A lack of uniformly accepted definitions of veterinary professionalism necessitates the defining and refining of current concepts of professionalism to inform teaching and assessment. A potential method for achieving such learning outcomes is to generate these from simulated professionalism teaching scenarios. A workshop was designed in which veterinary educators used role play to resolve a professional dilemma. Following discussion of the appropriate management approach, participants were asked to reflect on the learning outcomes that were required to resolve the scenario and that students would achieve by going through the same classroom-based process. Workshop participants identified several professionalism learning outcomes that are not currently defined in the literature: realizing that there is not a single correct answer to a professional dilemma, making a decision despite this uncertainty, communicating differences of opinion, and understanding the effect of differences in professional identity. Although the process described runs counter to traditional curricular design, it may offer a valuable contribution to the discourse surrounding professionalism learning outcomes. Furthermore, it has generated higher level learning outcomes than have been obtained through other methods.

  5. PlayPhysics: An Emotional Games Learning Environment for Teaching Physics

    NASA Astrophysics Data System (ADS)

    Muñoz, Karla; Kevitt, Paul Mc; Lunney, Tom; Noguez, Julieta; Neri, Luis

    To ensure learning, game-based learning environments must incorporate assessment mechanisms, e.g. Intelligent Tutoring Systems (ITSs). ITSs are focused on recognising and influencing the learner's emotional or motivational states. This research focuses on designing and implementing an affective student model for intelligent gaming, which reasons about the learner's emotional state from cognitive and motivational variables using observable behaviour. A Probabilistic Relational Models (PRMs) approach is employed to derive Dynamic Bayesian Networks (DBNs). The model uses the Control-Value theory of 'achievement emotions' as a basis. A preliminary test was conducted to recognise the students' prospective-outcome emotions with results presented and discussed. PlayPhysics is an emotional games learning environment for teaching Physics. Once the affective student model proves effective it will be incorporated into PlayPhysics' architecture. The design, evaluation and postevaluation of PlayPhysics are also discussed. Future work will focus on evaluating the affective student model with a larger population of students, and on providing affective feedback.

  6. Playful activity post-learning improves training performance in Labrador Retriever dogs (Canis lupus familiaris).

    PubMed

    Affenzeller, Nadja; Palme, Rupert; Zulch, Helen

    2017-01-01

    Situations that are emotional and arousing have an effect on cognitive performance. It is thought that beta adrenergic activation and the release of stress hormones enhance memory consolidation and lead to an increase in memorability of emotional events. This beneficial effect has been shown in humans, non-human primates and rodents. Techniques which could enhance memory for learning specific tasks would be highly valuable, especially in dogs, which are extensively trained to aid humans. A pseudo-randomized, counterbalanced, between subject study designs was utilised and 16 Labrador Retrievers ranging from 1 to 9years of age were trained in a 2-choice discrimination paradigm. After task acquisition, either a playful activity intervention (N=8) or a resting period (N=8) took place, lasting for 30min. A range of factors including age, sex, training experience and trials to criterion on each day was subjected to a multiple factor/covariate General Linear Model analysis. The results show that playful activity post-learning improved training performance evidenced by fewer trials needed to re-learn the task 24h after initial acquisition (playful activity group: mean number of trials 26, SD 6; resting group: mean number of trials 43, SD 19, effect size 1.2). Average heart rate, as a measure of arousal, during the intervention was significantly higher in the playful activity group (143beats/min, SD 16) versus the resting group (86beats/min, SD 19, P<0.001). Salivary cortisol did not significantly differ between groups during training, however a significant decrease (T: -4.1 P<0.01) was seen after the playful activity. To our knowledge this is the first evidence that posttraining activity may influence training performance in dogs. Copyright © 2016 Elsevier Inc. All rights reserved.

  7. Learning to play the violin: motor control by freezing, not freeing degrees of freedom.

    PubMed

    Konczak, Jürgen; Vander Velden, Heidi; Jaeger, Lukas

    2009-05-01

    Playing a violin requires precise patterns of limb coordination that are acquired over years of practice. In the present study, the authors investigated how motion at proximal arm joints influenced the precision of bow movements in novice learners and experts. The authors evaluated the performances of 11 children (4-12 years old), 3 beginning-to-advanced level adult players, and 2 adult concert violinists, using a musical work that all had mastered as their first violin piece. The authors found that learning to play the violin was not associated with a release or freeing of joint degrees of freedom. Instead, learning was characterized by an experience-dependent suppression of sagittal shoulder motion, as documented by an observed reduction in joint angular amplitude. This reduction in the amplitude of shoulder flexion-extension correlated highly with a decrease of bow-movement variability. The remaining mechanical degrees of freedom at the elbow and shoulder showed patterns of neither suppression nor freeing. Only violinists with more than 700 practice hr achieved sagittal shoulder range of motion comparable to experts. The findings imply that restricting joint amplitude at selected joint degrees of freedom, while leaving other degrees of freedom unconstrained, constitutes an appropriate strategy for learning complex, high-precision motor patterns in children and adults. The findings also highlight that mastering even seemingly simple bowing movements constitutes a prolonged learning process.

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

    PubMed

    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.

  9. The Role of Motive Objects in Early Childhood Teacher Development Concerning Children's Digital Play and Play-Based Learning in Early Childhood Curricula

    ERIC Educational Resources Information Center

    Nuttall, Joce; Edwards, Susan; Mantilla, Ana; Grieshaber, Sue; Wood, Elizabeth

    2015-01-01

    Digital technologies are increasingly accepted as a viable aspect of early childhood curriculum. However, teacher uptake of digital technologies in early childhood education and their use with young children in play-based approaches to learning have not been strong. Traditional approaches to the problem of teacher uptake of digital technologies in…

  10. New Concepts of Play and the Problem of Technology, Digital Media and Popular-Culture Integration with Play-Based Learning in Early Childhood Education

    ERIC Educational Resources Information Center

    Edwards, Susan

    2016-01-01

    Technology, digital media and popular culture form an important aspect of young children's life-worlds in contemporary post-industrial societies. A problem for early childhood educators is how to most effectively integrate these aspects of children's life-worlds into the provision of play-based learning. Traditionally, research has considered…

  11. The Role of Motive Objects in Early Childhood Teacher Development Concerning Children's Digital Play and Play-Based Learning in Early Childhood Curricula

    ERIC Educational Resources Information Center

    Nuttall, Joce; Edwards, Susan; Mantilla, Ana; Grieshaber, Sue; Wood, Elizabeth

    2015-01-01

    Digital technologies are increasingly accepted as a viable aspect of early childhood curriculum. However, teacher uptake of digital technologies in early childhood education and their use with young children in play-based approaches to learning have not been strong. Traditional approaches to the problem of teacher uptake of digital technologies in…

  12. New Concepts of Play and the Problem of Technology, Digital Media and Popular-Culture Integration with Play-Based Learning in Early Childhood Education

    ERIC Educational Resources Information Center

    Edwards, Susan

    2016-01-01

    Technology, digital media and popular culture form an important aspect of young children's life-worlds in contemporary post-industrial societies. A problem for early childhood educators is how to most effectively integrate these aspects of children's life-worlds into the provision of play-based learning. Traditionally, research has considered…

  13. Understanding Producers' Intentions and Viewers' Learning Outcomes in a Science Museum Theater Play on Evolution

    NASA Astrophysics Data System (ADS)

    Peleg, R.; Baram-Tsabari, A.

    2016-10-01

    Science museums often introduce plays to liven up exhibits, attract visitors to specific exhibitions, and help visitors to "digest" difficult content. Most previous research has concentrated on viewers' learning outcomes. This study uses performance and spectator analyses from the field of theater studies to explore the link between producers' intended aims, the written script, and the learning outcomes. We also use the conflict of didactics and aesthetics, common to the design of both educational plays and science museum exhibits, as a lens for understanding our data. "Darwin's journey," a play about evolution, was produced by a major science museum in Israel. The producers' objectives were collected through in-depth interviews. A structural analysis was conducted on the script. Viewer ( n = 103) and nonviewer ( n = 90) data were collected via a questionnaire. The results show strong evidence for the encoding of all of the producers' aims in the script. Explicit and cognitive aims were decoded as intended by the viewers. The evidence was weak for the decoding of implicit and affective aims. While the producers were concerned with the conflict of didactics and aesthetics, this conflict was not apparent in the script. The conflict is discussed within the broader context of science education in informal settings.

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

    ERIC Educational Resources Information Center

    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…

  15. Safety of femtosecond laser-assisted cataract surgery: assessment of aqueous humour and lens capsule.

    PubMed

    Yu, A-Yong; Lin, Cai-Xia; Wang, Qin-Mei; Zheng, Mei-Qing; Qin, Xiao-Yi

    2016-11-01

    To investigate the effect of femtosecond laser-assisted cataract surgery (FLACS) on aqueous humour and lens capsule. This prospective randomized comparative study enrolled 19 eyes that underwent FLACS as the trial group and 20 eyes that underwent conventional phacoemulsification as the control group. The femtosecond laser platform (LLS-fs 3D; LensAR, Orlando, FL, USA) was used to generate capsulotomy (laser energy 8 μJ) and lens fragmentation (laser energy 10 μJ). Morphology of the cutting edge and cells of anterior capsule was assessed by light microscopy. The proteins in the aqueous humour were identified by mass spectrometry (Ultraflex III TOF/TOF; Bruker Dalton, Bremen, Germany). Electrolyte in the aqueous humour was detected by a chemistry analyzer (Aeroset Clinical Chemistry Analyzer; Abbott Laboratories, Abbott Park, IL, USA). The cutting edge of anterior capsule was saw-tooth-shaped under magnification of 200× and 400× in the trial group, while it was smooth in the control group. Intact cells were found in the boundary area next to the cutting edge of anterior capsule in both groups. β-Crystallin B1, γ-crystallin S and transferrin were detected in the aqueous humour in the trial group. The concentrations of K(+) , Na(+) and Cl(-) in the aqueous humour in the trial group differed significantly from those in the control group (p = 0.02, 0.03 and 0.04, respectively). Femtosecond laser-assisted cataract surgery (FLACS) causes release of transferrin and crystallin from lens to aqueous humour and results in significant changes in the concentrations of K(+) , Na(+) and Cl(-) in aqueous humour. However, these changes due to FLACS have no clinical significance or toxicity. © 2016 Acta Ophthalmologica Scandinavica Foundation. Published by John Wiley & Sons Ltd.

  16. Aqueous humour dynamics and biometrics in the ageing Chinese eye.

    PubMed

    Guo, Tao; Sampathkumar, Sruthi; Fan, Shan; Morris, Nathan; Wang, Fang; Toris, Carol B

    2017-09-01

    This study evaluates ocular biometrics and aqueous humour dynamics (AHD) in healthy Chinese volunteers to determine how the various ocular parameters interact to maintain physiological intraocular pressure (IOP) at all ages. Sixty-nine volunteers enrolled in this cross-sectional study and were categorised into young (20-30 years) and old (≥50 years) groups. Measurements included IOP, ocular biometrics and AHD. Data were analysed using mixed model with random sampling to account for both eyes from the same individual. Spearman's rank correlation with bootstrap resampling was used to find associations between parameters. Compared with young subjects, old subjects had significantly (p<0.05) thinner corneas (CCT; 549.7±5.7 vs 530.6±5.3 µm; mean±SEM), shallower anterior chambers (3.14±0.05 vs 2.37±0.05 mm) and slower aqueous flow (Fa; 3.0±0.1 vs 2.7±0.1 µL/min). Uveoscleral outflow slowed (Fu; 1.0±0.2 vs 0.7±0.1) but not significantly. A positive linear association between IOP and episcleral venous pressure was found (young: R(2)=0.16; old: R(2)=0.08). Negative correlation between Fa and CCT (R(2)=0.06) and positive correlation between Fa and outflow facility (R(2)=0.08) was found in old participants. In the healthy ageing Chinese eye, IOP remains unchanged, while Fa slows, which is counterbalanced by slowing of Fu. Aqueous humour exits the eye preferentially through the trabecular route at all ages. Ageing is also associated with shallowing of the anterior chamber and thinning of the cornea. A slower Fa with lower outflow facility supports existence of autoregulatory mechanisms. © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.

  17. Learning effects of piano playing on tactile recognition of sequential stimuli.

    PubMed

    Hatta, T; Ejiri, A

    1989-01-01

    To examine the effect of learning experiences of piano playing on a tactile sequential recognition task, two experiments were conducted. In the first experiment, pianists and control subjects were given sequential tactile stimuli and were asked to report the simulated fingers and the order. The pianists showed a left hand superiority and performed better than the control group. In the second experiment, the skilled pianists and the control subjects were given both sequential tactile stimuli and auditory stimuli (unrelated melodies) simultaneously. The sequential stimuli recognition of the skilled pianists was interfered with by the presentation of the unrelated melody, and this tendency was more prominent in their left hand, while the performance of the control subjects was not affected by the presentation of the melody. These results suggest that pianists employed a special strategy, such as transforming tactile stimuli into something like a melody to improve their performance. Based upon these results, effects of learning experiences on hemisphere function were discussed.

  18. Giocampus school: a "learning through playing" approach to deliver nutritional education to children.

    PubMed

    Rosi, Alice; Brighenti, Furio; Finistrella, Viviana; Ingrosso, Lisa; Monti, Giorgia; Vanelli, Maurizio; Vitale, Marco; Volta, Elio; Scazzina, Francesca

    2016-01-01

    To improve nutritional knowledge of children, single-group educational interventions with pre/post knowledge assessment were performed in primary schools in Parma, Italy, participating to the Giocampus Program. A total of 8165 children (8-11 years old) of 3rd, 4th and 5th grades of primary school were involved in 3 hours per class nutritional lessons, with specifically designed games and activities for each school grade. To evaluate children learning, a questionnaire was administered before and after three months of educational intervention. A total of 16330 questionnaires were analysed. Children nutritional knowledge significantly increased (p< 0.001) in all school grades. The integrated "learning through playing" approach, including the educational figures, tools and games, was successful in improving children's nutritional knowledge. A stable integration of this method in primary school settings could prepare a new generation of citizens, better educated on health-promotion lifestyles.

