• Title/Summary/Keyword: Children's Play

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Relationships between recall, organizational strategy, and metamemory in young children (아동의 회상수행, 조직화 책략 및 상위기억간의 관계)

  • Cho, Mi Hae
    • Korean Journal of Child Studies
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    • v.10 no.1
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    • pp.11-25
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    • 1989
  • The purpose of the present research was to study developmental trends in and relationships between recall, organizational strategy, and metamemory in young children. The subjects were 84 children, 14 boys and 14 girls at each age level, 4, 6, and 8. Two tasks (memory task & metamemory task) were used to assess children's recall, organizational strategy, and metamemory based on Sodian et al.(1986). All subjects were randomly assigned either to the play-and-remember condition or to the sort-and-remember condition. The two tasks were administered to children individually with the memory task followed by the metamemory task. The data were analysed by the statistical methods of two-way ANOVA, Student-Newman-Keuls post hoc test, Mann-Whitney U test, Kruskal-Wallis test, Pearson's correlation coefficient and Kendall's Tau. Children's recall (free, conceptually-cued, and perceptually-cued) level increased with age. There were significant experimental condition differences in free recall and conceptually-cued recall, but not in perceptually-cued recall. Children's organizational strategy showed differential developmental trends by experimental condition. Use of conceptual strategy at both encoding and retrieval increased with age in both experimental conditions. Use of perceptual strategy (PS) at encoding showed an inverted-U age effect in the play-and-remember condition, but PS decreased linearly with age in the sort-and-remember condition. There were significant age differences in metamemory, and there were significant correlations between recall and organizational strategy.

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Relationships between the Attitude toward Video Games and Use of the Video Game Rating System in Global Markets

  • Cheon, Hongsik;Shin, Ho-Chul;Song, Bong-Kun
    • Asia Marketing Journal
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    • v.11 no.2
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    • pp.173-192
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    • 2009
  • As video games gain popularity and become a normal part of home entertainment, concern about youth access to inappropriate games continues to grow. Some people have claimed that violent video games influence children's aggressive behavior and that violent video games have some responsibility for violence in the school. In response to people's concerns, the video game industry created a video game rating system in 1995 to help parents decide which video games are appropriate for their children. This study investigated whether parents were aware of the video game rating system and how often they have used it when selecting video games for their children. This study attempted to find relationships among parents' attitudes toward video games, their guidance styles for their children's video game play, and their use of the video game rating system. This study found that most parents have used the video game ratings very frequently when they select video games for their children. But many parents still don't understand the video game rating system. This study showed that parents who had more negative attitudes or less positive attitudes toward video games were more likely to impose restrictions on their children's video game play and to use the video game rating system as a means to restrict their children's access to violent video games.

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The Relationship of Quality of object relation, Quality of hope, Counseling satisfaction, and Childhood depression.Attackness : Cases of Patient Children and its Mother on Play Therapy (어머니의 대상관계수준, 희망수준, 상담만족도 및 아동의 우울증.공격성과의 관계 : 놀이치료 아동 및 어머니를 대상으로)

  • Jang, Jeong-Back
    • The Korean Journal of Community Living Science
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    • v.17 no.4
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    • pp.3-14
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    • 2006
  • The purpose of this study is to find out the repercussion of mothers' quality of object relation and hope on their children's emotional and behavioral disorder level and satisfaction level on counseling. Participants were 112 children between ages of 6 and 12, and the 112 mothers of those children. Questionnaires for mothers were used to assess their object relation level, hope level, and counseling satisfaction level. Questionnaires for children were used to assess their depression and aggression level. Results were as follows: First, mothers with lower object relations had children with higher depression and aggression levels. Second, children of the mothers who scored higher object relation levels scored higher on the satisfaction level on counseling. Third, among the mother's object relation level, hope level, and counseling satisfaction level, the object relation level appeared to have the strongest repercussion on the child's emotional and behavioral problems. The results of this study can be used as a base material to improve the effect of play therapy for the children who have emotional and behavioral problems, on helping the children and their mothers to have positive object relations.

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Effectiveness of a Filial Game Play Therapy Program on Parents' Acceptance Capability and Stress in Lower Income Families (게임놀이치료를 활용한 부모-자녀 놀이치료 프로그램이 자녀에 대한 부모의 수용능력과 스트레스에 미치는 영향)

  • Kim, Jae Hawn;Boo, Jung Min
    • Korean Journal of Child Studies
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    • v.27 no.6
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    • pp.107-121
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    • 2006
  • Based on the 10 week filial therapy model developed by Landreth (1991) for parents in lower income families, this study used the pre- and post- test model applied to an experimental group of 9 individuals. The program was implemented in three hour sessions, once a week for eight weeks. T-tests were performed following the therapeutic program. Results were that all four subcategories of parent's acceptance capability (respect for children's emotion and emotional expression management, understanding of children's unique temperament, understanding of children's desire for autonomy, and unconditional love for children) showed statistically significant differences between the pre- and post- tests (p< .001). Differences between the pre- and post test on parents' stress approached significance.

