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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 cultures, such as Euro-American ones, encourage play time in order to stress cognitive benefits and the importance of learning how to care for one's self. Other cultures, such as people of African American or Asian American heritages, stress more group oriented learning and play where kids can learn what they can do with and for others. [17]
Early childhood education (ECE), also known as nursery education, is a branch of education theory that relates to the teaching of children (formally and informally) from birth up to the age of eight. [1] Traditionally, this is up to the equivalent of third grade. [2] ECE is described as an important period in child development.
Bill Gates credits his success to a tech-free, play-based childhood that strengthened his focus. Learn how kids today can thrive in a tech-driven world.
play-based learning by students; Emergent curriculum is child-initiated, collaborative and responsive to the children's needs. Proponents state that knowledge of the children is the key to success in any emergent curriculum (Cassidy, Mims, Rucker, & Boone, 2003; Crowther, 2005). Planning an emergent curriculum requires: observation; documentation
As a form of learning, play also facilitates the development of thinking and language skills in children. [33] There are five types of play: Sensorimotor play aka functional play, characterized by the repetition of an activity; Roleplay occurs starting at the age of three; Rule-based play where authoritative prescribed codes of conduct are primary
Children's increase in playing and pretending takes place in this stage. The child still has trouble seeing things from different points of view. The children's play is mainly categorized by symbolic play and manipulating symbols. Such play is demonstrated by the idea of checkers being snacks, pieces of paper being plates, and a box being a table.
Game-based learning (GBL) is a type of game play that has defined learning outcomes. Generally, game-based learning is designed to balance subject matter with gameplay and the ability of the player to retain, and apply said subject matter to the real world. [4] Children tend to spend hours playing hide and seek, learning the steps of digital ...
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