  19. Effects of e-learning, lectures, and role playing on nursing students’ knowledge acquisition, retention and satisfaction

    PubMed Central

    Pourghaznein, Tayebeh; Sabeghi, Hakimeh; Shariatinejad, Keyvan

    2015-01-01

    Background: Nursing education can maintain its dynamic quality when it moves toward innovation and modern methods of teaching and learning. Therefore, teachers are required to employ up to date methods in their teaching plans. This study evaluated the effects of e-learning, lectures, and role playing on nursing students’ learning, retention, and satisfaction. Methods: Sixty nursing students were selected as an experiment and control groups during two consecutive semesters. The educational content was presented as e-learning and role playing during one semester (experiment group) and as lectures in the next semester (control group). A questionnaire containing three parts was used to assess demographics, learning and satisfaction statuses. The questionnaire also included a final openended question to evaluate the students’ ideas about the whole course. Results: The mean scores of posttest were 16.13 ± 1.37 using role playing, 15.50 ± 1.44 using e-learning and 16.45 ± 1.23 using lectures. The differences between the mean scores of posttest and pretest were 12.84 ± 1.43, 12.56 ± 1.57, and 13.73 ± 1.53 in the mentioned methods, respectively. Lectures resulted in significantly better learning compared to role playing and e-learning. In contrast, retention rates were significantly lower using lectures than using role playing and e-learning. Students’ satisfaction from e-learning was significantly lower than lecturing and role playing. Conclusion: Due to the lower rates of retention following lectures, the teachers are recommended to use student- centered approaches in their lectures. Since students’ satisfaction with e-learning was lower than the other methods, further studies are suggested to explore the problems of e-learning in Iran. PMID:26000257

  20. Effects of e-learning, lectures, and role playing on nursing students' knowledge acquisition, retention and satisfaction.

    PubMed

    Pourghaznein, Tayebeh; Sabeghi, Hakimeh; Shariatinejad, Keyvan

    2015-01-01

    Nursing education can maintain its dynamic quality when it moves toward innovation and modern methods of teaching and learning. Therefore, teachers are required to employ up to date methods in their teaching plans. This study evaluated the effects of e-learning, lectures, and role playing on nursing students' learning, retention, and satisfaction. Sixty nursing students were selected as an experiment and control groups during two consecutive semesters. The educational content was presented as e-learning and role playing during one semester (experiment group) and as lectures in the next semester (control group). A questionnaire containing three parts was used to assess demographics, learning and satisfaction statuses. The questionnaire also included a final openended question to evaluate the students' ideas about the whole course. The mean scores of posttest were 16.13 ± 1.37 using role playing, 15.50 ± 1.44 using e-learning and 16.45 ± 1.23 using lectures. The differences between the mean scores of posttest and pretest were 12.84 ± 1.43, 12.56 ± 1.57, and 13.73 ± 1.53 in the mentioned methods, respectively. Lectures resulted in significantly better learning compared to role playing and e-learning. In contrast, retention rates were significantly lower using lectures than using role playing and e-learning. Students' satisfaction from e-learning was significantly lower than lecturing and role playing. Due to the lower rates of retention following lectures, the teachers are recommended to use student- centered approaches in their lectures. Since students' satisfaction with e-learning was lower than the other methods, further studies are suggested to explore the problems of e-learning in Iran.

  1. Laughing it off? Humour, affect and emotion work in communities living with nuclear risk.

    PubMed

    Parkhill, K A; Henwood, K L; Pidgeon, N F; Simmons, P

    2011-06-01

    Over the past two decades, an increasing number of risk researchers have recognized that risks are not simply objective hazards but that the meanings of risk are discursively negotiated, dynamic and embedded within the wider social relations that constitute everyday life. A growing interest in the complexity and nuances of risk subjectivities has alerted sociocultural researchers not only to what is said in a risk situation, but also to how it is said and to what is unsaid and even, in a particular context, unsayable; to the intangible qualities of discourse that communicate additional meanings. Humour is both an intangible and marks such intangible meanings, yet it has largely been ignored and insufficiently theorized by risk researchers. In this paper, we draw upon insights from the humour literature - suspending the belief that humour is inherently good - to analyse and theorize humour as a way of examining the meanings and functions of risk. We show how humour can both mask and carefully reveal affectively charged states about living with nuclear risk. As such, it helps risk subjects to live with risk by suppressing vulnerabilities, enabling the negotiation of what constitutes a threat, and engendering a sense of empowerment. We conclude that humorous talk can be serious talk which can enrich our understandings of the lived experience of risk and of risk subjectivities. © London School of Economics and Political Science 2011.

  2. Strategic Play and Adaptive Learning in the Sealed-Bid Bargaining Mechanism.

    PubMed

    Daniel; Seale; Rapoport

    1998-06-01

    We report the results of two experiments on bilateral bargaining under the sealed-bid double auction mechanism in environments where theory calls for decidedly strategic play. The observed individual sellers' ask functions and buyers' bid functions, each based on 50 rounds of bargaining, are shown to be in good agreement with the Bayesian-Nash piecewise linear equilibrium solution of Chatterjee & Samuelson (1983). Although the game is played with random matching of traders on each round, both sellers and buyers change their behavior over time. The buyers in particular learn to bid more aggressively. The information sets of the two players are shown to be a major determinant of this result and of the strikingly disparate profits earned by buyer and seller during the experiment. To address the dynamics of this result, we propose a simple adaptive learning model postulating round-to-round changes in the entire bid/ask function which are proportional to the actual gain, if a deal was struck, or the gain that could have been but was not realized, if no agreement was reached on the previous round. Based on results from the experimental psychology literature, this model captures the major features of the mean bid/ask functions and accounts for most of the trial-to-trial variability in the buyers', but not the sellers', decisions. Copyright 1998 Academic Press.

  3. Humour as a Resource and Strategy for Boys to Gain Status in the Field of Informal School

    ERIC Educational Resources Information Center

    Huuki, Tuija; Manninen, Sari; Sunnari, Vappu

    2010-01-01

    Through a feminist approach this paper illustrates how humour is used as a resource and strategy for status among Finnish school boys and in constructing culturally accepted masculinity in the field of informal school. Based on interview and observation material collected in three schools, the results suggest that although humour is often…

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

    PubMed Central

    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

  5. The Development of a Scientific Motive: How Preschool Science and Home Play Reciprocally Contribute to Science Learning

    NASA Astrophysics Data System (ADS)

    Gomes, Judith; Fleer, Marilyn

    2017-07-01

    There are a growing number of studies that have examined science learning for preschool children. Some research has looked into children's home experiences and some has focused on transition, practices, routines, and traditions in preschool contexts. However, little attention has been directed to the relationship between children's learning experiences at preschool and at home, and how this relationship can assist in the development of science concepts relevant to everyday life. In drawing upon Hedegaard's (Learning and child development, 2002) cultural-historical conception of motives and Vygotsky's (The collected works of L.S. Vygotsky: problems of general psychology, 1987) theory of everyday and scientific concept formation, the study reported in this paper examines one child, Jimmy (4.2 years), and his learning experiences at home and at preschool. Data gathering featured the video recording of 4 weeks of Jimmy's learning in play at home and at preschool (38.5 h), parent questionnaire and interviews, and researcher and family gathered video observations of home play with his parents (3.5 h). Findings show how a scientific motive develops through playful everyday learning moments at home and at preschool when scientific play narratives and resources are aligned. The study contributes to a more nuanced understanding of the science learning of young children and a conception of pedagogy that takes into account the reciprocity of home and school contexts for learning science.

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

    ERIC Educational Resources Information Center

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

    2011-01-01

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

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

    ERIC Educational Resources Information Center

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

    2011-01-01

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

  8. Understanding Influences of Play on Second Language Learning: A Microethnographic View in One Head Start Preschool Classroom

    ERIC Educational Resources Information Center

    Piker, Ruth A.

    2013-01-01

    With dual language learners falling behind their same-age peers at the beginning of kindergarten, understanding how school experiences can enhance language learning is critical. This study demonstrates how play among preschool-aged children can foster English language learning. Using an ethnographic approach, one classroom composed of two teachers…

  9. Humour-related interventions for people with mental illness: a randomized controlled pilot study.

    PubMed

    Rudnick, Abraham; Kohn, Paul M; Edwards, Kim R; Podnar, David; Caird, Sara; Martin, Rod

    2014-08-01

    This study explored the feasibility and effects of humour-related interventions for mentally ill adults. Twelve, randomly assigned, participated in each of 3 arms--stand up comedy training (the experimental arm), discussing comedy videos (the active control arm), and no humour-related intervention (the passive control arm). Quantitative and qualitative data were collected at baseline, end of interventions (3 months) and follow up (after another 3 months). Scale comparisons were largely negative, although self-esteem marginally increased in the experimental arm. Interview responses indicated benefits for the interventions, including improved self-esteem in the experimental arm. These results, though mixed, justify further study.

  10. Does Instructional Approach Matter? How Elaboration Plays a Crucial Role in Multimedia Learning

    ERIC Educational Resources Information Center

    Eysink, Tessa H. S.; de Jong, Ton

    2012-01-01

    This study compared the affordances of 4 multimedia learning environments for specific learning processes. The environments covered the same domain but used different instructional approaches: (a) hypermedia learning, (b) observational learning, (c) self-explanation-based learning, and (d) inquiry learning. Although they all promote an active…

  11. Headspace Theater: An Innovative Method for Experiential Learning of Psychiatric Symptomatology Using Modified Role-Playing and Improvisational Theater Techniques

    ERIC Educational Resources Information Center

    Ballon, Bruce C.; Silver, Ivan; Fidler, Donald

    2007-01-01

    Objective: Headspace Theater has been developed to allow small group learning of psychiatric conditions by creating role-play situations in which participants are placed in a scenario that simulates the experience of the condition. Method: The authors conducted a literature review of role-playing techniques, interactive teaching, and experiential…

  12. Designing Online Role Plays with a Focus on Story Development to Support Engagement and Critical Learning for Higher Education Students

    ERIC Educational Resources Information Center

    Dracup, Mary

    2012-01-01

    Online role plays, as they are designed for use in higher education in Australia and internationally, are active and authentic learning activities (Wills, Leigh & Ip, 2011). In online role plays, students take a character role in developing a story that serves as a metaphor for real-life experience in order to develop a potentially wide range…

  13. Toy Story: what I have learned from playing with toys about the physics of living cells

    NASA Astrophysics Data System (ADS)

    Austin, Robert H.

    2011-02-01

    Yogi Berra once noted that "You can observe a lot just by watching." A similar remark can be made about toys: you can learn a lot of physics by playing with certain children's toys, and given that physics also applies to life, you could hope that it would also be possible to learn about the physics of living cells by close observation of toys, loosely defined. I'll start out with a couple of toys, rubber duckies and something called a soliton machine and discuss insights (or failures) in how "energy" moves in biological molecules. I'll bring back the rubber duckies and a toy suggested by one of the eccentrics known to roam the halls of academia to discuss how this lead to studies how cells move and collective aspects of cell movement. Then I'll talk about mazes and how they lead to experiments on evolution and cancer. Hopefully this broad range of toys will show how indeed "You can observe a lot just by watching" about some of the fundamental physics of living cells.

  14. Comparison of Aqueous Humour Concentration after Single High Dose Versus Multiple Administration of Topical Moxifloxacin in Rabbits

    PubMed Central

    Chopra, Monika; Rehan, H. S.; Gupta, Rachna; Ahmad, F. J.; Tariq, M. D.; Gupta, L. K.

    2014-01-01

    For the prevention of postoperative ocular infections prophylactic topical antibiotics are routinely used. Studies evaluating comparative difference between single dose versus multiple dose administration on aqueous humour concentration of moxifloxacin are lacking. This study compared the aqueous humour concentration of moxifloxacin following its topical administration in rabbit eyes with two dose regimens. Twelve albino rabbits were divided into two groups. In group-1, two drops were administered thrice (total six drops) at 2 min intervals, in both the eyes; in group-2, two drops of moxifloxacin were administered three times a day for three days and also two h before aqueous humour collection i.e. on fourth day. Mean aqueous humour concentrations were calculated and compared using Student's ‘t’ test and P<0.05 was considered significant. Moxifloxacin concentration in aqueous humour in group-1 was 23.79 μg/ml and in group-2 was 42.08 μg/ml. Both dosing regimens produced substantially higher aqueous concentrations than the known minimum inhibitory concentration for most bacteria. Moxifloxacin concentration in aqueous humour with multiple instillations is significantly higher than single instillation (P<0.05), which is adequate to cover ciprofloxacin-resistant gram-negative bacteria. Repeated topical moxifloxacin administration achieved significantly higher aqueous humour concentrations than single administration. PMID:25425764

  15. Comparison of aqueous humour concentration after single high dose versus multiple administration of topical moxifloxacin in rabbits.

    PubMed

    Chopra, Monika; Rehan, H S; Gupta, Rachna; Ahmad, F J; Tariq, M D; Gupta, L K

    2014-09-01

    For the prevention of postoperative ocular infections prophylactic topical antibiotics are routinely used. Studies evaluating comparative difference between single dose versus multiple dose administration on aqueous humour concentration of moxifloxacin are lacking. This study compared the aqueous humour concentration of moxifloxacin following its topical administration in rabbit eyes with two dose regimens. Twelve albino rabbits were divided into two groups. In group-1, two drops were administered thrice (total six drops) at 2 min intervals, in both the eyes; in group-2, two drops of moxifloxacin were administered three times a day for three days and also two h before aqueous humour collection i.e. on fourth day. Mean aqueous humour concentrations were calculated and compared using Student's 't' test and P<0.05 was considered significant. Moxifloxacin concentration in aqueous humour in group-1 was 23.79 μg/ml and in group-2 was 42.08 μg/ml. Both dosing regimens produced substantially higher aqueous concentrations than the known minimum inhibitory concentration for most bacteria. Moxifloxacin concentration in aqueous humour with multiple instillations is significantly higher than single instillation (P<0.05), which is adequate to cover ciprofloxacin-resistant gram-negative bacteria. Repeated topical moxifloxacin administration achieved significantly higher aqueous humour concentrations than single administration.

