The Application of Somatosensory Technology in Cooperative Play

Author(s):  
Cuiying Wu
Keyword(s):  
1984 ◽  
Vol 16 (2) ◽  
pp. 99-108
Author(s):  
Rigoberto A. Lopez ◽  
Thomas H. Spreen

AbstractPayment arrangements among members of a cooperative play a critical role in the performance of the cooperative. The impact of three payment systems is assessed for Florida sugarcane cooperatives through a bi-level programming model which incorporates both individual and collective behavior.


2015 ◽  
Vol 3 (2) ◽  
pp. 139-149
Author(s):  
Ahmad Syarif ◽  
Sri Winarni

Tujuan penelitian ini untuk mengetahui perbedaan: (1) pengaruh antara metode pembelajaran TGFU dan Skill Theme terhadap peningkatan strategi bermain dan kerja sama; (2) pengaruh antara sarana dan prasarana terhadap peningkatan strategi bermain dan kerja sama, dan (3) mengetahui interaksi antara metode pembelajaran dengan sarana dan prasarana terhadap peningkatan strategi bermain dan kerja sama. Metode penelitian ini adalah eksperimen dengan rancangan faktorial 2 x 2. Populasi penelitian ini adalah siswa XI IPA SMA Negeri 1 Bandongan. Sampel dalam penelitian ini 64 siswa yang diambil dengan teknik sampel acak. Hasil penelitian ini adalah sebagai berikut: (1) ada perbedaan pengaruh yang signifikan dari metode pembelajaran TGFU dan Skill Theme terhadap peningkatan strategi bermain dan kerja sama, adapun dalam meningkatkan strategi bermain dan kerja sama metode pembelajaran skill theme dan TGFU memberikan pengaruh dalam meningkatkan strategi bermain dan kerja sama, (2) ada perbedaan pengaruh yang signifikan antara sarana dan prasarana terhadap peningkatan strategi bermain dan kerja sama, dan (3) Ada interaksi antara metode pembelajaran TGFU dan Skill Theme dengan sarana dan prasarana terhadap peningkatan strategi bermain dan kerja sama. Kata kunci: TGFU, skill theme, sarana dan prasarana, strategi bermain, kerja sama. THE EFFECTS OF LEARNING METHOD AND INFRASTRUCTURE MODIFICATIONS ON THE IMPROVEMENT OF THE LEARNING ACHIEVEMENT PLAY STRATEGY AND COOPERATION. Abstract The purpose of this study is to reveal the differences of: (1) the effect of teaching methods and learning methods of TGFU Skill Theme on the increase in playing strategy and cooperation, (2) the effect of the modification of the conventional facilities and infrastructure and the improvement of play and collaboration strategies, and (3) the interaction between learning method (TGFU and Skill Theme) and modification of conventional facilities and infrastructure on the improvement of play and cooperation strategies. This research method was an experiment with 2 x 2 factorial design. The population was year XI students of Science class of SMAN 1 Bandongan. The research sample were 64 student taken by random sampling technique. The results of this study are as follows: (1) There is a significant difference in the effect of the learning methods of teaching games for understanding and Skill Theme learning methods on the improvement strategies and cooperative play, while the improving strategies and cooperative play theme methods of learning skills and teaching games for understanding affect the improvement of play and co-operation strategies, (2) There is a significant difference between the modification and conventional infrastructure on the improvement of play and cooperation. Modification of facilities and infrastructure is more effective in increasing the plays and collaboration strategies, and (3 ) There is an interaction between learning method (teaching games for understanding and skill theme) and modification of the conventional facilities and infrastructure and the improvement of play and cooperation strategies. Keywords: TGFU, skill theme, facilities and infrastructure, strategic play, cooperation.


1976 ◽  
Vol 14 (4) ◽  
pp. 307-313 ◽  
Author(s):  
Tanya Grieger ◽  
James M. Kauffman ◽  
Russell M. Grieger

2018 ◽  
Vol 12 (2) ◽  
pp. 241-250
Author(s):  
Hendi Suhendraya Muchtar ◽  
Alifah Indalika Mulyadi Razak

This study aims to examine the play stimulation model to improve children's social competence. The study involved 100 children in the kindergarten age group. The types of play in this study are divided into four games patterns, namely the solitary independent play, parallel play, associative play, and cooperative play. Each play pattern is tested with four dimensions of social competence, which consist of self-concept, ability to manage emotions, prosocial and social-academic behavior. The results of this study indicate that more than 50% of the four dimensions of social competence are effectively stimulated through cooperative play patterns. Cooperative play patterns are effective for stimulating self-concept dimensions (10 of 15 behaviors), emotional management abilities (9 of 18 behaviors), social academics (7 of 15 behaviors), and prosocial behavior (17 of 23 behaviors). The pattern of associative play effectively stimulates the dimensions of self-concept (3 of 15 behaviors), emotional management skills (7 of 18 behaviors), prosocial behavior (4 of 23 behaviors), and social academics (3 of 15 behaviors). The effective parallel play and solitary independent play patterns of each play only stimulate 1 social competence behavior. Keywords: cooperative play, associative play, parralel play, solitary independent play, social Competencies Penelitian ini bertujuan untuk menguji model stimulasi permainan untuk meningkatkan kompetensi sosial anak. Penelitian ini melibatkan 100 anak pada kelompok usia taman kanak-kanak. Jenis permainan pada penelitian ini terbagi ke dalam empat pola permainan, yaitu solitary independent play, parralel play, associative play, dan cooperative play. Setiap pola permainan diujikan dengan empat dimensi kompetensi sosial, yang terdiri dari konsep diri, kemampuan mengelola emosi, perilaku prososial dan sosial-akademik. Hasil penelitian ini menunjukkan bahwa lebih dari 50% empat dimensi kompetensi sosial efektif distimulasi melalui pola permainan cooperative play. Pola permainan cooperative play efektif untuk menstimulasi dimensi konsep diri (10 dari 15 perilaku), kemampan mengelola emosi (9 dari 18 perilaku), sosial akademik (7 dari 15 perilaku), dan perilaku prososial (17 dari 23 perilaku). Pola permainan associative play efektif menstimulasi dimensi konsep diri (3 dari 15 perilaku), kemampuan mengelola emosi (7dari 18 perilaku), perilaku prososial (4 dari 23 perilaku), dan sosial akademik (3 dari 15 perilaku). Pola permainan parralel play dan solitary independent play masing-masing efektif hanya menstimulasi 1 perilaku kompetensi social. Kata Kunci: Anak Usia Dini, Bermain Kooperatif, Bermain Asosiatif, Bermain paralel, Bermain soliter, Kompetensi sosial  


Healthcare ◽  
2022 ◽  
Vol 10 (1) ◽  
pp. 102
Author(s):  
Sun-Hee Lee ◽  
Ickpyo Hong ◽  
Hae Yean Park

Play has been used as an intervention or evaluation tool for children. Developing a social play evaluation tool can provide clinical criteria for intervening in social play. We aimed to develop a social play evaluation tool for preschool children based on Parten’s stages of development. We tested the construct validity of the scale using confirmatory factor analysis and Rasch analysis, and the known-groups validity by examining the Rasch-calibrated mean score differences across age groups. A total of 40 preliminary items—17 items for associative play and 23 items for cooperative play—were examined. There were significant differences in the scores for associative play between ages 3 and 6 (F = 2.65, p = 0.049), and for cooperative play between ages 3 and 5, 3 and 6, and 4 and 6 (F = 10.44, p < 0.0001). The findings could contribute to subsequent development and validation of occupational therapy programs on play.


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