Parallel Play
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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 their own 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, Numeral (linguistics), numeral, and glyph. It is the first and smallest Positive number, positive integer of the infinite sequence of natural numbers. This fundamental property has led to its unique uses in other fields, ranging from science to sports, where it commonly denotes the first, leading, or top thing in a group. 1 is the unit (measurement), unit of counting or measurement, a determiner for singular nouns, and a gender-neutral pronoun. Historically, the representation of 1 evolved from ancient Sumerian and Babylonian symbols to the modern Arabic numeral. In mathematics, 1 is the multiplicative identity, meaning that any number multiplied by 1 equals the same number. 1 is by convention not considered a prime number. In Digital electronics, digital technology, 1 represents the "on" state in binary code, the foundation of computing. Philosophically, 1 symbolizes the ultimate reality or source of existence in various traditions. In math ...
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Zone Of Proximal Development
The zone of proximal development (ZPD) is a concept in educational psychology that represents the space between what a learner is capable of doing unsupported and what the learner cannot do even with support. It is the range where the learner is able to perform, but only with support from a teacher or a peer with more knowledge or expertise. This person is known as the "more knowledgable other."Zone of proximal development. (2009). In ''Penguin dictionary of psychology.'' Retrieved from Credo Reference database The concept was introduced, but not fully developed, by psychologist Lev Vygotsky (1896–1934) during the last three years of his life.Yasnitsky, A. (2018)Vygotsky: An Intellectual Biography London and New York: RoutledgBOOK PREVIEW/ref> Vygotsky argued that a child gets involved in a dialogue with the "more knowledgeable other" and gradually, through social interaction and sense-making, develops the ability to solve problems independently and do certain tasks without h ...
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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 PCs, consoles and mobile devices, and span many genres, including first-person shooters, 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 the 2010s, a common trend among online games has been to operate them as games as a service, using monetization schemes such as loot boxes and battle passes as purchasable items atop freely-offered games. Unlike purchased retail games, online games have the problem of not being permanently playable, as they require special servers in order to function. The design of online games can range from simple text-based environments to the incorpor ...
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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 among gamers. 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, an 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 ...
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Social Relation
A social relation is the fundamental unit of analysis within the social sciences, and describes any voluntary or involuntary interpersonal relationship between two or more conspecifics 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 social ecosystem as a whole. History Early inquiries into the nature of social relations featured in the work of sociologists such as Max Weber in his theory of social action, where social relationships composed of both positive (affiliative) and negative (agonistic) interactions represented opposing effects. Categorizing social interactions enables observational and other social research, such as Gemeinschaft and Gesellschaft (), collective conscio ...
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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, and 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) a ...
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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 emot ...
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Interpersonal Relationship
In social psychology, an interpersonal relation (or interpersonal relationship) describes a social association, connection, or affiliation between two or more people. It overlaps significantly with the concept of social relations, which are the fundamental unit of analysis within the social sciences. Relations vary in degrees of intimacy, self-disclosure, duration, reciprocity, and power distribution. The main themes or trends of the interpersonal relations are: family, kinship, friendship, love, marriage, business, employment, clubs, neighborhoods, ethical values, support and solidarity. Interpersonal relations may be regulated by law, custom, or mutual agreement, and form the basis of social groups and societies. They appear when people communicate or act with each other within specific social contexts, and they thrive on equitable and reciprocal compromises. Interdisciplinary analysis of relationships draws heavily upon the other social sciences, includin ...
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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, influence the results of succeeding stages. Erikson published a book called '' Childhood and Society'' in 1950 that highlighted his research 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 developed different substantial ways to ...
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Self-confidence
Confidence is the feeling of belief or trust that a person or thing is reliable. * * * Self-confidence is trust in oneself. Self-confidence involves a positive belief that one can generally accomplish what one wishes to do in the future. Self-confidence is not the same as self-esteem, which is an evaluation of one's worth. Self-confidence is related to self-efficacy—belief in one's ability to accomplish a specific task or goal. Confidence can be a self-fulfilling prophecy, as those without it may fail because they lack it, and those with it may succeed because they have it rather than because of an innate ability or skill. History Ideas about the causes and effects of self-confidence have appeared in English-language publications describing characteristics of a sacrilegious attitude toward God, the character of the British empire, and the culture of colonial-era American society. In 1890, the philosopher William James in his '' Principles of Psychology'' wrote, "Believe ...
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Fine Motor Skills
Fine may refer to: Characters * Fran Fine, the title character of ''The Nanny'' * Sylvia Fine (''The Nanny''), Fran's mother on ''The Nanny'' * Officer Fine, a character in ''Tales from the Crypt'', played by Vincent Spano Legal terms * Fine (penalty), money to be paid as punishment for an offence * Fine on alienation, a sum of money paid to a feudal lord when a tenant had occasion to make over his land to another * Fine of lands, an obsolete type of land conveyance to a new owner * Fine, a dated term for a premium on a lease of land Music * Fine (band), a late 1990s American band * ''Fine'' (album), a 1994 album by Snailhouse * "Fine" (Taeyeon song), 2017 * "Fine" (Whitney Houston song), 2000 * " F.I.N.E.*", a 1993 song by Aerosmith * "Fine", a song by James from the 2001 album '' Pleased to Meet You'' * "Fine", a song by Kacey Musgraves from the 2015 album '' Pageant Material'' * "Fine", a song by Kylie Minogue from the 2014 album '' Kiss Me Once'' * "Fine", a song by ...
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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 skill, 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, ...
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