  16. Evolving toward Laughter in Learning

    ERIC Educational Resources Information Center

    Strean, William B.

    2008-01-01

    Lowman (1995) described the relationship between teacher and student and student engagement as the two most important ingredients in learning in higher education. Humour builds teacher-student connection (Berk, 1998) and engages students in the learning process. The bond between student and teacher is essential for learning, satisfaction, and…

  17. Polymerase chain reaction analysis of aqueous humour samples in necrotising retinitis

    PubMed Central

    Tran, T H C; Rozenberg, F; Cassoux, N; Rao, N A; LeHoang, P; Bodaghi, B

    2003-01-01

    Aim: To evaluate the diagnostic value of polymerase chain reaction (PCR) performed on aqueous humour for the detection of viral DNA in patients with necrotising herpetic retinitis. Methods: The clinical features and laboratory results of 22 patients (29 eyes) presenting with necrotising herpetic retinitis between March 1999 and June 2001 were reviewed retrospectively. Aqueous humour was obtained after anterior chamber paracentesis and PCR was performed in all cases. Results: Viral DNA was detected in the aqueous humour of 19 patients (86.4%). Epstein-Barr virus (EBV) seroconversion was evidenced in one additional patient. In the acute retinal necrosis (ARN) group (n = 19), varicella zoster virus (VZV) DNA was identified in six patients, herpes simplex virus 1 (HSV-1) DNA in two patients, herpes simplex virus 2 (HSV-2) DNA in four patients, and cytomegalovirus (CMV) genome in four patients. In the progressive outer retinal necrosis (PORN) group (n = 3), VZV DNA was detected in all patients. No sample was positive for more than one virus. Conclusions: PCR analysis of aqueous humour in patients with clinical features of necrotising viral retinitis can provide specific aetiological orientation and the method appears to be safe and highly sensitive. PMID:12488268

  18. A Study of Humour and Communicative Intention Following Right Hemisphere Stroke

    ERIC Educational Resources Information Center

    Cheang, Henry S.; Pell, Marc D.

    2006-01-01

    This research provides further data regarding non-literal language comprehension following right hemisphere damage (RHD). To assess the impact of RHD on the processing of non-literal language, ten participants presenting with RHD and ten matched healthy control participants were administered tasks tapping humour appreciation and pragmatic…

  19. Polymerase chain reaction analysis of aqueous humour samples in necrotising retinitis.

    PubMed

    Tran, T H C; Rozenberg, F; Cassoux, N; Rao, N A; LeHoang, P; Bodaghi, B

    2003-01-01

    To evaluate the diagnostic value of polymerase chain reaction (PCR) performed on aqueous humour for the detection of viral DNA in patients with necrotising herpetic retinitis. The clinical features and laboratory results of 22 patients (29 eyes) presenting with necrotising herpetic retinitis between March 1999 and June 2001 were reviewed retrospectively. Aqueous humour was obtained after anterior chamber paracentesis and PCR was performed in all cases. Viral DNA was detected in the aqueous humour of 19 patients (86.4%). Epstein-Barr virus (EBV) seroconversion was evidenced in one additional patient. In the acute retinal necrosis (ARN) group (n = 19), varicella zoster virus (VZV) DNA was identified in six patients, herpes simplex virus 1 (HSV-1) DNA in two patients, herpes simplex virus 2 (HSV-2) DNA in four patients, and cytomegalovirus (CMV) genome in four patients. In the progressive outer retinal necrosis (PORN) group (n = 3), VZV DNA was detected in all patients. No sample was positive for more than one virus. PCR analysis of aqueous humour in patients with clinical features of necrotising viral retinitis can provide specific aetiological orientation and the method appears to be safe and highly sensitive.

  20. The social meaning and function of humour in physiotherapy practice: An ethnography.

    PubMed

    Thomson, Di

    2010-01-01

    An ethnographic study was undertaken over a period of 8 months to explore the social meaning and function of humour in the practice of a team of physiotherapists in a UK National Health Service hospital. Interviews were carried out following the observations to gain the therapists' perspectives in an open critical exploration of assumptions and ideas. The analysis was iterative and followed a systematic recognised ethnographic approach. The findings revealed explicit and implicit meanings of the team's humorous interactions. Explicitly, they appeared light-hearted and enhanced camaraderie but implicitly they demonstrated the team leadership and management skills of the most senior member of the team who had an authoritative influence on the other members, and facilitated this explicit marker of membership. By hiding their concerns in humour, the team members were able to avoid a real confrontation with issues of authority and hierarchy that underscored these activities. Humour, in this instance, was used as a stabilising force to give the team a sense of certainty juxtaposed by the prevailing unpredictability of their daily activities; it was part of their professional culture to allow them to handle stressful situations and to build up a socialisation process. By creating a collective identity, the individual members came to understand the team's underlying philosophy of practice. As a resource, humour was seen to be used as a vehicle of negotiation and a catalyst for change.

  1. Laughing with the Lecturer: The Use of Humour in Shaping University Teaching

    ERIC Educational Resources Information Center

    Tait, Gordon; Lampert, Jo; Bahr, Nan; Bennet, Pepita

    2015-01-01

    This paper addresses the ways in which humour is used by university academics to shape teaching personas. Based upon the work of Mauss and Foucault, and employing semi-structured, in-depth interviews with a range of university teachers, this research suggests that most tertiary teachers deliberately fashion various kinds of teaching persona, which…

  2. The Effects of Coping Humour and Gender on College Adjustment in Turkish Freshmen

    ERIC Educational Resources Information Center

    Oguz-Duran, Nagihan; Yuksel, Asuman

    2010-01-01

    The purpose of this study was to investigate the roles of coping humour and gender in the college adjustment of Turkish freshmen. Considering greater happiness and academic achievement as predictors of initial college adjustment, data were gathered from a sample of 574 students using the Subjective Well-Being Scale (SWS) and the Coping Humour…

  3. Learning Partners: Escribamos! Leamos! Juguemos a las Ciencias! Juguemos a las Matematicas! (Learning Partners: Let's Write! Let's Read! Let's Play Mathematics! Let's Play Science!)

    ERIC Educational Resources Information Center

    Office of Educational Research and Improvement (ED), Washington, DC.

    This Spanish-language document consists of four single-sheet sets of guidelines developed by the Family Involvement Partnership for Learning to assist parents in facilitating their children's elementary school success. The front part of the sheets describes general ways parents can support their children, including modeling writing, reading aloud,…

  4. Fetch, plug, and play: How secondary science instructors use digital learning objects in their classrooms

    NASA Astrophysics Data System (ADS)

    Looser, Theresa A.

    This mixed methods exploratory research study describes how United States science teachers who used digital learning objects in their secondary classrooms implemented them. The types of digital learning objects and frequency of use in addition to instructional strategies used with digital learning objects and instructors' reasons for using them were explored. An online survey and four interviews were conducted with instructors who used digital learning objects in traditional classrooms, and artifacts that included sample digital learning objects and lesson plans that integrate them in classrooms were collected and analyzed. Data from this exploratory research study indicates that digital learning objects shift the focus of education from the instructor to the learner. Participants talked and wrote about students' active engagement in their learning with instructors as facilitators providing scaffolding and support for student learning. Interactive digital learning objects providing immediate feedback opportunities allowed students to control the learning pace, manipulate and extend learning in new ways that are difficult to find in other learning activities. Models and visualizations extended and enriched learning, making abstract concepts more concrete by providing multiple perspectives that provoke learner reflection and restructuring of their knowledge leading to higher levels of learning. Digital learning objects were used to motivate students by gaining their attention, providing relevant content, encouraging learner confidence, and gaining learner satisfaction. This study may benefit secondary instructors by helping them build upon the experiences described by study participants. Results indicate that digital learning objects promoted learner-centered classrooms and exhibited instructional strategies consistent with constructivist learning theory.

  5. Premature return to play and return to learn after a sport-related concussion

    PubMed Central

    Carson, James D.; Lawrence, David W.; Kraft, Sari A.; Garel, Alisha; Snow, Catherine L.; Chatterjee, Ananda; Libfeld, Paula; MacKenzie, Heather M.; Thornton, Jane S.; Moineddin, Rahim; Frémont, Pierre

    2014-01-01

    Abstract Objective To determine what proportion of patients experience an exacerbation of their symptoms as a result of premature return to play (RTP) and return to learn (RTL) following sport-related concussions. Design Retrospective study of electronic medical records from the office-based practice of one family and sport medicine physician who had systematically provided recommendations for cognitive and physical rest based on existing consensus recommendations. Two blinded authors independently reviewed each chart, which included Sport Concussion Assessment Tool (SCAT) and SCAT2 symptom self-report forms to determine whether an athlete had returned to play or learn prematurely. If there was a discrepancy between the 2 reviewers then a third author reviewed the charts. Setting A sport medicine and family practice in Ontario. The physician assessed sport-related concussions after self-referral or referral from other primary care physicians, teams, and schools. Participants A total of 170 charts of 159 patients were assessed for sport-related concussion during a 5-year period (April 2006 to March 2011). All participants were students who were participating in sports at the time of injury. There were 41 concussions in elementary students, 95 concussions in high school students, and 34 concussions in college or university students. Main outcome measures Premature RTP and RTL were defined as chart records documenting the recurrence or worsening of symptoms that accompanied the patients’ RTP or RTL. Measures were compared using the earliest available SCAT forms and self-reporting. Results In 43.5% of concussion cases, the patient returned to sport too soon and in 44.7% of concussion cases, the patient returned to school too soon. Patients with a history of previous concussion required more days of rest before being permitted to participate in any physical activity than those patients without a previous history of concussion. Elementary school students required fewer

  6. Promoting oral care in the preschool child: effects of a playful learning intervention.

    PubMed

    Sigaud, Cecília Helena de Siqueira; Santos, Bruna Rodrigues Dos; Costa, Priscila; Toriyama, Aurea Tamami Minagawa

    2017-01-01

    To compare the number of appropriate behaviors for tooth brushing before and after a playful learning intervention with preschool children. A quasi-experimental, quantitative, before and after study design was conducted in an early childhood educational institution, with children between three and five years of age. The intervention consisted of three meetings with educational activities about tooth brushing, whose outcome was evaluated by means of observation of ten behaviors suitable for tooth brushing. Forty-four children participated in the study. The mean of adequate behaviors was 4.4 before the intervention, and 8.5 after the intervention. A significant increase in the adoption of appropriate behaviors for tooth brushing (p <0.01) was identified. Nurses can enhance oral health promotion actions with preschoolers in preschool institution using playful learning interventions. Comparar o número de comportamentos adequados para a escovação de dentes antes e após uma intervenção educativa lúdica com pré-escolares. Estudo quase-experimental, do tipo antes-depois, com abordagem quantitativa e conduzido em instituição de educação infantil com crianças entre três e cinco anos de idade. A intervenção consistiu em três encontros com atividades educativas lúdicas sobre escovação de dentes, cujo efeito foi avaliado por meio da observação de dez comportamentos adequados para a escovação dos dentes. Participaram do estudo 44 crianças. A média de comportamentos adequados foi de 4,4 antes da intervenção e 8,5 após a mesma. Houve um aumento significativo na adoção de comportamentos adequados para a escovação de dentes (p < 0,01). Por meio de intervenções educativas lúdicas, recomenda-se que os enfermeiros potencializem as ações de promoção da saúde bucal com pré-escolares em instituições de educação infantil.

  7. Distinguishing serious and playful fighting by children with learning disabilities and nondisabled children.

    PubMed

    Nabuzoka, D; Smith, P K

    1999-09-01

    The ability to distinguish serious from playful fighting by two groups of children with learning disabilities (LD) (mean age = 9.3 and 11.8 years) and non-LD children (mean age = 10.1 years) was examined. Children with LD were generally able to make this distinction, with older children being more accurate. However, the performance of children with LD was not as high as that of non-LD children: they used a smaller range of criteria; some criteria were used significantly less; and they were much more likely not to give any reason for the judgements made. On the other hand, the order in frequency of those criteria cited was similar for both non-LD children and children with LD. Physical actions of the participants, and inference about actions and/or intent were the most frequently cited criteria. These findings indicate that although children with LD use fewer social cues, and are less accurate in making judgements about the nature of behavioural episodes, the acquisition of the meaning of particular cues may follow the same sequence as for non-LD children. Possible delays in the social cognitive development of children with LD, and their implications for the social adjustment of these children, are discussed.

  8. Using forum play to prevent abuse in health care organizations: A qualitative study exploring potentials and limitations for learning.

    PubMed

    Brüggemann, A Jelmer; Persson, Alma

    2016-01-01

    Abuse in health care organizations is a pressing issue for caregivers. Forum play, a participatory theater model, has been used among health care staff to learn about and work against abuse. This small-scale qualitative study aims to explore how forum play participants experience the potentials and limitations of forum play as an educational model for continued professional learning at a hospital clinic. Fifteen of 41 members of staff of a Swedish nephrology clinic, primarily nurses, voluntarily participated in either one or two forum play workshops, where they shared experiences and together practiced working against abuse in everyday health care situations. Interviews were conducted after the workshops with 14 of the participants, where they were asked to reflect on their own and others' participation or nonparticipation, and changes in their individual and collective understanding of abuse in health care. Before the workshops, the informants were either hesitant or very enthusiastic toward the drama-oriented form of learning. Afterward, they all agreed that forum play was a very effective way of individual as well as collective learning about abuse in health care. However, they saw little effect on their work at the clinic, primarily understood as a consequence of the fact that many of their colleagues did not take part in the workshops. This study, based on the analysis of forum play efforts at a single hospital clinic, suggests that forum play can be an innovative educational model that creates a space for reflection and learning in health care practices. It might be especially fruitful when a sensitive topic, such as abuse in health care, is the target of change. However, for the effects to reach beyond individual insights and a shared understanding among a small group of participants, strategies to include all members of staff need to be explored.

