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Meaningful play is discussed in the disciplines of psychology, education, counselling and law.It is also utilized in the fields of video games.While there appears to be no exact moment when the term was created, it first started to appear in the field of video games with the book Rules of Play, and was further adapted into other fields such as psychology soon after with a modified definition.
In directive therapy games are generally chosen for the child, and children are given themes and character profiles when engaging in doll or puppet activities. [64] This therapy still leaves room for free expression by the child, but it is more structured than nondirective play therapy.
JumpStart (known as Jump Ahead in the United Kingdom) was an educational media franchise created for children, primarily consisting of educational games.The franchise began with independent developer Fanfare Software's 1994 video game JumpStart Kindergarten.
The package is divided into 7 parts: Food and drinks, Sports, Rest, Personal Hygiene, Emotions, Friends and Healthy Learning. Each part provides eight activities and interactive games to teach children about health. ‘Health follows me’ Exercise Package (published in March 2006)
This is a list of notable educational video games. There is some overlap between educational games and interactive CD-ROMs and other programs (based on player agency), and between educational games and related genres like simulations and interactive storybooks (based on how much gameplay is devoted to education). This list aims to list games ...
Children within 3 to 6 years, who have acclimated to pretend play, show an increase in interactive pretend play. [1] This means that they participate in self-other relations, giving the doll a more active role (e.g., driving a car) instead of a passive recipient role (e.g., being fed). [ 1 ]
A VTech educational video game. An educational video game is a video game that provides learning or training value to the player. Edutainment describes an intentional merger of video games and educational software into a single product (and could therefore also comprise more serious titles sometimes described under children's learning software).
Parent–child interaction therapy (PCIT) is an intervention developed by Sheila Eyberg (1988) to treat children between ages 2 and 7 with disruptive behavior problems. [1] PCIT is an evidence-based treatment (EBT) for young children with behavioral and emotional disorders that places emphasis on improving the quality of the parent-child ...