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Parallel Play
Parallel play is a form of play in which children play adjacent to each other, but do not try to influence one another's behavior; it typically begins around 24-30 months. It is one of Parten's stages of play, following onlooker play and preceding associative play. An observer will notice that the children occasionally see what the others are doing and then modify their play accordingly. The older the children are, the less frequently they engage in this type of play. However, even older preschool children engage in parallel play, an enduring and frequent activity over the preschool years. The image of parallel play is two children playing side by side in a sandbox, each absorbed in his or her game, not interacting with the other. "This is considered an early stage in child development, characterized by egocentric behavior and the inability to decenter and coordinate with the activities of a 'playmate'". In education, parallel play also describes activities where students are ...
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2010 Chile Earthquake - Kids Playing In Talcahuano
1 (one, unit, unity) is a number representing a single or the only entity. 1 is also a numerical digit and represents a single unit of counting or measurement. For example, a line segment of ''unit length'' is a line segment of length 1. In conventions of sign where zero is considered neither positive nor negative, 1 is the first and smallest positive integer. It is also sometimes considered the first of the infinite sequence of natural numbers, followed by  2, although by other definitions 1 is the second natural number, following  0. The fundamental mathematical property of 1 is to be a multiplicative identity, meaning that any number multiplied by 1 equals the same number. Most if not all properties of 1 can be deduced from this. In advanced mathematics, a multiplicative identity is often denoted 1, even if it is not a number. 1 is by convention not considered a prime number; this was not universally accepted until the mid-20th century. Additionally, 1 is ...
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Socioeconomic Status
Socioeconomic status (SES) is an economic and sociological combined total measure of a person's work experience and of an individual's or family's economic access to resources and social position in relation to others. When analyzing a family's SES, the household income, earners' education, and occupation are examined, as well as combined income, whereas for an individual's SES only their own attributes are assessed. Recently, research has revealed a lesser recognized attribute of SES as perceived financial stress, as it defines the "balance between income and necessary expenses". Perceived financial stress can be tested by deciphering whether a person at the end of each month has more than enough, just enough, or not enough money or resources. However, SES is more commonly used to depict an economic difference in society as a whole. Socioeconomic status is typically broken into three levels (high, middle, and low) to describe the three places a family or an individual may fal ...
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Online Game
An online game is a video game that is either partially or primarily played through the Internet or any other computer network available. Online games are ubiquitous on modern gaming platforms, including PC game, PCs, Console game, consoles and mobile game, mobile devices, and span many video game genre, genres, including first-person shooters, Strategy video game, strategy games, and massively multiplayer online role-playing games (MMORPG). In 2019, revenue in the online games segment reached $16.9 billion, with $4.2 billion generated by China and $3.5 billion in the United States. Since 2010s, a common trend among online games has been operating them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop Free-to-play, freely-offered games. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special Game server, servers in order to function. The de ...
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Exergaming
Fitness game, exergame, and gamercise (portmanteaus of "exercise" and "game") are terms used for video games that are also a form of exercise. Fitness games rely on technology that tracks body movement or reaction. The genre has been used to challenge the stereotype of gaming as a sedentary activity, and promoting an active lifestyle. Fitness games are seen as evolving from technology aimed at making exercise more fun. History The genre's roots can be found in game peripherals released in the eighties, including the Joyboard, a Atari 2600 peripheral developed by Amiga and released in 1982, the Power Pad (or Family Trainer) a peripheral for the Nintendo Entertainment System (NES), originally released by BandaiBogost, Ian (2005)The Rhetoric of Exergaming Georgia Institute of Technology. Retrieved on 2009-08-08. in 1986, and the Foot Craz released for the Atari 2600 in 1987, although all three had limited success. Konami's ''Dance Dance Revolution'' (1998) was cited as one of the fir ...
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Social Relation
A social relation or also described as a social interaction or social experience is the fundamental unit of analysis within the social sciences, and describes any voluntary or involuntary interpersonal relationship between two or more individuals within and/or between groups. The group can be a language or kinship group, a social institution or organization, an economic class, a nation, or gender. Social relations are derived from human behavioral ecology, and, as an aggregate, form a coherent social structure whose constituent parts are best understood relative to each other and to the ecosystem as a whole. Fundamental inquiries into the nature of social relations feature in the work of sociologists such as Max Weber in his theory of social action. Social relationships are composed of both positive (affiliative) and negative (agonistic) interactions, representing opposing effects. Categorizing social interactions enables observational and other social research, such as Gemeinsc ...
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Example Of Parallel Play
Example may refer to: * '' exempli gratia'' (e.g.), usually read out in English as "for example" * .example, reserved as a domain name that may not be installed as a top-level domain of the Internet ** example.com, example.net, example.org, example.edu, second-level domain names reserved for use in documentation as examples * HMS ''Example'' (P165), an Archer-class patrol and training vessel of the Royal Navy Arts * ''The Example'', a 1634 play by James Shirley * ''The Example'' (comics), a 2009 graphic novel by Tom Taylor and Colin Wilson * Example (musician), the British dance musician Elliot John Gleave (born 1982) * ''Example'' (album), a 1995 album by American rock band For Squirrels See also * * Exemplar (other), a prototype or model which others can use to understand a topic better * Exemplum, medieval collections of short stories to be told in sermons * Eixample The Eixample (; ) is a district of Barcelona between the old city ( Ciutat Vella) an ...