  9. Learning higher-order generalizations through free play: Evidence from 2- and 3-year-old children.

    PubMed

    Sim, Zi L; Xu, Fei

    2017-04-01

    Constructivist views of cognitive development often converge on 2 key points: (a) the child's goal is to build large conceptual structures for understanding the world, and (b) the child plays an active role in developing these structures. While previous research has demonstrated that young children show a precocious capacity for concept and theory building when they are provided with helpful data within training settings, and that they explore their environment in ways that may promote learning, it remains an open question whether young children are able to build larger conceptual structures using self-generated evidence, a form of active learning. In the current study, we examined whether children can learn high-order generalizations (which form the basis for larger conceptual structures) through free play, and whether they can do so as effectively as when provided with relevant data. Results with 2- and 3-year-old children over 4 experiments indicate robust learning through free play, and generalization performance was comparable between free play and didactic conditions. Therefore, young children's self-directed learning supports the development of higher-order generalizations, laying the foundation for building larger conceptual structures and intuitive theories. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  10. Musical skill in dementia: a violinist presumed to have Alzheimer's disease learns to play a new song.

    PubMed

    Cowles, Anne; Beatty, William W; Nixon, Sara Jo; Lutz, Lanna J; Paulk, Jason; Paulk, Kayla; Ross, Elliott D

    2003-12-01

    Previous studies have described patients with possible or probable Alzheimer's disease (AD) who continued to play familiar songs skillfully, despite their dementias. There are no reports about patients with dementia who successfully learned to play new songs, and two papers describe failures of patients with AD to learn to play a new song although they continued to play familiar songs competently. In the present paper we describe a moderately demented patient (SL) with probable AD who learned to play a song (Cossackaya!) on the violin that was published after the apparent onset of his dementia. He showed modest retention of the song at delays of 0 and 10 minutes. This contrasts with his profound disturbance in both recall and recognition on other anterograde memory tests (word lists, stories, figures, environmental sounds, sounds of musical instruments), and marked impairment on measures of remote memory (famous faces, autobiographical memory). SL showed milder deficits in confrontation naming, verbal fluency and attention, but no dyspraxia or aphasic comprehension deficits. Except for the Block Design test, his visuospatial skills were intact. SL's learning of the new song in the absence of any evidence of episodic memory is reminiscent of patients with temporal lobe amnesia who show better memory for song melody than for lyrics or verse, although his retention was not as good.

  11. Pretend Play: A Natural Path to Learning. Australian Early Childhood Resource Booklets No. 5.

    ERIC Educational Resources Information Center

    Creaser, Barbara

    This resource booklet focuses on the definitions, developmental stages, and the benefits of socio-dramatic play. The booklet deals with the players, shows how adults can support children's play, describes the play environment, and offers some suggestions for development of curriculum based on play. The booklet discusses children's approach to…

  12. Designing and Integrating Purposeful Learning in Game Play: A Systematic Review

    ERIC Educational Resources Information Center

    Ke, Fengfeng

    2016-01-01

    Via a systematic review of the literature on learning games, this article presents a systematic discussion on the design of intrinsic integration of domain-specific learning in game mechanics and game world design. A total of 69 articles ultimately met the inclusion criteria and were coded for the literature synthesis. Exemplary learning games…

  13. Bridging Home and School: Understanding Immigrant Mothers' Cultural Capital and Concerns about Play-Based Learning

    ERIC Educational Resources Information Center

    Yahya, Raudhah

    2016-01-01

    This article explores immigrant mothers' experiences and perspectives on early learning to identify the underlying principles of parents' learning theories and their concerns about pedagogic practices at school. It employs data from interviews with nineteen immigrant mothers that reveal a discord between learning beliefs and practices at home and…

  14. The Role Service-Learning Plays in the Transition from College to Work

    ERIC Educational Resources Information Center

    Starr, Ruth E.

    2013-01-01

    The purpose of this research study was to understand how college graduates used their service-learning experiences while in college to enhance their work lives after graduation. Service learning in higher education is a community-based, reciprocal approach using experiential education theories. Through service-learning activities associated with…

  15. Context-Aware Mobile Role Playing Game for Learning--A Case of Canada and Taiwan

    ERIC Educational Resources Information Center

    Lu, Chris; Chang, Maiga; Kinshuk; Huang, Echo; Chen, Ching-Wen

    2014-01-01

    The research presented in this paper is part of a 5-year renewable national research program in Canada, namely the NSERC/iCORE/Xerox/Markin research chair program that aims to explore possibilities of adaptive mobile learning and to provide learners with a learning environment which facilitates personalized learning at any time and any place. One…

  16. Designing and Integrating Purposeful Learning in Game Play: A Systematic Review

    ERIC Educational Resources Information Center

    Ke, Fengfeng

    2016-01-01

    Via a systematic review of the literature on learning games, this article presents a systematic discussion on the design of intrinsic integration of domain-specific learning in game mechanics and game world design. A total of 69 articles ultimately met the inclusion criteria and were coded for the literature synthesis. Exemplary learning games…

  17. From Play to Thoughtful Learning: A Design Strategy to Engage Children with Mathematical Representations

    ERIC Educational Resources Information Center

    Sedig, Kamran

    2008-01-01

    Many children do not like learning mathematics. They do not find mathematics fun, motivating, and engaging, and they think it is difficult to learn. Computer-based games have the potential and possibility of addressing this problem. This paper proposes a strategy for designing game-based learning environments that takes advantage of the…

  18. Context-Aware Mobile Role Playing Game for Learning--A Case of Canada and Taiwan

    ERIC Educational Resources Information Center

    Lu, Chris; Chang, Maiga; Kinshuk; Huang, Echo; Chen, Ching-Wen

    2014-01-01

    The research presented in this paper is part of a 5-year renewable national research program in Canada, namely the NSERC/iCORE/Xerox/Markin research chair program that aims to explore possibilities of adaptive mobile learning and to provide learners with a learning environment which facilitates personalized learning at any time and any place. One…

  19. Learning about Semi Conductors for Teaching--The Role Played by Content Knowledge in Pedagogical Content Knowledge (PCK) Development

    ERIC Educational Resources Information Center

    Rollnick, Marissa

    2017-01-01

    This study focuses on how teachers learn to teach a new topic and the role played by their developing content knowledge as they teach. The paper is based on seven high school science teachers' studies on the teaching of semiconductors, at the time a new topic in the curriculum. Analysis of artefacts such as teacher concept maps, video recordings…

  20. The Effect of Ability, Achievement, and Number of Plays on Learning from a Simulation Game. Report Number 115.

    ERIC Educational Resources Information Center

    Edwards, Keith J.

    This study examines the effect on learning of repeated plays of the simulation game "Trade and Develop" (T/D). It also examines the effects of students' ability, using a general measure (determined by school tracking procedures) and a specific measure (achievement test in the specific class). The results of the study indicate that, after playing…

  1. "I'm Just Playing iPad": Comparing Prekindergarteners' and Preservice Teachers' Social Interactions While Using Tablets for Learning

    ERIC Educational Resources Information Center

    Moore, Holly Carrell; Adair, Jennifer Keys

    2015-01-01

    In this article we share descriptive findings from two qualitative, grounded theory (Glaser, 1978, 1992, 1998) studies on how two distinct groups of learners--prekindergarteners and preservice teachers in early childhood education coursework--used touch-screen tablets in their playful, discovery-based learning processes. We found similarities…

  2. Outdoor Settings for Playing and Learning: Designing School Grounds to Meet the Needs of the Whole Child and Whole Curriculum.

    ERIC Educational Resources Information Center

    Moore, Robin C.

    1996-01-01

    Presents a list of imaginative design options for optimal outdoor learning as well as intimate contact with nature. Focuses on entrances, pathways, signage and displays, barriers and enclosures, manufactured equipment and play structures, multipurpose game settings, groundcovers and safety surfaces, landforms and topography, trees and vegetation,…

  3. American and Japanese Kindergartners' Meanings of Play through the Use of Photo Elicitation: What Can We Learn from Them?

    ERIC Educational Resources Information Center

    Izumi-Taylor, Satomi; Ito, Yoko

    2016-01-01

    This article describes how American and Japanese kindergartners see play and what teachers can learn from them. The authors share their findings from analyzing photos and interviews from 44 American children in the southeastern United States and 55 Japanese children in the main island of Japan, all aged five to six years. In the study, children…

  4. The Gift of Music. A Successful Method for Learning To Read, Play, and More Deeply Enjoy Music.

    ERIC Educational Resources Information Center

    Geltman, Eve

    This book introduces music reading skills in 21 lessons that focus on the violin but which may be applied to the study of any musical instrument. The lessons are designed for beginning music students and build upon previous lessons in the book. This volume focuses on the violin because of the large number of students presently learning to play it…

  5. The Role of Cultural Artefacts in Play as Tools to Mediate Learning in an Intercultural Preschool Programme

    ERIC Educational Resources Information Center

    Hennig, Kelly; Kirova, Anna

    2012-01-01

    Starting with the research question "What is the role of play as a means of genuine inclusion of home language and cultural traditions in an intercultural early learning programme?", the article focuses on the role of cultural artefacts in a programme in which the majority of the children were refugees from Africa. The sociocultural…

  6. "I'm Just Playing iPad": Comparing Prekindergarteners' and Preservice Teachers' Social Interactions While Using Tablets for Learning

    ERIC Educational Resources Information Center

    Moore, Holly Carrell; Adair, Jennifer Keys

    2015-01-01

    In this article we share descriptive findings from two qualitative, grounded theory (Glaser, 1978, 1992, 1998) studies on how two distinct groups of learners--prekindergarteners and preservice teachers in early childhood education coursework--used touch-screen tablets in their playful, discovery-based learning processes. We found similarities…

  7. Learning in a Massively Multiplayer Online Role Playing Game: The Development of Government Leadership Competencies and Performance Elements

    ERIC Educational Resources Information Center

    Brown, Tammy

    2011-01-01

    The increase of technological capabilities has opened the door to innovations that help people learn. One popular form of training over the past 10 years has been in Serious Game--simulations used for training rather than entertainment. The purpose of the study was to determine whether participants who played a massively multiplayer online role…

  8. Does Linguistic Input Play the Same Role in Language Learning for Children with and without Early Brain Injury?

    ERIC Educational Resources Information Center

    Rowe, Meredith L.; Levine, Susan C.; Fisher, Joan A.; Goldin-Meadow, Susan

    2009-01-01

    Children with unilateral pre- or perinatal brain injury (BI) show remarkable plasticity for language learning. Previous work highlights the important role that lesion characteristics play in explaining individual variation in plasticity in the language development of children with BI. The current study examines whether the linguistic input that…

  9. "Play to Learn": A Case-Study of Parent/Carer and Child Engagement with a Physical Activity Website Resource

    ERIC Educational Resources Information Center

    Hughes, Helen; Fleming, Scott

    2015-01-01

    In 2007, Sport Wales produced guidance for practitioners delivering the new Foundation Phase curriculum for children aged three to seven years. A focus was on physical development and in 2009 a resource entitled "Play to Learn" was developed supported by a website launched in 2011. The present study addresses (non-)engagement with the…

  10. The Role of Cultural Artefacts in Play as Tools to Mediate Learning in an Intercultural Preschool Programme

    ERIC Educational Resources Information Center

    Hennig, Kelly; Kirova, Anna

    2012-01-01

    Starting with the research question "What is the role of play as a means of genuine inclusion of home language and cultural traditions in an intercultural early learning programme?", the article focuses on the role of cultural artefacts in a programme in which the majority of the children were refugees from Africa. The sociocultural…

  11. Outdoor Settings for Playing and Learning: Designing School Grounds to Meet the Needs of the Whole Child and Whole Curriculum.

    ERIC Educational Resources Information Center

    Moore, Robin C.

    1996-01-01

    Presents a list of imaginative design options for optimal outdoor learning as well as intimate contact with nature. Focuses on entrances, pathways, signage and displays, barriers and enclosures, manufactured equipment and play structures, multipurpose game settings, groundcovers and safety surfaces, landforms and topography, trees and vegetation,…

  12. Just Pretending Can Be Really Learning: Children Use Pretend Play as a Source for Acquiring Generic Knowledge

    ERIC Educational Resources Information Center

    Sutherland, Shelbie L.; Friedman, Ori

    2013-01-01

    Children can acquire generic knowledge by sharing in pretend play with more knowledgeable partners. We report 3 experiments in which we investigated how this learning occurs-how children draw generalizations from pretense, and whether they resist doing so for pretense that is unrealistic. In all experiments, preschoolers watched pretend scenarios…

  13. Virginia Standards of Learning (Grades 6 through 12) That Are Covered When Students Attend Live Performances of Shakespeare's Plays.

    ERIC Educational Resources Information Center

    Brookshire, Cathy A.

