Promoting Prosocial Behaviors in Children Through Games and Play

Promoting Prosocial Behaviors in Children Through Games and Play

Author: Renee Hawkins

Publisher:

Published: 2018

Total Pages: 0

ISBN-13: 9781536132373

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This ground-breaking textbook focuses on the use of play techniques and games to facilitate the positive behavioral, social, and emotional development of children with and without special needs. The chapters in this book center on the use of games and play to facilitate emotional expression, develop friendships and encourage appropriate behaviors in community contexts, such as schools, that are critical to childrens adaptation in the world. For example, there are chapters explaining the importance of playground interactions for children, role play to develop social skills and learn to express emotions, games to facilitate appropriate behavior and prosocial development in the classroom, and play as an outlet for the expression of emotion and development of children with special needs, including medical and mental health conditions. Readers will learn skills for coaching positive behaviors in individual and group settings, and will learn strategies to enhance social skills and help children develop emotionally in a variety of contexts (e.g., classrooms) and circumstances (e.g., having chronic illnesses or coping with mental health issues that make social engagement more challenging). Important take-home messages and critical techniques for fostering childrens skills will be presented, and the engaging material presented in the chapters will facilitate knowledge of what to do and how to improve young childrens social and emotional development through play techniques and games.


A Blueprint for the Promotion of Pro-Social Behavior in Early Childhood

A Blueprint for the Promotion of Pro-Social Behavior in Early Childhood

Author: Elda Chesebrough

Publisher: Springer Science & Business Media

Published: 2004-06-24

Total Pages: 450

ISBN-13: 9780306481864

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It is clear that violence by youth is not to be found only on city streets, in city schools and among city youth but anywhere and everywhere wrathful, disenfranchised young people reside. In this volume, the editors share their insights on the latest research for how families can promote optimal development in children from birth to age six, so they can grow into healthy, happy and competent young adults. Topics include social-emotional learning; neighborhood and community influences; the role of teachers and other caregivers; and more. The volume includes the actual Bingham Childhood Prosocial Curriculum, so that it can be implemented at any center. A Blueprint for the Promotion of Pro-Social Behavior in Early Childhood will be a helpful resource for clinical child psychologists, school psychologists, early childhood educators, as well as for upper-level students of these areas.


Positive Technology: Designing E-experiences for Positive Change

Positive Technology: Designing E-experiences for Positive Change

Author: Andrea Gaggioli

Publisher: Frontiers Media SA

Published: 2019-09-23

Total Pages: 247

ISBN-13: 2889630234

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In recent years, there has been a growing interest in the potential role that digital technologies can play in promoting well-being. Smartphones, wearable devices, virtual/augmented reality, social media, and the internet provide a wealth of useful tools and resources to support psychological interventions that facilitate positive emotions, resilience, personal growth, creativity, and social connectedness. Understanding the full extent of this potential, however, requires an interdisciplinary approach that integrates the scientific principles of well-being into the design of e-experiences that foster positive change. This book provides an overview of recent advances and future challenges in Positive Technology, an emergent field within human-computer interaction that seeks to understand how interactive technologies can be used in evidence-based well-being interventions. Its focus of analysis is two-fold: at the theoretical level, Positive Technology aims to develop conceptual frameworks and models for understanding how computers can be effectively used to help individuals achieve greater well-being. At the methodological and applied level, Positive Technology is concerned with the design, development, and validation of digital experiences that promote positive change through pleasure, flow, meaning, competence, and positive relationships.


The Knowledge Gap

The Knowledge Gap

Author: Natalie Wexler

Publisher: Penguin

Published: 2020-08-04

Total Pages: 354

ISBN-13: 0735213569

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The untold story of the root cause of America's education crisis--and the seemingly endless cycle of multigenerational poverty. It was only after years within the education reform movement that Natalie Wexler stumbled across a hidden explanation for our country's frustrating lack of progress when it comes to providing every child with a quality education. The problem wasn't one of the usual scapegoats: lazy teachers, shoddy facilities, lack of accountability. It was something no one was talking about: the elementary school curriculum's intense focus on decontextualized reading comprehension "skills" at the expense of actual knowledge. In the tradition of Dale Russakoff's The Prize and Dana Goldstein's The Teacher Wars, Wexler brings together history, research, and compelling characters to pull back the curtain on this fundamental flaw in our education system--one that fellow reformers, journalists, and policymakers have long overlooked, and of which the general public, including many parents, remains unaware. But The Knowledge Gap isn't just a story of what schools have gotten so wrong--it also follows innovative educators who are in the process of shedding their deeply ingrained habits, and describes the rewards that have come along: students who are not only excited to learn but are also acquiring the knowledge and vocabulary that will enable them to succeed. If we truly want to fix our education system and unlock the potential of our neediest children, we have no choice but to pay attention.


Learning from Video Games (and Everything Else)

Learning from Video Games (and Everything Else)

Author: Douglas A. Gentile

Publisher: Cambridge University Press

Published: 2021-12-23

Total Pages: 141

ISBN-13: 1108967671

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Video games can have many effects on players, some of which could be intentional effects (e.g., games designed to train health compliance behaviors), and most of which are unintentional (e.g., violent games, stereotypes, gaming disorder). Some of these areas of research have been seen as controversial, but many of the controversies can be at least partially resolved by considering the learning mechanisms underlying the effects. We describe the General Learning Model in greater detail than has been provided elsewhere, including short-term and long-term mechanisms, processes of learning and forgetting, and moderators of learning. Video games use many of the best practices to train for both mastery and for transfer of learning. The implications for re-interpreting the literature on violent video games and gaming disorder, as well as for applied social psychology broadly defined, are discussed.


Game Time

Game Time

Author: Robyn Hromek

Publisher: SAGE

Published: 2005-06-14

Total Pages: 80

ISBN-13: 9781412910729

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These games will be invaluable for those working with small groups of young people who find it difficult to behave and co-operate with their peers. They are progressive in terms of skill development and complexity and have a strong focus on early intervention (age range from 4 to 14). The games may be used sequentially over 6 to 8 sessions to practise a range of social and emotional skills; or in a one-off session to cover specific skills. Socio-emotional development addressed includes: - social and friendship skills - anger management - coping with teasing - coping in the playground - paying compliments The nine games are presented on a CD for users to print their own colour copies. The disc contains the games board and all the necessary cards. If the award cards are missing from your CD you can download them here: Award Cards (pdf 996kb) Robyn has also modified some of the elements to be suitable for the Australian market - these are downloadable here: Decision Cube (pdf 513kb) Money Cards (pdf 10kb) Playground (pdf 2,875kb) Strong and Smart (pdf 2,971kb) Tease (pdf 199kb) Think Again (pdf 209kb)