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The Effect of Group Sensory Integrative Intervention for Play Skill and Social Interaction (그룹감각통합치료가 아동의 놀이와 또래 상호작용에 미치는 영향)

  • Hong, Eun-Kyoung;Kim, Kyeong-Mi
    • The Journal of Korean Academy of Sensory Integration
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    • v.7 no.1
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    • pp.13-25
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    • 2009
  • Objective : The purpose of the study is to find out how group sensory integrative (SI) intervention enhances play skill and social interaction of the children with sensory integration disorders. Method : Three children who were showing problems related in sensory integration received 12 SI intervention sessions. The Sensory Profile (SP) and The Social Maturity Scale (SMS) were accomplished by the subject's primary caregiver. Test of Playfulness (ToP) and Peer Social Interactions Rating Scale (PSIRS) were utilized to investigate the children's play skills and social interactions with their friends. Goal Attainment Scale (GAS) is applied to assess the children's play skill, social interactions with peer, and sensory processing at each session. Data was collected before- and after the intervention and analyzed by the Wilcoxon matched-pair signed rank test with SPSS/WIN version 10.0 and Microsoft Excel. Results : The average scores of ToP, PSIRS, and SMS were increased after the sensory integrative intervention. However, there is no significant difference in the play skills and social interactions between data of pre-intervention and the one of post-intervention. The score of the GAS was frequently increased in terms of the play skills and sensory processing throughout the whole sessions. Conclusions : This study reveals a possibility of that the group sensory integrative intervention may affect not only sensory processing ability, but also play skills and social interactions of children experiencing difficulties of sensory processing. Future research should supplement limitations of this study regarding insufficient number of the subject and the short period of the experiment.

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Comparison of three behavior modification techniques for management of anxious children aged 4-8 years

  • Radhakrishna, Sreeraksha;Srinivasan, Ila;Setty, Jyothsna V;Murali, Krishna DR;Melwani, Anjana;Hegde, Kuthpady Manasa
    • Journal of Dental Anesthesia and Pain Medicine
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    • v.19 no.1
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    • pp.29-36
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    • 2019
  • Background: An inability to cope with threatening dental stimuli, i.e., sight, sound, and sensation of airotor, manifests as anxiety and behavioral management problems. Behavior modification techniques involving pre-exposure to dental equipment will give children a first-hand experience of their use, sounds, and clinical effects. The aim of this study was to compare the techniques of Tell-Show-Play-doh, a smartphone dentist game, and a conventional Tell-Show-Do method in the behavior modification of anxious children in the dental operatory. Methods: Sixty children in the age group of 4-8 years, with Frankl's behavior rating score of 2 or 3, requiring Class I and II cavity restorations were divided into three groups. The groups were Group 1: Tell-Show-Play-doh; Group 2: smartphone dentist game; and Group 3: Tell-Show-Do technique and each group comprised of 20 children. Pulse rate, Facial Image Scale (FIS), Frankl's behavior rating scale, and FLACC (Face, Leg, Activity, Cry, Consolability) behavior scales were used to quantify anxious behavior. Operator compliance was recorded through a validated questionnaire. Results: The results showed lower mean pulse rates, lower FIS and FLACC scores, higher percentage of children with Frankl's behavior rating score of 4, and better operator compliance in both the Tell-Show-Play-doh and smartphone dentist game groups than in the conventional Tell-Show-Do group. Conclusion: The Tell-Show-Play-doh and smartphone dentist game techniques are effective tools to reduce dental anxiety in pediatric patients.