    This paper outlines Standards of Learning for grades 6-12 students in Virginia that are covered when they attend live performances of William Shakespeare's plays. The paper details separate standards for each grade in English, subdivided into standards which fulfill requirements in Oral Language, Reading/Literature, Writing, and Research, along…

  14. "Play to Learn": A Case-Study of Parent/Carer and Child Engagement with a Physical Activity Website Resource

    ERIC Educational Resources Information Center

    Hughes, Helen; Fleming, Scott

    2015-01-01

    In 2007, Sport Wales produced guidance for practitioners delivering the new Foundation Phase curriculum for children aged three to seven years. A focus was on physical development and in 2009 a resource entitled "Play to Learn" was developed supported by a website launched in 2011. The present study addresses (non-)engagement with the…

  15. Just Pretending Can Be Really Learning: Children Use Pretend Play as a Source for Acquiring Generic Knowledge

    ERIC Educational Resources Information Center

    Sutherland, Shelbie L.; Friedman, Ori

    2013-01-01

    Children can acquire generic knowledge by sharing in pretend play with more knowledgeable partners. We report 3 experiments in which we investigated how this learning occurs-how children draw generalizations from pretense, and whether they resist doing so for pretense that is unrealistic. In all experiments, preschoolers watched pretend scenarios…

  16. Learning in a Massively Multiplayer Online Role Playing Game: The Development of Government Leadership Competencies and Performance Elements

    ERIC Educational Resources Information Center

    Brown, Tammy

    2011-01-01

    The increase of technological capabilities has opened the door to innovations that help people learn. One popular form of training over the past 10 years has been in Serious Game--simulations used for training rather than entertainment. The purpose of the study was to determine whether participants who played a massively multiplayer online role…

  17. Active Learning in the Classroom: The Use of Group Role Plays.

    ERIC Educational Resources Information Center

    Kitzerow, Phyllis

    1990-01-01

    Describes group role-playing activities that have been used to teach about education, criminology, and sex roles. Suggests that role play helps students to absorb and retain many of the insights about the issues involved. (DB)

  18. Learning to Play--Common Concerns for the Visually Impaired Preschool Child.

    ERIC Educational Resources Information Center

    Recchia, Susan L.

    Certain play situations are very difficult for young visually impaired children. This booklet focuses on three areas of play: exploring toys and materials, making transitions from one activity to another, and playing with other children. Through anecdotal descriptions of common situations encountered by caregivers, the booklet discusses why these…

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

    ERIC Educational Resources Information Center

    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…

  20. Interviews with the dead: using meta-life qualitative analysis to validate Hippocrates' theory of humours

    PubMed Central

    Secretion, F; Conjur, G S; Attitude, S P

    1998-01-01

    BACKGROUND: Hippocrates devised his theory of the 4 humours (blood, phlegm, black bile and yellow bile) 24 centuries ago. Since then, medicine has evolved into a complex body of confusing and sometimes contradictory facts. The authors, seeing a need to determine the validity of his theory, hired a psychic. METHODS: The psychic interviewed 4 eminent ancient physicians, including Hippocrates. A randomized double-blind cross-over design was used for this meta-life qualitative analysis. RESULTS: All of the interviewees agreed that the theory of humours is an accurate model to explain disease and personality. INTERPRETATION: Hiring a psychic to conduct after-death interviews with key informants is a useful way to validate scientific theories. PMID:9875254

  1. Playing Games: Do Game Consoles Have a Positive Impact on Girls' Learning Outcomes and Motivation?

    ERIC Educational Resources Information Center

    Kitching, Lucy; Wheeler, Steve

    2013-01-01

    Games based learning is currently a hotly debated topic in education and is a fertile field of study (Holmes, 2011; Abrams, 2009). Many schools are exploring ways in which games can be embedded into the curriculum, to enhance learning through deeper engagement and higher levels of motivation (Miller & Robertson, 2010). This paper explores the…

  2. Seeing How It Sounds: Observation, Imitation, and Improved Learning in Piano Playing

    ERIC Educational Resources Information Center

    Simones, Lilian; Rodger, Matthew; Schroeder, Franziska

    2017-01-01

    This study centers upon a piano learning and teaching environment in which beginners and intermediate piano students (N = 48) learning to perform a specific type of staccato were submitted to three different (group-exclusive) teaching conditions: "audio-only" demonstration of the musical task; observation of the teacher's action…

  3. Playing Smart: A Parent's Guide to Enriching, Offbeat Learning Activities for Ages 4-14.

    ERIC Educational Resources Information Center

    Perry, Susan K.; Espeland, Pamela, Ed.

    Recognizing that children need enrichment at home, this book offers hundreds of unusual ways for kids and parents to spend time together. It also demonstrates the fun people can have while learning, and the learning that goes on while having fun. Using this book as a guide, parents and children can survey new subjects ranging from cultural…

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

    ERIC Educational Resources Information Center

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

    2016-01-01

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

  5. Active Learning through Role Playing: Virtual Babies in a Child Development Course

    ERIC Educational Resources Information Center

    Poling, Devereaux A.; Hupp, Julie M.

    2009-01-01

    The authors designed an active learning project for a child development course in which students apply core concepts to a hypothetical baby they "raise" during the term. Students applied developmental topics to their unique, developing child. The project fostered student learning and enthusiasm for the material. The project's versatility makes it…

  6. Active Learning through Role Playing: Virtual Babies in a Child Development Course

    ERIC Educational Resources Information Center

    Poling, Devereaux A.; Hupp, Julie M.

    2009-01-01

    The authors designed an active learning project for a child development course in which students apply core concepts to a hypothetical baby they "raise" during the term. Students applied developmental topics to their unique, developing child. The project fostered student learning and enthusiasm for the material. The project's versatility makes it…

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

    ERIC Educational Resources Information Center

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

    2016-01-01

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

  8. A Space for Academic Play: Student Learning Journals as Transitional Writing

    ERIC Educational Resources Information Center

    Creme, Phyllis

    2008-01-01

    This article builds on the author's previous research on student learning journals to explore how their use can give students a "space" to engage meaningfully and in their own way with their university work. Drawing on the psychoanalytical concept of transitional space and on notions of narrative, it is argued that the student learning journal can…

  9. Playing Smart: A Parent's Guide to Enriching, Offbeat Learning Activities for Ages 4-14.

    ERIC Educational Resources Information Center

    Perry, Susan K.; Espeland, Pamela, Ed.

    Recognizing that children need enrichment at home, this book offers hundreds of unusual ways for kids and parents to spend time together. It also demonstrates the fun people can have while learning, and the learning that goes on while having fun. Using this book as a guide, parents and children can survey new subjects ranging from cultural…

  10. Theatre as a Tool in the Language Classroom: Let's Play, Motivate and Learn!

    ERIC Educational Resources Information Center

    Davis, Michele S.

    1985-01-01

    Dramatic activities, tasks that unite language learning with bodily movements, voice intonation, emotion, and imagination, may be eased into the traditional classroom structure to enrich and enhance the intellectual aspects of language learning and to motivate students. These activities can be modified to meet the needs and difficulty levels of…

  11. Determination of betaxolol in human aqueous humour by high-performance liquid chromatography with fluorescence detection.

    PubMed

    Dulger, Berrak; Basci, Nursabah E; Sagdic-Yalvac, Ilgaz; Temizer, Aytekin

    2002-05-25

    A reversed-phase high-performance liquid chromatographic method is described for the determination of betaxolol in human aqueous humour. Betaxolol and the internal standard metoprolol were extracted with cyclohexane and separated on a reversed-phase column (Luna C(18), 250 x 4.6 mm, 5 microm) with a mobile phase containing acetonitrile-phosphate buffer (40:60, v/v) at a flow-rate of 0.8 ml/min. The column effluent was monitored with a fluorescence detector at 227 nm (excitation) and 301 nm (emission). The retention times for metoprolol and betaxolol were 3.55 and 5.63 min, respectively. The recovery from aqueous humour was found to be 71.6% for betaxolol at 1.25 microg/ml. The within-day and day-to-day accuracy values were in the range of 96.17-105.2% for betaxolol at 0.1, 4 and 12 microg/ml (n=6), within-day and day-to-day precision values were less than 10% for betaxolol at the concentrations given above. The detection limit corresponding to the signal-to-noise ratio of 3:1 was 15 ng/ml. The presented method was suitable for measuring betaxolol levels in human aqueous humour samples obtained from patients after topical administration.

  12. MicroRNA signatures in vitreous humour and plasma of patients with exudative AMD

    PubMed Central

    Ménard, Catherine; Rezende, Flavio A.; Miloudi, Khalil; Wilson, Ariel; Tétreault, Nicolas; Hardy, Pierre; SanGiovanni, John Paul; De Guire, Vincent; Sapieha, Przemyslaw

    2016-01-01

    Age-related macular degeneration (AMD) is a leading cause of blindness worldwide affecting individuals over the age of 50. The neovascular form (NV AMD) is characterized by choroidal neovascularization (CNV) and responsible for the majority of central vision impairment. Using non-biased microRNA arrays and individual TaqMan qPCRs, we profiled miRNAs in the vitreous humour and plasma of patients with NV AMD. We identified a disease-associated increase in miR-146a and a decrease in miR-106b and miR-152 in the vitreous humour which was reproducible in plasma. Moreover, miR-146a/miR-106b ratios discriminated patients with NV AMD with an area under the Receiver Operating Characteristic curve (ROC AUC) of 0,977 in vitreous humour and 0,915 in plasma suggesting potential for a blood-based diagnostic. Furthermore, using the AMD Gene Consortium (AGC) we mapped a NV AMD-associated SNP (rs1063320) in a binding site for miR-152-3p in the HLA-G gene. The relationship between our detected miRNAs and NV AMD related genes was also investigated using gene sets derived from the Ingenuity Pathway Analysis (IPA). To our knowledge, our study is the first to correlate vitreal and plasma miRNA signatures with NV AMD, highlighting potential future worth as biomarkers and providing insight on NV AMD pathogenesis. PMID:27015561

  13. Using humour as an extrinsic source of emotion regulation in young and older adults.

    PubMed

    Harm, Jonathan; Vieillard, Sandrine; Didierjean, André

    2014-10-01

    It has been suggested that intrinsic abilities for regulating emotions remain stable or improve with ageing, but, to date, no studies have examined age-related differences in extrinsic emotion regulation. Since humour has been found to be an effective form of emotion regulation, we used a paradigm similar to that of Strick and colleagues (2009) with two objectives: to compare extrinsic humorous emotion regulation in young and older adults and to test whether the potential beneficial effect of humour on negative emotion is better explained by the cognitive distraction hypothesis or by the positive affect elicitation hypothesis. To this end, neutral, moderately, and strongly negative pictures followed by humorous, simply positive, or weird cartoons, controlled for both their funniness and cognitive demands, were presented to 26 young and 25 older adults with the instruction to report their negative feelings. When induced to feel moderately negative emotions, both young and older adults reported a lower negative feeling after viewing the humorous cartoons than after the other ones. This indicates that the extrinsic humorous emotion regulation skill remains stable with ageing and suggests that the beneficial effect of humour on emotional feeling cannot be seen as a purely cognitive distraction.

  14. Cocaine postmortem distribution in three brain structures: a comparison with whole blood and vitreous humour.

    PubMed

    Carvalho, Virginia M; Fukushima, André R; Fontes, Luiz R; Fuzinato, Daniela V; Florio, Jorge C; Chasin, Alice A M

    2013-04-01

    The presence of cocaine (COC) in fluids or tissues does not prove that death was due to drug consumption and the interpretation of postmortem concentrations is more complex than attempts at making such correlations in the living. The purpose of this study was to investigate the distribution of cocaine and its metabolite benzoylecgonine in brain and compare with whole blood and vitreous humour. The distribution in three brain structures (prefrontal cortex, basal ganglia and cerebellum) was homogeneous. There is a strong correlation for cocaine concentrations between vitreous humour and brain, vitreous humour and whole blood, and whole blood and brain in overdose cases. In addition, the comparison of COC/benzoylecgonine (BE) ratios in different experimental specimens proved to be more appropriate for evaluating cocaine-related death than individual drug values. These findings suggest that the comparison of cocaine levels in different compartments is essential to assess the cause of death. Copyright © 2012 Elsevier Ltd and Faculty of Forensic and Legal Medicine. All rights reserved.

  15. Pedagogical Play Types: What Do They Suggest for Learning about Sustainability in Early Childhood Education?

    ERIC Educational Resources Information Center

    Edwards, Susan; Cutter-Mackenzie, Amy

    2013-01-01

    Sustainability education is increasingly understood as necessary for young children. An important aspect of early childhood sustainability education is associated with how best to integrate the conceptual basis of sustainability education with existing play-based pedagogies. Play-based pedagogies can be understood as occurring along a continuum,…

  16. Inclusion, Responsibility, and Fair Play Can Also Be Learned Outside the Classroom.

    ERIC Educational Resources Information Center

    Gallegos, Ken

    1998-01-01

    Appalled at a half-dozen fifth-graders' exclusionary and unsportsmanlike behavior on a new basketball court, a resourceful principal intervened next recess to pick teams and set rules. Everyone was allowed to play. Arguing, teasing, and intimidation resulted in benching. Eventually, about 40 children of both sexes and all sizes were playing in two…

  17. Online Role-Plays: Combining Situational and Interactional Authenticity in Foreign Language Learning

    ERIC Educational Resources Information Center

    Correia Martins, Maria de Lurdes; Moreira, Gillian; Moreira, António

    2013-01-01

    Role-plays have been almost ubiquitous in foreign language classes and their potential has been widely recognised. In the last decade, the dissemination of Web 2.0 has created a wide range of possibilities for this type of activity, including conducting online role-plays between institutions, the opportunity to combine synchronous and asynchronous…

  18. What Can Students Learn in an Extended Role-Play Simulation on Technology and Society?

    ERIC Educational Resources Information Center

    Loui, Michael C.

    2009-01-01

    In a small course on technology and society, students participated in an extended role-play simulation for two weeks. Each student played a different adult character in a fictional community, which faces technological decisions in three scenarios set in the near future. The three scenarios involved stem cell research, nanotechnology, and privacy.…

  19. What Can Students Learn in an Extended Role-Play Simulation on Technology and Society?

    ERIC Educational Resources Information Center

    Loui, Michael C.

