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  • COLOURED STICK: TEACHING WITH A COMPREHENSIVE GAME FOR IMPROVING CHILDREN’S SOCIAL-EMOTIONAL ABILITY IN KINDERGARTEN
    59-65
    Views:
    355

    The emotional ability must be properly managed in order to survive and adapt to social life so that social and emotional abilities can be trained from an early age. As a part of early childhood, kindergarten is one of the most effective places to help children develop social and emotional abilities effectively through play activities. Thus, kindergarten teachers need to find alternative activities and play equipment that can stimulate socio-emotional abilities. One way is by means of the game "Coloured Stick" made of pieces of wood that are developed by combining three types of games, namely constructive games, educational games, and traditional games. This teaching tool can be applied in an integrated manner in kindergarten learning activities, which include the opening, core, and cover with a strategy that varies according to the indicators of social-emotional development.  The learning process is the use of the game "Coloured Stick" which is systematically designed and integrated so as to facilitate its application. The application of this tool was tested in small groups of 8 students over eight meetings in July and August 2015, and a large group of 14 students over 12 meetings in August and September 2015 in Fithria Islamic Kindergarten, South Jakarta. Subjects in the test groups were teachers and kindergarten students.  The results of both the trial groups were seen from the difference between initial and final assessments. The small trial group results increased by 0.1 points (4.88%) up to 0.29 points (9.76%) whereas the large trial group results increased by 0.05 points (1.63%)to 0.93 points (30.83%). Descriptive this increase occurred in the child are varied and each child's progress in socio-emotional capabilities in the grain or indicators of social-emotional abilities are different. This is very possible because each child has a differing ability to absorb the learning content. The results show that the colored sticks game tool can help children develop social skills because the learning process can be carried out in groups. In addition to boosting the child's emotional development, it can also help children develop confidence and respect for themselves, not become easily frustrated because the concepts are according to the age and development of the children, and to exercise patience because they have to wait for their turn to play.

  • THE IMPORTANCE OF PLAY - THE USE OF GAMES BY SPECIAL EDUCATIONAL NEEDS TEACHER AND MAJORITY TEACHERS IN LESSONS
    7-26
    Views:
    906

    Nowadays, the priority task of pedagogy is to develop skills and basic competencies, because these are necessary for a successful teaching-learning process. In contrast to the traditional frontal education, which the learners treat as a passive recipient. The current education places more and more emphasis on exploration, action-based learning, and knowledge acquisition based on one's own experiences, which can be based on play and playful activity. Gameplays a key role in the development of skills and personality, so in this research, we examine the role of game in the teaching of typical and learning disabilities children. During the study, we used an online questionnaire, which was sent to special educational needs teachers and the majority of teachers working in schools in Hajdú-Bihar and Szabolcs-Szatmár-Bereg counties (N = 102 people). The distribution of the answers was even for each grade and school type, so we were able to form groups of 25 and 26 people. Our results reflect a different teaching method because special educational needs teachers use games much more often in their work and spend much more time on them compared to the majority of teachers. Special educational needs teachers attribute much more developmental effects to the game, so they use it more often in upper grades as well. The majority of teachers are dominated by info-communication tools, while special educational need teachers use several self-made tools. In terms of methods, teachers consider differentiation to be paramount, followed by an illustration and cooperative learning, while playing came in fourth place.

  • THE OXIPO GAME COLLECTION FOR DEVELOPING COGNITIVE ABILITIES
    63-73
    Views:
    1193

    This study is a presentation of the first phase of a complex research project which aims to present the theoretical background of a new game collection (based on OxIPO model). We have compiled a game collection to improve cognitive abilities in early childhood. Concerning cognitive abilities, Affolter's (1972), Sindelar's (1994) and others' earlier developmental approaches took into account visual, auditive or motoric (inter) modalities of perception, however, we believe we need a more complex model to cover the full capability. Within the framework of the OxIPO model (Mező, 2002, 2016), learning is interpreted as an information processing process. In the OxIPO model (Field, 2002, 2016), Learning = Organization x (Input + Process + Output) allows us to control and systemize not only the input modalities but also the output modalities and also to interpret some cognitive abilities in the process phase. We have created a game-collection based on six input (visual, auditive, kinesthetic, olfactory, gustatory, and tactile) modalities and five cognitive abilities (perception, attention, memory, conceptual thinking, problem-solving thinking) and three output (visual, auditive, motoric) modalities. The outcome of the six input modalities and the five target abilities and the three output modalities there are 90 different games that can be described by the OxIPO model. In the future, we would like to prove with empirical studies that this game collection can be used for testing and developing 90 independent cognitive abilities. On the other hand, we need to prove that these cognitive abilities indeed influence the daily lives of children and their effectiveness.

