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2022 ◽  
pp. 089011712110632
Author(s):  
Kara K. Palmer ◽  
Jacquelyn M. Farquhar ◽  
Katherine M. Chinn ◽  
Leah E. Robinson

Purpose The purpose of this study was to determine if children engaged in equal amounts of physical activity during an established gross motor skill intervention (the Children’s Health Activity Motor Program (CHAMP)) and outdoor free play. Design Cross-sectional study; sample: Ninety-nine children (Mage = 4.21, 51% boys) were randomly divided into two movement environments: CHAMP (n = 55) or control/outdoor free play (n = 44). Measures Physical activity was assessed using GT3X+ Actigraph accelerometers worn on the waist across four mornings. Average physical activity across the four days during either CHAMP or outdoor free play was extracted and categorized as light, moderate, vigorous, or MVPA. Physical activity data were reduced in the Actilife software using the cutpoints from Evenson et al. Analysis A 2 (treatment) x 2 (sex) mixed measures ANOVA was used to compare the amount of time children spent in light, moderate, vigorous, and MVPA. Results There was a significant main effect for treatment for light PA (F(3,95) =13.60, P<.001, partial η2=.125), and post hoc t-tests support that children in the control/outdoor free play group engaged in more light PA compared with children in CHAMP (t95 = −3.75, P<.001). Conclusions Results show that children in CHAMP engaged in less light PA but equal amounts of all other physical activity behaviors than their peers in outdoor free play.


2021 ◽  
Vol 2 (2) ◽  
pp. 129
Author(s):  
Andy Andy ◽  
Angel Purwanti

School is one of the institutions in transferring the balance between moral values to students in the learning process, so as to create innovations to improve the quality of institutions nationally. Yehonala School, one of the schools in Batam City that focuses on developing and shaping the characteristics of educators. Yehonala School is a National Plus based school in partnership with Cambridge University Press, and the motto is 'To Grow in Wisdom!' starting from the Play Group level, Elementary School (SD), Junior High School (SMP), High School (SMA) and Vocational High School (SMK). Yehonala School has an image as "The Best Learning Place for Children", the image is obtained through superior programs and achievements obtained from the Indonesia Achievement Center (IAC). The image that has been formed and attached to the Yehonala school in Batam City. This, of course, cannot be separated from the role of Yehonala School's Public Relations in maintaining that image first during the current pandemic. This research is based on an analysis of systems theory and the concept of the four roles of Public Relations proposed by Cutlip, Center and Broom. The type of research applied in this research is descriptive qualitative, the data collection applied in this research is in-depth interviews. The analytical method applied in this research is the Miles and Huberman analysis technique called the interactive model. The purpose of this study was to find out how the role of PR as a communication technician in maintaining an image during a pandemic. The results of the study found that three coding findings related to the role of Yehonala School's Public Relations as a communication technician, namely: (1) Utilization of Social Media (2) Social Media Content (3) The resulting reaction. The role of Yehonala school's PR is only as a communication technician and Yehonala's school implements a closed system because PR does not act as an information seeker.


2021 ◽  
Vol 12 (4) ◽  
pp. 1805-1820
Author(s):  
Dukhee Jang ◽  
Yeojin Cho ◽  
Hyunjin Shin

Author(s):  
Marina E. Elutina ◽  
◽  
Anton A. Nerush ◽  

The article examines the structural foundations of interactions between gamers in online games on the example of the youth segment of Russian audience of computer games. The analysis of the main elements of in-game mechanics structuring the communicative interactions of gamers in online games is carried out on the basis of the B. Latour’s actor-network theory, allowing us to consider the game as an actor of socio-technical interactions. According to the results of the author’s research conducted in 2019–2020 by means of online questionnaires, the mechanisms of long-term and short-term association of players in online games are highlighted and the structural bases of their interaction are characterized: the dominant and secondary motives of group formation in video games, the factors of prolongation of contacts between players. It was revealed that gamers give preference to short-term gaming teams with a free exit. A long-term play group is recruited from people who know each other, with whom they maintain contacts in everyday life while playing is perceived as a form of joint leisure. It is shown that an online game creates a field for active construction of new social connections between the members of the gaming community. The potential of the possibilities of including game mechanics and “non-human” actors in new forms of gamification of education is outlined.


2021 ◽  
Vol 7 (2) ◽  
pp. 648
Author(s):  
Ria Winanti ◽  
Purwanto Purwanto ◽  
Khuriyah Khuriyah

The current state of education has drastically changed, maintaining virtual learning and teaching, educators adapting to utilizing existing technology by implementing information transformation. The fact shows that educators face problems to be able to present interesting learning for students, and interactive learning, especially learning for early childhood aged 3-4 years (Play Group) and 4-6 years (Kindergarten), so creative teachers are needed. and innovative (Ahmed et al., 2020). The implementation of online learning in PAUD is better known as PAUD from home (PFH). PFH is an early childhood activity held at home by families with children with remote teacher guidance and assistance. Of course, PFH is different from online learning at the elementary, junior high, high school, and university levels. Previously, PAUD services focused more on the relationship between families and schools, then Covid-19 teaches all parties to implement real PAUD by paying attention to the reciprocal relationship between institutions, families, and the environment. This research is carried out with a qualitative approach, with the type of case study, because the research carried out examines one field of study or variables in depth, namely learning management from home. The results of the study show that online learning at the Kindergarten level is not necessarily carried out without careful planning, following the stages of implementing PFH which are carried out in three stages: 1. Preparation stage; this stage starts from checking the condition of the students' families, then choosing the type of learning whether online, offline, or blended learning. Furthermore, preparing children, preparing parents, preparing themed lesson plans, and preparing communication guides between teachers and students' families. 2. Implementation stage; families discuss with children about the activities to be sent, families also look for various learning resources (books, videos, pictures related to themes, etc.), children are free to follow the teacher's ideas or their own ideas, there is interaction, children play, and documentation of activities. 3. Post-implementation stage; families report PFH results by documenting children's activities.


2021 ◽  
Vol 1 (1) ◽  
pp. 20-30
Author(s):  
Rere Setianingsih ◽  
Ahmad Yani ◽  
Asep Mulyana ◽  
Alfiyanti Nurkhasyanah

The use of media that is still low at the level of children's expressive language skills makes researchers create media that aims to improve graphic language skills of children 4-5 years old by making magazines as children's worksheets. The research method used is by using research and development methods with data collection techniques through data collection, product design, and produce results which are then processed into data which is then analyzed. Based on the study results, the expressive language skills of the students of Play Group PAUD Harapan Bangsa Cirebon Regency after the trial showed an increase of 22.50% with the outcome of 78.50%, namely in the very well developed category. Animated animal-themed quiz game contains animations (moving pictures), including sub-themes of animal types, animal characteristics, and animal food. Therefore, creating an animated quiz media based on animal themes can improve the expressive language skills of early childhood.


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