    2009-01-01

    In a small course on technology and society, students participated in an extended role-play simulation for two weeks. Each student played a different adult character in a fictional community, which faces technological decisions in three scenarios set in the near future. The three scenarios involved stem cell research, nanotechnology, and privacy.…

  20. Pedagogical Play Types: What Do They Suggest for Learning about Sustainability in Early Childhood Education?

    ERIC Educational Resources Information Center

    Edwards, Susan; Cutter-Mackenzie, Amy

    2013-01-01

    Sustainability education is increasingly understood as necessary for young children. An important aspect of early childhood sustainability education is associated with how best to integrate the conceptual basis of sustainability education with existing play-based pedagogies. Play-based pedagogies can be understood as occurring along a continuum,…

  1. Learning How to Play Ball: Applying Sabermetric Thinking to Benchmarking in Higher Education

    ERIC Educational Resources Information Center

    Levy, Gary D.

    2012-01-01

    Although the notion is certainly cliched, baseball often serves as an excellent metaphor for life. Some of the methodologies currently being used to measure, evaluate, manage, and even play baseball may serve as references for ways that higher education may be measured, evaluated, managed, and played. This chapter proposes and presents…

  2. Learning by Doing in Leadership Education: Experiencing Followership and Effective Leadership Communication through Role-Play

    ERIC Educational Resources Information Center

    Tabak, Filiz; Lebron, Mariana

    2017-01-01

    This paper describes the implementation of a role-play exercise to illustrate the influence of followership styles and effective communication on leader-follower relationship formation and development. We provide the pedagogical theory and evidence behind using role-plays in classroom settings, followed by a literature review pertaining to…

  3. Friedrich Froebel's Gifts: Connecting the Spiritual and Aesthetic to the Real World of Play and Learning

    ERIC Educational Resources Information Center

    Provenzo, Eugene F., Jr.

    2009-01-01

    Friedrich Froebel, the German educator and founder of the Kindergarten Movement, developed a series of play materials including geometric building blocks and pattern activity blocks designed to teach children about forms and relationships found in nature. Froebel's notions about using activity and play in preschool education complement many…

  4. Playing for Identity: Cricket, Social Positioning and Shared Learning in Italian Public Parks

    ERIC Educational Resources Information Center

    Zoletto, Davide

    2012-01-01

    This study focuses on the ways in which a cultural practice such as playing cricket in public might contribute to structuring the identity of young immigrants in Italy, and on the role that the practice of cricket in Italian public parks might play in intercultural educational projects which aim to foster cross-cultural interactions in non-formal…

  5. Playing for Identity: Cricket, Social Positioning and Shared Learning in Italian Public Parks

    ERIC Educational Resources Information Center

    Zoletto, Davide

    2012-01-01

    This study focuses on the ways in which a cultural practice such as playing cricket in public might contribute to structuring the identity of young immigrants in Italy, and on the role that the practice of cricket in Italian public parks might play in intercultural educational projects which aim to foster cross-cultural interactions in non-formal…

  6. Learning How to Play Ball: Applying Sabermetric Thinking to Benchmarking in Higher Education

    ERIC Educational Resources Information Center

    Levy, Gary D.

    2012-01-01

    Although the notion is certainly cliched, baseball often serves as an excellent metaphor for life. Some of the methodologies currently being used to measure, evaluate, manage, and even play baseball may serve as references for ways that higher education may be measured, evaluated, managed, and played. This chapter proposes and presents…

  7. Play along: effects of music and social interaction on word learning.

    PubMed

    Verga, Laura; Bigand, Emmanuel; Kotz, Sonja A

    2015-01-01

    Learning new words is an increasingly common necessity in everyday life. External factors, among which music and social interaction are particularly debated, are claimed to facilitate this task. Due to their influence on the learner's temporal behavior, these stimuli are able to drive the learner's attention to the correct referent of new words at the correct point in time. However, do music and social interaction impact learning behavior in the same way? The current study aims to answer this question. Native German speakers (N = 80) were requested to learn new words (pseudo-words) during a contextual learning game. This learning task was performed alone with a computer or with a partner, with or without music. Results showed that music and social interaction had a different impact on the learner's behavior: Participants tended to temporally coordinate their behavior more with a partner than with music, and in both cases more than with a computer. However, when both music and social interaction were present, this temporal coordination was hindered. These results suggest that while music and social interaction do influence participants' learning behavior, they have a different impact. Moreover, impaired behavior when both music and a partner are present suggests that different mechanisms are employed to coordinate with the two types of stimuli. Whether one or the other approach is more efficient for word learning, however, is a question still requiring further investigation, as no differences were observed between conditions in a retrieval phase, which took place immediately after the learning session. This study contributes to the literature on word learning in adults by investigating two possible facilitating factors, and has important implications for situations such as music therapy, in which music and social interaction are present at the same time.

  8. Play along: effects of music and social interaction on word learning

    PubMed Central

    Verga, Laura; Bigand, Emmanuel; Kotz, Sonja A.

    2015-01-01

    Learning new words is an increasingly common necessity in everyday life. External factors, among which music and social interaction are particularly debated, are claimed to facilitate this task. Due to their influence on the learner’s temporal behavior, these stimuli are able to drive the learner’s attention to the correct referent of new words at the correct point in time. However, do music and social interaction impact learning behavior in the same way? The current study aims to answer this question. Native German speakers (N = 80) were requested to learn new words (pseudo-words) during a contextual learning game. This learning task was performed alone with a computer or with a partner, with or without music. Results showed that music and social interaction had a different impact on the learner’s behavior: Participants tended to temporally coordinate their behavior more with a partner than with music, and in both cases more than with a computer. However, when both music and social interaction were present, this temporal coordination was hindered. These results suggest that while music and social interaction do influence participants’ learning behavior, they have a different impact. Moreover, impaired behavior when both music and a partner are present suggests that different mechanisms are employed to coordinate with the two types of stimuli. Whether one or the other approach is more efficient for word learning, however, is a question still requiring further investigation, as no differences were observed between conditions in a retrieval phase, which took place immediately after the learning session. This study contributes to the literature on word learning in adults by investigating two possible facilitating factors, and has important implications for situations such as music therapy, in which music and social interaction are present at the same time. PMID:26388818

  9. Investigating the Roles of Perceived Playfulness, Resistance to Change and Self-Management of Learning in Mobile English Learning Outcome

    ERIC Educational Resources Information Center

    Huang, Rui-Ting; Jang, Syh-Jong; Machtmes, Krisanna; Deggs, David

    2012-01-01

    Although there is a growing interest in mobile learning, there are limited studies that focus on student knowledge acquisition. As applications and usages of mobile technology have become more and more accepted, it is important and meaningful that researchers and practitioners of mobile learning understand the potential factors that could…

  10. Investigating the Roles of Perceived Playfulness, Resistance to Change and Self-Management of Learning in Mobile English Learning Outcome

    ERIC Educational Resources Information Center

    Huang, Rui-Ting; Jang, Syh-Jong; Machtmes, Krisanna; Deggs, David

    2012-01-01

    Although there is a growing interest in mobile learning, there are limited studies that focus on student knowledge acquisition. As applications and usages of mobile technology have become more and more accepted, it is important and meaningful that researchers and practitioners of mobile learning understand the potential factors that could…

  11. Leveling the playing field: Grounding learning with embedded simulations in geoscience.

    PubMed

    Jaeger, Allison J; Wiley, Jennifer; Moher, Thomas

    2016-01-01

    Although desktop simulations can be useful in representing scientific phenomena during inquiry activities, they do not allow students to embody or contextualize the spatial aspects of those phenomena. One learning technology that does attempt to combine embodiment and grounded experience to support learning in science is Embedded Phenomena. The objective of this research was to investigate the effectiveness of a classroom-based Embedded Phenomena activity for learning in geoscience, and to investigate whether individual differences in spatial skills had an impact on the effectiveness. The simulated scientific phenomenon was earthquakes, and 44 fifth grade (10-year old) students learned from a unit containing both content instruction and simulations. In the embedded condition, 15 earthquake events were simulated within the classroom space and students enacted the computation of epicenters with strings and their bodies. Students in the non-embedded condition received the same content instruction and did the same activities, but the epicenter computations were done with maps instead of with students' bodies. Students in the embedded condition showed greater learning gains overall. Further, the Embedded Phenomena activity attenuated the effect of individual differences in spatial skills on learning in science such that low spatial individuals performed as well as high spatial individuals in the embedded condition.

  12. Low-status monkeys "play dumb" when learning in mixed social groups.

    PubMed

    Drea, C M; Wallen, K

    1999-10-26

    Many primates, including humans, live in complex hierarchical societies where social context and status affect daily life. Nevertheless, primate learning studies typically test single animals in limited laboratory settings where the important effects of social interactions and relationships cannot be studied. To investigate the impact of sociality on associative learning, we compared the individual performances of group-tested rhesus monkeys (Macaca mulatta) across various social contexts. We used a traditional discrimination paradigm that measures an animal's ability to form associations between cues and the obtaining of food in choice situations; but we adapted the task for group testing. After training a 55-member colony to separate on command into two subgroups, composed of either high- or low-status families, we exposed animals to two color discrimination problems, one with all monkeys present (combined condition), the other in their "dominant" and "subordinate" cohorts (split condition). Next, we manipulated learning history by testing animals on the same problems, but with the social contexts reversed. Monkeys from dominant families excelled in all conditions, but subordinates performed well in the split condition only, regardless of learning history. Subordinate animals had learned the associations, but expressed their knowledge only when segregated from higher-ranking animals. Because aggressive behavior was rare, performance deficits probably reflected voluntary inhibition. This experimental evidence of rank-related, social modulation of performance calls for greater consideration of social factors when assessing learning and may also have relevance for the evaluation of human scholastic achievement.

  13. Direct measurement of pressure-independent aqueous humour flow using iPerfusion.

    PubMed

    Madekurozwa, Michael; Reina-Torres, Ester; Overby, Darryl R; Sherwood, Joseph M

    2017-09-01

    Reduction of intraocular pressure is the sole therapeutic target for glaucoma. Intraocular pressure is determined by the dynamics of aqueous humour secretion and outflow, which comprise several pressure-dependent and pressure-independent mechanisms. Accurately quantifying the components of aqueous humour dynamics is essential in understanding the pathology of glaucoma and the development of new treatments. To better characterise aqueous humour dynamics, we propose a method to directly measure pressure-independent aqueous humour flow. Using the iPerfusion system, we directly measure the flow into the eye when the pressure drop across the pressure-dependent pathways is eliminated. Using this approach we address i) the magnitude of pressure-independent flow in ex vivo eyes, ii) whether we can accurately measure an artificially imposed pressure-independent flow, and iii) whether the presence of a pressure-independent flow affects our ability to measure outflow facility. These studies are conducted in mice, which are a common animal model for aqueous humour dynamics. In eyes perfused with a single cannula, the average pressure-independent flow was 1 [-3, 5] nl/min (mean [95% confidence interval]) (N = 6). Paired ex vivo eyes were then cannulated with two needles, connecting the eye to both iPerfusion and a syringe pump, which was used to impose a known pressure-independent flow of 120 nl/min into the experimental eye only. The measured pressure-independent flow was then 121 [117, 125] nl/min (N = 7), indicating that the method could measure pressure-independent flow with high accuracy. Finally, we showed that the artificially imposed pressure-independent flow did not affect our ability to measure facility, provided that the pressure-dependence of facility and the true pressure-independent flow were accounted for. The present study provides a robust method for measurement of pressure-independent flow, and demonstrates the importance of accurately quantifying this

  14. Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms

    PubMed Central

    Zhang, Yongjun; Song, Hongwen; Liu, Xiaoming; Tang, Dinghong; Chen, Yue-e; Zhang, Xiaochu

    2017-01-01

    Massive Multiple Online Role-Playing Games (MMORPGs) have increased in popularity among children, juveniles, and adults since MMORPGs’ appearance in this digital age. MMORPGs can be applied to enhancing language learning, which is drawing researchers’ attention from different fields and many studies have validated MMORPGs’ positive effect on language learning. However, there are few studies on the underlying behavioral or neural mechanism of such effect. This paper reviews the educational application of the MMORPGs based on relevant macroscopic and microscopic studies, showing that gamers’ overall language proficiency or some specific language skills can be enhanced by real-time online interaction with peers and game narratives or instructions embedded in the MMORPGs. Mechanisms underlying the educational assistant role of MMORPGs in second language learning are discussed from both behavioral and neural perspectives. We suggest that attentional bias makes gamers/learners allocate more cognitive resources toward task-related stimuli in a controlled or an automatic way. Moreover, with a moderating role played by activation of reward circuit, playing the MMORPGs may strengthen or increase functional connectivity from seed regions such as left anterior insular/frontal operculum (AI/FO) and visual word form area to other language-related brain areas. PMID:28303097

  15. Language Learning Enhanced by Massive Multiple Online Role-Playing Games (MMORPGs) and the Underlying Behavioral and Neural Mechanisms.

    PubMed

    Zhang, Yongjun; Song, Hongwen; Liu, Xiaoming; Tang, Dinghong; Chen, Yue-E; Zhang, Xiaochu

    2017-01-01

    Massive Multiple Online Role-Playing Games (MMORPGs) have increased in popularity among children, juveniles, and adults since MMORPGs' appearance in this digital age. MMORPGs can be applied to enhancing language learning, which is drawing researchers' attention from different fields and many studies have validated MMORPGs' positive effect on language learning. However, there are few studies on the underlying behavioral or neural mechanism of such effect. This paper reviews the educational application of the MMORPGs based on relevant macroscopic and microscopic studies, showing that gamers' overall language proficiency or some specific language skills can be enhanced by real-time online interaction with peers and game narratives or instructions embedded in the MMORPGs. Mechanisms underlying the educational assistant role of MMORPGs in second language learning are discussed from both behavioral and neural perspectives. We suggest that attentional bias makes gamers/learners allocate more cognitive resources toward task-related stimuli in a controlled or an automatic way. Moreover, with a moderating role played by activation of reward circuit, playing the MMORPGs may strengthen or increase functional connectivity from seed regions such as left anterior insular/frontal operculum (AI/FO) and visual word form area to other language-related brain areas.