  • THE MYSTERY OF THE CHILD PLAYING WITH PUPPETS, OR THE PUPPET THAT AMPLIFIES THE SOUL
    99-117
    Views:
    130

    According to Teréz Virág (1998) a psychologist with regard to the 'mysteries' of the power of the puppet, three different spheres are worth investigating, namely the mysteries of the puppets, that of the child who plays with the object, and that of the puppeteer's. She views puppetry as creation, the puppeteer as the life-giver, and the puppet as an object of transition. When the aim is to develop the artistic methods as well as explore the 'general utility' of puppetry, it is worth further focusing on segments such as the making of the puppet, acting with the puppet, and perceiving the puppet play. These are three different viewpoints and three approaches. The study presents that the puppet in the child's hand is capable of embodying incomprehensible and insufferable feelings as well as making the unknowable accessible. In pedagogy today puppet play is believed to undoubtedly have a developmental impact, argued for widely with conventions, but it seems that there is still a lack of sincerely understanding of the being of the puppet and its mechanism of action, its principal essence. In my study, I elaborate on the questions of why and how puppet play can be of assistance, and what the puppet can actually mean in the child's hands. The puppet is an object, that makes a motion as it is assuming a role and takes action while portraying this role, it substitutes for someone or something. Being the puppet presupposes a space for the play, in which it takes the place of this someone/something by replacing what it represents. The primary goal of the study is to show that by playing with an object, a puppet lays a bridge in an abstract way between the visible and the invisible world, enabling thus art pedagogy to develop the child with its complex mode of action. The psychological mechanism of identification is best characterized by the eagerness to act, and the artistic genre of puppet play, providing the stage for action, is eminently capable of satisfying this urge. In the creative process, the approach of animation, the metaphorical thinking of the puppeteer, the abstraction as well as the development of the related assertive skills rely on all the operations of thinking; also, the simultaneity of the multi-lateral perception, the complex interpretation of communication play important roles.

  • DEVELOPMENTAL METHODS AND IDEAS FOR PRESCHOOL AND PRIMARY SCHOOL CHILDREN
    95-104
    Views:
    490

    The developer educators’ job is not a simple one, children of different ages and various problems are to be treated. This short study may help you to have an idea regarding applicable methods using your own creativity, and it recommends a few available games and books. The introspection motivates the educator to train himself to be able to know certain methods more deeply.

  • PLAYING FOR CHILDREN WHO NEEDED SPECIAL TREATMENT (RECENSION)
    81-86
    Views:
    228

    The reviewed book is:

    Mező Katalin (Szerk.) (2015): Játékkal a különleges bánásmódot igénylő gyermekekért. Bíbor Kiadó, Miskolc. 122 oldal, ISBN: 978-615-5536-00-7

  • Juggling for Effective Learning - Methods to Encourage the Acquisition of New Skills in an Optional Course at Óbuda University
    91-101
    Views:
    20

    Play and learn, or learn while having fun. Unfortunately, in today's achievement-oriented society, education is all about getting a student to complete a predetermined task on time. This pressure can be very stressful for students, especially if they themselves are perfectionists and want to do their best, and fear failure (repeating a term) and the feeling of underachievement when compared to the abilities of their peers. The "Juggling for Effective Learning" course has already been offered six times to students at Óbuda University. The primary reason for the course was to help students who have a disability, primarily a learning disability (dyslexia or dysgraphia). However, students who are curious about the course are also welcome to attend.

  • ABILITY DEVELOPMENT GAMES FROM ASPECTS OF IPOO-MODELL: THE POSSIBILITY OF DIAGNOSTICS INTEGRATED IN DEVELOPMENT
    55-66
    Views:
    873

    According to Mező's IPOO-model of learning, learning is a kind of information processing, which has got four different, but a related component. These components are input, process, output, and organization. This model is useable to analyzing and to diagnostic and to develop a wide range of learning phenomenons (from personality development to the development of learning strategies and abilities). The present study gives a short summarize of possibilities of ability diagnostics and development in the theoretical frame of the IPOO-model.

     

  • PLAY THERAPY FOR INFANTS AND TODDLERS WITH DISABILITIES IN THE AREA OF EARLY INTERVENTION AND CARE
    125-132
    Views:
    502

    The experts of early development working in the Hajdú-Bihar County Educational Service worked out new therapy for the damaged babies, young children, and their families while taking the local factors and resources into consideration. This therapy strongly fits the family-oriented approach and the coordinated, integrated provider model of early childhood intervention. The tool for this is play therapy, which is the most important element of the development of damaged children. The program is based on the healing play therapy designed by Tunyogi (2019). We added some elements of the Step By Step preschool program to the therapy, and for the design of the environment and conditions, we used the Work-Fun-Development concept of Schaffer (1988) Parts of the intensive, group play therapy: sensorimotor program, the differentiated stimulation therapy of the senses, the increase of learning abilities, a staged environment. This year, new elements and therapeutic tools have been added to the program, like the Points of YouTM phototherapy method for parents, as well as dog therapy and baby massage for the little ones.

  • TERRAFORMING MISSION – A BOARD GAME OF THE “DISCOVERY, CREATION, LEARNING” PROJECT
    153-158
    Views:
    73

    The present study is a short introduction to the board game “Terraforming Mission”, which aims to provide and practice scientific knowledge with the help of gamification. The free game is great as an enriching element of talent programs.