The relationship between communication patterns and the entry behaviors into a play group during free-play time according to children’ shyness

2021 ◽  
Vol 23 (2) ◽  
pp. 110-133
Author(s):  
Eon-kyung Kim ◽  
Seen-Young Park
2021 ◽  
pp. 0261927X2110263
Author(s):  
David M. Markowitz

How do COVID-19 experts psychologically manage the pandemic and its effects? Using a full year of press briefings (January 2020–January 2021) from the World Health Organization ( N = 126), this paper evaluated the relationship between communication patterns and COVID-19 cases and deaths. The data suggest as COVID-19 cases and deaths increased, health experts tended to think about the virus in a more formal and analytic manner. Experts also communicated with fewer cognitive processing terms, which typically indicate people “working through” a crisis. This report offers a lens into the internal states of COVID-19 experts and their organization as they gradually learned about the virus and its daily impact.


1997 ◽  
Vol 9 (2) ◽  
pp. 421-452 ◽  
Author(s):  
JOHN MORDECHAI GOTTMAN ◽  
MICHAEL J. GURALNICK ◽  
BEVERLY WILSON ◽  
CATHERINE C. SWANSON ◽  
JAMES D. MURRAY

This paper questions the assumption that children's social and emotional competence be placed within the developing child, rather than in the interaction of the child with the range of peer social ecologies in which the children might function. This paper presents a new nonstatistical mathematical approach to modeling children's peer social interaction in small groups using nonlinear difference equations in which both an uninfluenced and an influenced regulatory set point of positive minus negative interaction can be separately estimated. Using this model and the estimation procedure, it is possible to estimate what a focal child and the group initially brings to the group interaction and also how these regulatory set points are influenced by the interaction to determine two influenced regulatory set points. Six-person mainstreamed and specialized groups were established involving three types of unacquainted preschool boys: children with and without developmental delays and a language disordered but intellectually normally functioning group, using a methodology that ensured appropriate matching of child and family characteristics. For each 2-week play group, the social interactions of each child were observed during a designated free play period. Handicapped children were observed in either a specialized or mainstreamed setting. The application made of this modeling process in this paper is generating theory to attempt to understand influence processes. Parameters are introduced that reflect uninfluenced target child and group set points, emotional inertia, and influence functions.


Animation ◽  
2021 ◽  
Vol 16 (1-2) ◽  
pp. 83-95
Author(s):  
Raz Greenberg

Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.


1996 ◽  
Vol 21 (1) ◽  
pp. 16-20 ◽  
Author(s):  
Jennifer M. Young-Loveridge

The present study was designed to explore the spontaneous use of number language by preschool children and their mothers in the context of cooking. The results show that preschool children use a variety of number words in this context. Mothers made substantially greater use of number words than did their children, possibly because the cooking context required a greater degree of control by the adult than would have been the case in a free-play context. Many instances of number-word use by mothers and by children went unacknowledged by their conversational partners. Although the relationship between children's number word use and that of their mothers was relatively weak (r=.34), there was a considerably stronger relationship between the numbers of reciprocal numeracy episodes and children's number-word use (r=.59). These findings support the idea that contingent responsiveness by adults is important for enhancing children's mathematics learning.


Author(s):  
Kevin Crowston ◽  
James Howison

Metaphors, such as the Cathedral and Bazaar, used to describe the organization of FLOSS projects typically place them in sharp contrast to proprietary development by emphasizing FLOSS’s distinctive social and communications structures. But what do we really know about the communication patterns of FLOSS projects? How generalizable are the projects that have been studied? Is there consistency across FLOSS projects? Questioning the assumption of distinctiveness is important because practitioner–advocates from within the FLOSS community rely on features of social structure to describe and account for some of the advantages of FLOSS production. To address this question, we examined 120 project teams from SourceForge, representing a wide range of FLOSS project types, for their communications centralization as revealed in the interactions in the bug tracking system. We found that FLOSS development teams vary widely in their communications centralization, from projects completely centered on one developer to projects that are highly decentralized and exhibit a distributed pattern of conversation between developers and active users. We suggest, therefore, that it is wrong to assume that FLOSS projects are distinguished by a particular social structure merely because they are FLOSS. Our findings suggest that FLOSS projects might have to work hard to achieve the expected development advantages which have been assumed to flow from "going open." In addition, the variation in communications structure across projects means that communications centralization is useful for comparisons between FLOSS teams. We found that larger FLOSS teams tend to have more decentralized communication patterns, a finding that suggests interesting avenues for further research examining, for example, the relationship between communications structure and code modularity.


2015 ◽  
Vol 5 (1) ◽  
pp. 11-17 ◽  
Author(s):  
Ghavam Moltafet

he purpose of this study was to investigate the relationship between family communication patterns and Resiliency with mediating role of satisfying basic psychological needs in high school students. Therefore, 379 participants (183 males and 196 females) were selected by multistage random cluster sampling among high school students in Dezful city. The research tools include: Basic need satisfaction in relationship (Deci & Ryan, 2000). Resilience Scale of Connor - Davidson (2003) and Revised Family Communication Patterns Questionnaire (Koerner and Fitzpatrick, 2002). The reliability and validity of the instruments were approved. To test the model, Path analysis was used that results indicated that among dimensions of family communication patterns, the dialogue dimension has a significant positive direct and indirect effect on resiliency through three psychological. In addition Conformity dimension had indirect effect on resiliency through satisfying needs for relatedness. In sum the results showed that basic need satisfaction had a mediating role in the relationship between family communication pattern and resiliency. The findings of this study are good evidences of direct and indirect impact of parents on children. Therefore, the families who were trying to have a dialogue with children, pay attention to their demands, this resulted in child resilience. Keywords: Dialogue, need for relatedness, need for competence and resiliency. 


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