  16. Clay Play

    ERIC Educational Resources Information Center

    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. Clay Play

    ERIC Educational Resources Information Center

    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…

  18. On play and playing.

    PubMed

    Rudan, Dusko

    2013-12-01

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

  19. Development of a Computer-Based Visualised Quantitative Learning System for Playing Violin Vibrato

    ERIC Educational Resources Information Center

    Ho, Tracy Kwei-Liang; Lin, Huann-shyang; Chen, Ching-Kong; Tsai, Jih-Long

    2015-01-01

    Traditional methods of teaching music are largely subjective, with the lack of objectivity being particularly challenging for violin students learning vibrato because of the existence of conflicting theories. By using a computer-based analysis method, this study found that maintaining temporal coincidence between the intensity peak and the target…

  20. More than a Game: Learning about Climate Change through Role-Play

    ERIC Educational Resources Information Center

    Paschall, Melissa; Wustenhagen, Rolf

    2012-01-01

    Educating management students on the connections between business and climate change is essential both to their careers and to society's ability to solve the climate challenge. To impart deep and lasting learning on this topic, the authors developed a multischool negotiation simulation that is unique in its intensiveness, cross-sector design, and…

  1. There Is Space to Play! Mexican American Children of Immigrants Learning With(in) Cherry Orchards

    ERIC Educational Resources Information Center

    Morales, María Isabel

    2016-01-01

    While some children spend their summers in camps or other recreational activities, many children of immigrants in Washington state spend them picking cherries and learning with(in) orchards. Children's experiences consist of multiple narratives demonstrating that children's lives are complicated, yet full of possibilities for teaching and…

  2. Language Policies in Play: Learning Ecologies in Multilingual Preschool Interactions among Peers and Teachers

    ERIC Educational Resources Information Center

    Cekaite, Asta; Evaldsson, Ann-Carita

    2017-01-01

    In this study we argue that a focus on language learning ecologies, that is, situations for participation in various communicative practices, can shed light on the intricate processes through which minority children develop or are constrained from acquiring cultural and linguistic competencies (here, of a majority language). The analysis draws on…

  3. "You Play on Them. They're Active." Enhancing the Mathematics Learning of Reluctant Teenage Students

    ERIC Educational Resources Information Center

    Calder, Nigel; Campbell, Anthony

    2015-01-01

    This paper reports on a research project that examined the beliefs and attitudes of reluctant 16 to 18-year-old learners when using apps in their numeracy and literacy programmes. In particular, it considers the students' change of attitude towards numeracy learning. The data were consistent that the use of apps in the numeracy programme was…

  4. Children's Voices and Positive Affective Outcomes Regarding Play-Based Language Learning

    ERIC Educational Resources Information Center

    Cheep-Aranai, Rin; Wasanasomsithi, Punchalee

    2016-01-01

    Learner-centeredness is a consistent theme in the field of education. Yet, the perspectives of young learners are still barely considered. Lightbown and Spada (2013) have pointed out that even though young children have not developed cognitive maturity and the metalinguistic awareness of adolescents or adults, they learn a language without any…

  5. Mind Boggling! Considering the Possibilities of Brain Gym in Learning to Play an Instrument

    ERIC Educational Resources Information Center

    Moore, Hilary; Hibbert, Fiona

    2005-01-01

    This paper is one of the first presentations of research into brain gym's effectiveness in learning musical instruments. Brain gym (or Edu-K) is the popular, over-arching name for a system of exercises, approaches, and techniques intended to improve mental and physical performance. We explain the basic concepts and activities of brain gym and…

  6. Collaboration through Role Play among Graduate Students in Educational Leadership in Distance Learning

    ERIC Educational Resources Information Center

    Howard, Barbara B.; McClannon, Terry W.; Wallace, Paul R.

    2014-01-01

    This project addresses the challenge of preparing educational leaders for future roles in administration in K-12 schools. Through a project-based learning scenario set in a 3-D virtual world, graduate students in school administration and instructional technology worked together in simulated school teams to develop proposals for integrating…

  7. Effects of Constructing versus Playing an Educational Game on Student Motivation and Deep Learning Strategy Use

    ERIC Educational Resources Information Center

    Vos, Nienke; van der Meijden, Henny; Denessen, Eddie

    2011-01-01

    In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128) constructed their own memory "drag and…

  8. There Is Space to Play! Mexican American Children of Immigrants Learning With(in) Cherry Orchards

    ERIC Educational Resources Information Center

    Morales, María Isabel

    2016-01-01

    While some children spend their summers in camps or other recreational activities, many children of immigrants in Washington state spend them picking cherries and learning with(in) orchards. Children's experiences consist of multiple narratives demonstrating that children's lives are complicated, yet full of possibilities for teaching and…

  9. Learning to Play the Drum: An Experiential Exercise for Management Students

    ERIC Educational Resources Information Center

    Moore, Sarah; Ryan, Annmarie

    2006-01-01

    This paper proposes that introducing musical/percussion activities to university classrooms represents an opportunity for innovative teaching that could create positive experiences replete with learning potential. An analysis of 17 students' written reactions to a "drumming circle" activity demonstrates that the experience created a positive,…

  10. Kindergarten Children Demonstrating Numeracy Concepts through Drawings and Explanations: Intentional Teaching within Play-Based Learning

    ERIC Educational Resources Information Center

    Chigeza, Philemon; Sorin, Reesa

    2016-01-01

    Using both child-guided and adult-guided learning, Intentional Teaching in the early years can be a powerful tool for enhancing young children's numeracy skills. As Epstein (2009) notes, this can include providing "opportunities for children to represent things by drawing, building and moving" (p. 47). This paper investigates how…

  11. Learn and Play in the Garden: Games, Crafts, and Activities for Children.

    ERIC Educational Resources Information Center

    Herd, Meg

    This book features activities, games, and crafts about gardening for children aged 6 to 12. The organization of the book is based on the seasons and the activities emphasize learning through fun. The spring section includes: (1) "Creating Your Own Vegetable Garden"; (2) "Safe Spraying"; (3) "What to Grow"; (4)…

  12. Playing the Game of School Mathematics: Being Explicit for Indigenous Learners and Access to Learning

    ERIC Educational Resources Information Center

    Jorgensen, Robyn

    2016-01-01

    Drawing on studies of successful remote schools in one region of Australia, it was found that two key strategies were common in the approaches at these schools. First, to make the strategies and expectations being adopted explicit to all those involved in the learning enterprise, and second, that consistency in approaches was crucial. Bourdieu's…

  13. Learn and Play in the Garden: Games, Crafts, and Activities for Children.

    ERIC Educational Resources Information Center

    Herd, Meg

    This book features activities, games, and crafts about gardening for children aged 6 to 12. The organization of the book is based on the seasons and the activities emphasize learning through fun. The spring section includes: (1) "Creating Your Own Vegetable Garden"; (2) "Safe Spraying"; (3) "What to Grow"; (4)…

  14. Playing and Learning: An iPad Game Development & Implementation Case Study

    ERIC Educational Resources Information Center

    Jenson, Jennifer; de Castell, Suzanne; Muehrer, Rachel; McLaughlin-Jenkins, Erin

    2016-01-01

    There is a great deal of enthusiasm for the use of games in formal educational contexts; however, there is a notable and problematic lack of studies that make use of replicable study designs to empirically link games to learning (Young, et al., 2012). This paper documents the iterative design and development of an educationally focused game,…

  15. Development of a Computer-Based Visualised Quantitative Learning System for Playing Violin Vibrato

    ERIC Educational Resources Information Center

    Ho, Tracy Kwei-Liang; Lin, Huann-shyang; Chen, Ching-Kong; Tsai, Jih-Long

    2015-01-01

    Traditional methods of teaching music are largely subjective, with the lack of objectivity being particularly challenging for violin students learning vibrato because of the existence of conflicting theories. By using a computer-based analysis method, this study found that maintaining temporal coincidence between the intensity peak and the target…

  16. The Effect of Playing a Persuasive Game on Attitude and Affective Learning

    ERIC Educational Resources Information Center

    Ruggiero, Dana

    2013-01-01

    To investigate whether a persuasive game may serve as a way to change attitude towards the homeless and increase affective learning, this study examined, experimentally, the effects of persuasive rhetoric and ethos in a video game designed to put the player in the shoes of an almost-homeless person for thirty days. Data were collected from 5139…

  17. Teaching Psychosomatic Medicine Using Problem-Based Learning and Role-Playing

    ERIC Educational Resources Information Center

    Heru, Alison M.

    2011-01-01

    Objective: Problem-based learning (PBL) has been implemented in medical education world-wide. Despite its popularity, it has not been generally considered useful for residency programs. The author presents a model for the implementation of PBL in residency programs. Method: The author presents a description of a PBL curriculum for teaching…

  18. Thematic Analysis of the "Games" Students Play in Asynchronous Learning Environments

    ERIC Educational Resources Information Center

    MacMillan, Thalia; Forte, Michele; Grant, Cynthia

    2014-01-01

    The dynamics of the student-student relationship within the asynchronous online classroom, as evidenced by conversations in an online discussion board, is a balancing act potentially more complex than those occurring in real-time. In order for learning to truly be considered effective, a collaborative, safe environment needs to exist among…

  19. Play Me a Picture: Paint Me a Song--Integrating Music Learning with Visual Art

    ERIC Educational Resources Information Center

    Cosenza, Glenda

    2006-01-01

    The article presents activities that tap into elementary and middle school children's multiple ways of knowing by having them visually express impressions and thoughts about music, and conversely, express their impressions of visual art by creating music. Because most children learn through both visual and auditory senses, they may foster deeper…

  20. Spirituality Expressed in Creative Learning: Young Children's Imagining Play as Space for Mediating Their Spirituality

    ERIC Educational Resources Information Center

    Goodliff, Gill

    2013-01-01

    Historically underpinning principles of the English curriculum framework for children from birth to five years explicitly acknowledged a spiritual dimension to children's uniqueness and well-being. Yet spirituality receives scant reference in the discourse of creative learning and teaching. This paper considers the relationship of spirituality to…

  1. Collaborating with Users to Design Learning Spaces: Playing Nicely in the Sandbox

    ERIC Educational Resources Information Center

    Weaver, Barbara

    2009-01-01

    What should a campus do when it needs more learning spaces but can't construct new buildings? Dr. Benjamin Sill's first task when he became the director of Clemson University's general engineering program was to find space for classrooms and for the advising program. His search ended in the old YMCA building (Holtzendorff Hall), where space was…

  2. Effects of Constructing versus Playing an Educational Game on Student Motivation and Deep Learning Strategy Use

    ERIC Educational Resources Information Center

    Vos, Nienke; van der Meijden, Henny; Denessen, Eddie

    2011-01-01

    In this study the effects of two different interactive learning tasks, in which simple games were included were described with respect to student motivation and deep strategy use. The research involved 235 students from four elementary schools in The Netherlands. One group of students (N = 128) constructed their own memory "drag and…

  3. Playing the Game of School Mathematics: Being Explicit for Indigenous Learners and Access to Learning

    ERIC Educational Resources Information Center

    Jorgensen, Robyn

    2016-01-01

    Drawing on studies of successful remote schools in one region of Australia, it was found that two key strategies were common in the approaches at these schools. First, to make the strategies and expectations being adopted explicit to all those involved in the learning enterprise, and second, that consistency in approaches was crucial. Bourdieu's…

  4. Mind Boggling! Considering the Possibilities of Brain Gym in Learning to Play an Instrument

    ERIC Educational Resources Information Center

    Moore, Hilary; Hibbert, Fiona

    2005-01-01

    This paper is one of the first presentations of research into brain gym's effectiveness in learning musical instruments. Brain gym (or Edu-K) is the popular, over-arching name for a system of exercises, approaches, and techniques intended to improve mental and physical performance. We explain the basic concepts and activities of brain gym and…

  5. More than Child's Play: Games Have Potential Learning and Assessment Tools

    ERIC Educational Resources Information Center

    Phillips, Vicki; Popovic, Zoran

    2012-01-01

    There is increasing evidence that games provide good learning environments, particularly in their ability to drive tenacity and intrinsic motivation, two key characteristics needed for student success. Advancing technology now enables games to also serve as assessments with real-time data that gives teachers the ability to have immediate…

  6. Collaborating with Users to Design Learning Spaces: Playing Nicely in the Sandbox

    ERIC Educational Resources Information Center

    Weaver, Barbara

    2009-01-01

    What should a campus do when it needs more learning spaces but can't construct new buildings? Dr. Benjamin Sill's first task when he became the director of Clemson University's general engineering program was to find space for classrooms and for the advising program. His search ended in the old YMCA building (Holtzendorff Hall), where space was…

  7. Authentic Role-Playing as Situated Learning: Reframing Teacher Education Methodology for Higher-Order Thinking

    ERIC Educational Resources Information Center

    Leaman, Lori Hostetler; Flanagan, Toni Michele

    2013-01-01

    This article draws from situated learning theory, teacher education research, and the authors' collaborative self-study to propose a teacher education pedagogy that may help to bridge the theory-into-practice gap for preservice teachers. First, we review the Interstate Teacher Assessment and Support Consortium standards to confirm the call for…

  8. Press Play for Learning: A Framework to Guide Serious Computer Game Use in the Classroom

    ERIC Educational Resources Information Center

    Southgate, Erica; Budd, Janene; Smith, Shamus

    Computer gaming is a global phenomenon and there has been rapid growth in "serious" games for learning. An emergent body of evidence demonstrates how serious games can be used in primary and secondary school classrooms. Despite the popularity of serious games and their pedagogical potential, there are few specialised frameworks to guide…

  9. Playing to Learn: A Review of Physical Games in Second Language Acquisition

    ERIC Educational Resources Information Center

    Tomlinson, Brian; Masuhara, Hitomi

    2009-01-01

    This article focuses on the potential of competitive games involving physical movement to facilitate the acquisition of a second or foreign language and argues that such activities can promote educational development too. It first provides a critical overview of the literature on physical games in language learning. Then, it outlines our…

  10. Playing to Learn: A Review of Physical Games in Second Language Acquisition

    ERIC Educational Resources Information Center

    Tomlinson, Brian; Masuhara, Hitomi

    2009-01-01

    This article focuses on the potential of competitive games involving physical movement to facilitate the acquisition of a second or foreign language and argues that such activities can promote educational development too. It first provides a critical overview of the literature on physical games in language learning. Then, it outlines our…

  11. More than Child's Play: Games Have Potential Learning and Assessment Tools

    ERIC Educational Resources Information Center

    Phillips, Vicki; Popovic, Zoran

    2012-01-01

    There is increasing evidence that games provide good learning environments, particularly in their ability to drive tenacity and intrinsic motivation, two key characteristics needed for student success. Advancing technology now enables games to also serve as assessments with real-time data that gives teachers the ability to have immediate…

  12. Spirituality Expressed in Creative Learning: Young Children's Imagining Play as Space for Mediating Their Spirituality

    ERIC Educational Resources Information Center

    Goodliff, Gill

    2013-01-01

    Historically underpinning principles of the English curriculum framework for children from birth to five years explicitly acknowledged a spiritual dimension to children's uniqueness and well-being. Yet spirituality receives scant reference in the discourse of creative learning and teaching. This paper considers the relationship of spirituality to…

  13. Everyday Creative Play: Simple Fun Things You Can Do To Help Your Young Child Learn.

    ERIC Educational Resources Information Center

    Church, Lisa R.