A study on spontaneous imitation between siblings of preschool children in Free-situation (학령전 아동형제간의 놀이상황중 즉각적인 모방행동 연구)

  • 김상희
    • Journal of the Korean Home Economics Association
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    • v.23 no.4
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    • pp.143-152
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    • 1985
  • This study intends to investigate preschool-sibling's spontaneous imitation during their free-plays through the observation of 41 pairs of siblings aged from 1 to seven years. RESULTS : 1. Sibling's imitation showed in all subjects and had various distribution according to sibling's personalities. 2. Because of sibling's several facts. Their imitation showed differently. 1) Imitation appeared to decline to decline as children grew older. Imitation showed most frequently at the age of 2 years, and decreased after that. 2) Due to the effect of birth-order, the younger one showed his imitation approximately 4.3 times more than the elder one. 3) The effect of sex-composition seemed to coincide with the sex-typing hypothesis rather than the like-sex hypothesis. 4) Boy's imitation showed more frequently than girl's, but the difference was not so significant to be noticed. 3. In siblings, physical imitation was more frequent than verbal imitation, but it was reversed in peer's imitation. 4. The play-situation in which sibling's imitation showed mostly differed from that of Peer's imitation. That is, sibling's imitation appeared in solitary play but peers imitation did appear in associate play.

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The Study of Poverty Children's Environmental Perception (빈곤가정 아동의 환경지각 연구)

  • Yi, Soon Hyung;Shin, Yang Jai;Kim, Young Ju
    • Korean Journal of Child Studies
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    • v.12 no.1
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    • pp.113-128
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    • 1991
  • The purpose of this study was to analyze the environment of poverty children as reported by the children on a questionnaire. The conception of the environment was divided into the physical environment and the sociopsychological environment. The dimensions of the physical environment included household, cultural, and play conditions. The sociopsychological environment included structural (family values, family relationships, and the reinforcement system) and process variables(affect, care, and communication). For the purpose of this survey was administered to 122 children living in a poverty area and 102 children living in a middle-high income area. Statistics used for data analysis were frequency, distribution, percentile, mean and one-way ANOVA. Major findings showed that (1) The physical environment as reported by the poverty children was meager compared with that of children in the middle-high income area: the households were more overcrowded, and cultural conditions, play materials, and space was more limited. (2) The Structural conditions of the sociopsychological environment as perceived by poverty children were more material and physical than that of children in the middle-high income area: family values were oriented more toward materialism: family relationships were more negative and distant: and the reinforcement system was based more on material reward and physical punishment. (3) Process variables were perceived by poverty children as more laissez-faire and rigid; the parents neglected their children and communicated unilaterally more than the middle-high income parents. (4) Poverty children's perception of the causes of poverty and wealth were perceived as personal and social factors.

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The Effect of Dramatic Play Using Economic-Fairy Tales on Preschoolers' Basic-Economic Understanding and Consumer Behavior (경제동화를 활용한 극놀이 활동이 유아의 경제개념 및 소비자행동에 미치는 영향)

  • Chae, Young-Ran
    • Korean Journal of Human Ecology
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    • v.19 no.3
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    • pp.443-453
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    • 2010
  • This study analyzed the effects of dramatic play using Economic-fairy tales on young children's basic- economic understanding and the consumer behavior. The participants in this study were 42 young children who attended a kindergarten in G city. The mean age of participants was 70 months. The experimental group participated in 'Dramatic play using Economic-fairy tales' while the control group participated in a 'Discussion activity using Economic-fairy tales'. The experiment used 'The Basic-Economic Concept Test' and 'The Consumer Behavior Test' in the collection of data and T-test was used to statistically analyze the data. Significant differences were found between the experimental group and comparison group in both the post-test score of Basic-Economic Understanding and of Consumer Behavior NOTE. In conclusion, the results of this study suggested that the technique of dramatic play using Economic-fairy tales which was developed in this study are probably effective in developing young children's basic-economic understanding and consumer behavior.

The Process of Understanding Force As Used among Two Young Children in Rough-and-Tumble Play When Using Combative Objects (싸움도구를 사용하는 거친신체놀이에서 두 명의 유아들이 물리적 힘을 이해하는 과정)

  • Baik, Eunyoung
    • Korean Journal of Child Studies
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    • v.35 no.5
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    • pp.63-82
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    • 2014
  • The purpose of this study is to elucidate how two young children understand force in rough-and-tumble play. For this purpose, a form of microanalysis(Forman, 2006) was used. They regarded black as the strongest color due to their daily experiences. They assumed that a structure made of black Lego-color-bricks would be strongest and made an experiment of beating it against blocks of other colors. Such repetitive behavior ultimately led them to realize that color had no correlation with strength. They also understood mechanical energy by which a boy's pushing power moves against an object. They tried to strike a bigger or protruding structure and understood that parts might be broken more easily by striking. This experience enabled the boys to realize the principle of resistance. That is to say, in the process of rough-and-tumble play, their misconceptions were gradually removed and they obtained scientific knowledge, including understanding of mechanical energy and the principle of resistance. This study found that two young children constructed knowledge together through the process of tool making and in contending for victory in rough-and-tumble play.