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Emotional Expression
An emotional expression is a behavior that communicates an emotional state or attitude. It can be verbal or nonverbal, and can occur with or without self-awareness. Emotional expressions include facial movements like smiling or scowling, simple behaviors like crying, laughing, or saying "thank you," and more complex behaviors like writing a letter or giving a gift. Individuals have some conscious control of their emotional expressions;Dorset Research & Development Support Unit, 2003"Emotional Expression." Retrieved on: July 23, 2007. however, they need not have conscious awareness of their emotional or affective state in order to express emotion. Researchers in psychology have proposed many different and often competing theoretical models to explain emotions and emotional expression, going as far back as Charles Darwin's discussion of emotion as an evolved capacity. Though there is no universally accepted theory of emotion, theorists in emotion agree that experience of emotions a ...
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Interpersonal Relationship
The concept of interpersonal relationship involves social associations, connections, or affiliations between two or more people. Interpersonal relationships vary in their degree of intimacy or self-disclosure, but also in their duration, in their reciprocity and in their power distribution, to name only a few dimensions. The context can vary from family or kinship relations, friendship, marriage, relations with associates, work, clubs, neighborhoods, and places of worship. Relationships may be regulated by law, custom, or mutual agreement, and form the basis of social groups and of society as a whole. Interpersonal relationships are created by people's interactions with one another in social situations. This association of interpersonal relations being based on social situation has inference since in some degree love, solidarity, support, regular business interactions, or some other type of social connection or commitment. Interpersonal relationships thrive through equita ...
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Psychosocial Development
Erikson's stages of psychosocial development, as articulated in the second half of the 20th century by Erik Erikson in collaboration with Joan Erikson, is a comprehensive psychoanalytic theory that identifies a series of eight stages that a healthy developing individual should pass through from infancy to late adulthood. According to Erikson's theory the results from each stage, whether positive or negative, influences the results of succeeding stages. Erikson published a book called ''Childhood and Society'' around the 1950s that made his research well known on the eight stages of psychosocial development. Erikson was originally influenced by Sigmund Freud's psychosexual stages of development. He began by working with Freud's theories specifically, but as he began to dive deeper into biopsychosocial development and how other environmental factors affect human development, he soon progressed past Freud's theories and developed his own ideas. Erikson's stage theory characterizes an ...
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Self-confidence
Confidence is a state of being clear-headed either that a hypothesis or prediction is correct or that a chosen course of action is the best or most effective. Confidence comes from a Latin word 'fidere' which means "to trust"; therefore, having self-confidence is having trust in one's self. Arrogance or hubris, in comparison, is the state of having unmerited confidence—believing something or someone is correct or capable when evidence or reasons for this belief are lacking. Overconfidence or presumptuousness is excessive belief in someone (or something) succeeding, without any regard for failure. Confidence can be a self-fulfilling prophecy as those without it may fail or not try because they lack it and those with it may succeed because they have it rather than because of an innate ability. The concept of self-confidence is commonly defined as self-assurance in one's personal judgment, ability, power, etc. One's self-confidence increases as a result of experiences of havin ...
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Fine Motor Skills
Fine motor skill (or dexterity) is the coordination of small muscles in movement with the eyes, hands and fingers. The complex levels of manual dexterity that humans exhibit can be related to the nervous system. Fine motor skills aid in the growth of intelligence and develop continuously throughout the Human development (biology), stages of human development. Types of motor skills Motor skills are movements and actions of the bone structures. Typically, they are categorised into two groups: gross motor skills and fine motor skills. Gross motor skills are involved in movement and coordination of the arms, legs, and other large body parts. They involve actions such as running, crawling and swimming. Fine motor skills are involved in smaller movements that occur in the wrists, hands, fingers, feet and toes. Specifically, single joint movements are fine motor movements and require fine motor skills. They involve smaller actions such as picking up objects between the thumb and finger, ...
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Gross Motor Skills
Gross motor skills are the abilities usually acquired during childhood as part of a child's motor learning. By the time they reach two years of age, almost all children are able to stand up, walk and run, walk up stairs, etc. These skills are built upon, improved and better controlled throughout early childhood, and continue in refinement throughout most of the individual's years of development into adulthood. These gross movements come from large muscle groups and whole body movement. These skills develop in a head-to-toe order. The children will typically learn head control, trunk stability, and then standing up and walking. It is shown that children exposed to outdoor play time activities will develop better gross motor skills. Types of motor skills Motor skills are movements and actions of the muscles. Typically, they are categorized into two groups: gross motor skills and fine motor skills. Gross motor skills are involved in movement and coordination of the arms, legs, and ...
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