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Learning through play is a term used in education and psychology to describe how a child can learn to make sense of the world around them. Through play children can develop social and cognitive skills, mature emotionally, and gain the self-confidence required to engage in new experiences and environments.
Some of the earliest studies of play started in the 1890s with G. Stanley Hall, the father of the child study movement that sparked an interest in the developmental, mental, and behavioral world of babies and children. Play promotes healthy development of parent-child bonds, establishing social, emotional, and cognitive developmental milestones ...
Studies of leisure have determined that observable patterns in human leisure behavior cannot be explained solely by socioeconomic variables such as age, income, occupation or education. The type of leisure activity is substantially influenced by the numerous more complex factors, such as presence or lack of family, religious beliefs and general ...
Leisure clubs are student activities that give students the opportunity to connect with other students with similar hobbies and are an opportunity to socialize and take a break from the academic side of student life. Some examples of leisure activities include: Acapella/singing groups; Acting clubs; Fan clubs; Cooking clubs
Netherlands, 1934 Sweden, 2006 Vietnam, 2014. Recess is a general term for a period in which a group of people are temporarily dismissed from their duties.. In education, recess is the American and Australian term (known as break or playtime in the UK), where students have a mid morning snack and play before having lunch after a few more lessons.
Stages of play is a theory and classification of children's participation in play developed by Mildred Parten Newhall in her 1929 dissertation. [1] Parten observed American preschool age (ages 2 to 5) children at free play (defined as anything unrelated to survival, production or profit).
The gamification of learning is an educational approach that seeks to motivate students by using video game design and game elements in learning environments. [1] [2] The goal is to maximize enjoyment and engagement by capturing the interest of learners and inspiring them to continue learning. [3]
Article 31 recognizes "the rights of the child to rest and leisure, to engage in play and recreational activities appropriate to the age of the child and to participate freely in cultural life and the arts." [4] In 1996, Ministry of Education of the People's Republic of China released the "Standards for Kindergarten Education." It views play in ...