    Noting that parents are their children's first teachers, this book presents activities to help parents prepare their children for school. The chapters are: (1) "Getting Started," which discusses chores, hobbies, television viewing, socialization, preschool, learning styles, supplies, work area, and motivation; (2) "Reading,"…

  14. The Effect of Playing a Persuasive Game on Attitude and Affective Learning

    ERIC Educational Resources Information Center

    Ruggiero, Dana

    2013-01-01

    To investigate whether a persuasive game may serve as a way to change attitude towards the homeless and increase affective learning, this study examined, experimentally, the effects of persuasive rhetoric and ethos in a video game designed to put the player in the shoes of an almost-homeless person for thirty days. Data were collected from 5139…

  15. Make Your Own Preschool Games: A Personalized Play and Learn Program.

    ERIC Educational Resources Information Center

    Goldberg, Sally

    Noting that parents can capitalize on the opportunity to enhance their child's brain growth during the first 5 years, this book guides parents in actively promoting the motor, cognitive, and social skills that will enhance their child's readiness for later formal, academic learning. Presented in 4 parts, the book provides more than 75 activities…

  16. Everyday Creative Play: Simple Fun Things You Can Do To Help Your Young Child Learn.

    ERIC Educational Resources Information Center

    Church, Lisa R.

    Noting that parents are their children's first teachers, this book presents activities to help parents prepare their children for school. The chapters are: (1) "Getting Started," which discusses chores, hobbies, television viewing, socialization, preschool, learning styles, supplies, work area, and motivation; (2) "Reading,"…

  17. Role Play in Blended Learning: A Case Study Exploring the Impact of Story and Other Elements

    ERIC Educational Resources Information Center

    Dracup, Mary

    2008-01-01

    Role play is an increasingly popular technique in tertiary education, being student centred, constructivist and suitable for a range of subject areas. The choice of formats is wide open, with options ranging from the traditional face to face performance through to multi-user online computer games. Some teachers prefer to take advantage of features…

  18. Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World

    ERIC Educational Resources Information Center

    Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis

    2016-01-01

    This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…

  19. Intentionality and Expertise: Learning from Observations of Children at Play in Multilingual, Multicultural Contexts

    ERIC Educational Resources Information Center

    Long, Susi; Volk, Dinah; Gregory, Eve

    2007-01-01

    This article draws from three ethnographic studies of children playing sociodramatically in multilingual, multicultural contexts. Countering a deficit perspective that focuses on what children from nondominant cultures do not know, we use the concept of syncretism to illuminate children's expertise and intentionality as they blend knowledge from…

  20. Young Children's Learning of Novel Digital Interfaces: How Technology Experience, Age, and Design Come into Play

    ERIC Educational Resources Information Center

    Gilutz, Shuli

    2009-01-01

    This study looks at the relationship between age, technology experience, and design factors in determining young children's comprehension of novel digital interfaces. In Experiment 1, 35 preschoolers played three games that varied in complexity and familiarity. Parental questionnaires were used to assess children's previous technology experience.…

  1. Worlding through Play: Alternate Reality Games, Large-Scale Learning, and "The Source"

    ERIC Educational Resources Information Center

    Jagoda, Patrick; Gilliam, Melissa; McDonald, Peter; Russell, Christopher

    2015-01-01

    Gamification--the use of game mechanics in conventionally nongame activities--has received attention in the field of education. Games, however, are not reducible to the common mechanisms of gamification that target extrinsic motivation, and may also include elements such as role playing, world making, and collective storytelling. Here, the authors…

  2. Sustainability and Science Learning: Perceptions from 8th Grade Students Involved with a Role Playing Activity

    ERIC Educational Resources Information Center

    Freire, Sofia; Baptista, Mónica; Freire, Ana

    2016-01-01

    Raising awareness about sustainability is an urgent need and as such education for sustainability has gained relevancy for the last decades. It is acknowledged that science education can work as an important context for educating for sustainability. The goal of the present paper is to describe a role-playing activity about the construction of a…

  3. Nature and Young Children: Encouraging Creative Play and Learning in Natural Environments. Second Edition

    ERIC Educational Resources Information Center

    Wilson, Ruth

    2012-01-01

    Now in its second edition, "Nature and Young Children" promotes the holistic development of children by connecting them with nature. It offers advice and guidance on how to set up indoor and outdoor nature play spaces as well as encouraging environmentally responsible attitudes, values and behaviour in your early childhood setting. Covering topics…

  4. Learning from literature: novels, plays, short stories, and poems in nursing education.

    PubMed

    Stowe, A C; Igo, L C

    1996-01-01

    Over the last several years, there has been a growing awareness of a need for better integration of the liberal arts into nursing curricula. To facilitate this process, the authors describe a creative teaching strategy and offer specific suggestions for the selection and use of novels, short stories, plays, and poems to supplement the teaching of specific nursing content.

  5. Students' Aesthetic Experiences of Playing Exergames: A Practical Epistemology Analysis of Learning

    ERIC Educational Resources Information Center

    Maivorsdotter, Ninitha; Quennerstedt, Mikael; Öhman, Marie

    2015-01-01

    The aim of this study was to explore Swedish junior high school students meaning-making of participating in exergaming in school based on their aesthetic judgments during game play. A transactional approach, drawing on the work of John Dewey, was used in the study and the data consisted of video- and audio recordings of ongoing video gaming. A…

  6. Playing and Learning Together: Patterns of Social Interaction in Handicapped and Nonhandicappped Children.

    ERIC Educational Resources Information Center

    Rogers-Warren, Ann; And Others

    Two projects at the Kansas Early Childhood Institute investigated characteristics of social interaction by handicapped, at risk, and nonhandicapped children. The first project examined patterns of social interaction and play behavior among preschool children in an integrated classroom. A longitudinal observation of four mild to moderately retarded…

  7. Children and Media outside the Home: Playing and Learning in After-School Care

    ERIC Educational Resources Information Center

    Vered, Karen Orr

    2008-01-01

    Karen Orr Vered demonstrates how children's media play contributes to their acquisition of media literacy. Theorizing after-school care as intermediary space, a large-scale ethnographic study informs this theory-rich and practical discussion of children's media use beyond home and classroom.

  8. [The impact of digital media on relations, play and learning in young children].

    PubMed

    Panayoty-Vanhoutte, Carole

    2015-01-01

    Screens are occupying an increasingly bigger place in families, which can have harmful consequences on the development of young children. To ensure their harmonious construction, children must not be deprived of games which involve interaction with the outside world and adults. They need exchanges with their parents and with professionals aware of the role which they have to play in a child's discoveries.

  9. Play Projects and Preschool Standards: Nurturing Children's Sense of Wonder and Joy in Learning

    ERIC Educational Resources Information Center

    Jacobs, Gera; Crowley, Kathy E.

    2006-01-01

    This book offers lively, creative ideas to develop children's curiosity while helping them build the skills needed to succeed in kindergarten and beyond while meeting standards and benchmarks. "Play, Projects and Preschool Standards" has won the Distinguished Achievement Award for "Best Teacher Resource" in the professional…

  10. Young Children's Learning of Novel Digital Interfaces: How Technology Experience, Age, and Design Come into Play

    ERIC Educational Resources Information Center

    Gilutz, Shuli

    2009-01-01

    This study looks at the relationship between age, technology experience, and design factors in determining young children's comprehension of novel digital interfaces. In Experiment 1, 35 preschoolers played three games that varied in complexity and familiarity. Parental questionnaires were used to assess children's previous technology experience.…

  11. Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World

    ERIC Educational Resources Information Center

    Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis

    2016-01-01

    This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…

  12. Keeping Current. The Games Students Play: Having Fun and Learning in the Library Media Center

    ERIC Educational Resources Information Center

    Fox, Kathleen

    2004-01-01

    Past research has indicated that children become active learners by "active play" which may include board games. In this article, the author describes how the use of games in school libraries may make children more responsive to the school library media center. Games encourage teamwork and creativity, and experts believe that children retain…

  13. Play Projects and Preschool Standards: Nurturing Children's Sense of Wonder and Joy in Learning

    ERIC Educational Resources Information Center

    Jacobs, Gera; Crowley, Kathy E.

    2006-01-01

    This book offers lively, creative ideas to develop children's curiosity while helping them build the skills needed to succeed in kindergarten and beyond while meeting standards and benchmarks. "Play, Projects and Preschool Standards" has won the Distinguished Achievement Award for "Best Teacher Resource" in the professional…

  14. Students' Aesthetic Experiences of Playing Exergames: A Practical Epistemology Analysis of Learning

    ERIC Educational Resources Information Center

    Maivorsdotter, Ninitha; Quennerstedt, Mikael; Öhman, Marie

    2015-01-01

    The aim of this study was to explore Swedish junior high school students meaning-making of participating in exergaming in school based on their aesthetic judgments during game play. A transactional approach, drawing on the work of John Dewey, was used in the study and the data consisted of video- and audio recordings of ongoing video gaming. A…

  15. Nature and Young Children: Encouraging Creative Play and Learning in Natural Environments. Second Edition

    ERIC Educational Resources Information Center

    Wilson, Ruth

    2012-01-01

    Now in its second edition, "Nature and Young Children" promotes the holistic development of children by connecting them with nature. It offers advice and guidance on how to set up indoor and outdoor nature play spaces as well as encouraging environmentally responsible attitudes, values and behaviour in your early childhood setting. Covering topics…

  16. Playing the Staff Development Game: Assessing a Communication Workshop To Improve Learning.

    ERIC Educational Resources Information Center

    Templeton, Rosalyn Anstine; Johnson, Celia E.

    This study assessed the delivery effectiveness of a communication workshop for teachers, "How To Talk So Kids Will Listen." The workshop included presentations and opportunities to take part in role plays, simulations, reflection activities, and group discussions. Teachers completed a survey rating the presentation in four areas (organization and…

  17. Purposeful Play with Your Preschooler: A Learning-Based Activity Book.

    ERIC Educational Resources Information Center

    Maffei, Anthony C.; Hauck, Teresa M.

    Noting that the preschool years play a crucial role in cognitive development, this book offers Piagetian-based educational activities for parents or teachers and preschool children that can be integrated into daily routines in a variety of everyday settings. The book is divided into two parts, the first describing cognitive development from a…

  18. Encouraging Free Play: Extramural Digital Game-Based Language Learning as a Complex Adaptive System

    ERIC Educational Resources Information Center

    Scholz, Kyle

    2017-01-01

    Massively multiplayer online role-playing games like World of Warcraft are ideally suited to encourage and facilitate second language development (SLD) in the extramural setting, but to what extent do the language learners' actual trajectories of gameplay contribute to SLD? With the current propensity to focus research in digital game-based…

  19. BANFISA and (IN) DICA-SUS in health undergraduate education: playing and learning construction.

    PubMed

    Silva, Laianna Victoria Santiago; Tanaka, Patrícia Sayuri de Lima; Pires, Maria Raquel Gomes Maia

    2015-01-01

    To analyze the learning built during the matches of the games by students of the subject Gestão de Políticas Públicas em Saúde at the Universidade de Brasília. Exploratory, descriptive research, in a qualitative approach, with 26 students from various graduation courses in health, using a questionnaire and participant observation. Participants reinvented rules, related issues addressed in the games to the reality, interacted with colleagues and had fun throughout the match. Comparing the games in relation to ludicity, the BANFISA was more attractive than the (IN) DICA-SUS, although they are complementary. Learning constructed by the students goes beyond the content of the subject; involve the active participation in group and creativity.

  20. [Behind the scenes of the didactic of nursing science knowledge: role play simulation filmed for learning through "problematic situations"].

    PubMed

    Gineyt, Christine

    2015-12-01

    clinical simulation to teach expertise to nursing students plays an important role in nursing schools (IFSI). as recommended in the training frame of reference, students must develop skills from real situations. The objective of this study was to determine the importance of role play simulation of 'problematic situations' to boost the process of appropriation of nursing science knowledge and initiate the task of conceptualization among first year students when putting up a drip. this contextual research used qualitative data collected from students who answered three open post-simulation questions in order to communicate how they felt faced with this learning technique. This data was compared with that of two executive tutors who used an observation grid during the simulation. the students' answers have shown that this learning technique offered the possibility to develop dexterity in problem solving skills, to construct new knowledge and to memorize knowledge gained from university science and nursing care. The executive tutors have observed the construction of a meta-cognitive attitude suited to the conceptualization of action. during a change in the relationship with knowledge, the executive tutors noted that students are happy to learn different types of knowledge.