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The Blob Tree was created by Pip Wilson & Ian Long. Recognising the need for a non-verbal, universally accessible tool for emotional expression and communication, they developed the Blob Tree as a way to bridge language and cultural barriers and make emotional expression more accessible to people of different ages and backgrounds.
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In the studies Mischel and his colleagues conducted at Stanford University, [1] [11] in order to establish trust that the experimenter would return, at the beginning of the "marshmallow test" children first engaged in a game in which they summoned the experimenter back by ringing a bell; the actual waiting portion of the experiment did not ...
Emotional intelligence (EI), also known as emotional quotient (EQ), is the ability to perceive, use, understand, manage, and handle emotions.High emotional intelligence includes emotional recognition of emotions of the self and others, using emotional information to guide thinking and behavior, discerning between and labeling of different feelings, and adjusting emotions to adapt to environments.
These are educational video games intended for children between the ages of 3 and 17. While most of these games have an EC (Early Childhood) rating according to the ESRB, some of these games have a K-A/E (Everyone) rating.
The Good Behavior Game was first used in 1967 in Baldwin City, Kansas by Muriel Saunders, who was then a new teacher in a fourth-grade classroom. Muriel Saunders, Harriet Barrish (a graduate student at the University of Kansas), and the professor and co-founder of applied-behavior analysis, the late Montrose Wolfe , co-created the Good Behavior ...
An "exergame" is a game that incorporates some physical movement but is not formal exercise. Such games increase one's heart rate to the level of aerobics exercise and result in significant improvements in mental faculties such as math and recall memory. [79] Playing video games is one of the most common mediums of play for children and adults ...
Affective video games can access their players' emotional states through biofeedback devices. [53] A particularly simple form of biofeedback is available through gamepads that measure the pressure with which a button is pressed: this has been shown to correlate strongly with the players' level of arousal ; [ 54 ] at the other end of the scale ...
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