Common mistakes people make when designing interactive digital media content for children and strategies to avoid these common and possibly fatal mistakes; Slideshow created by (c)Carolyn Handler Miller
The document discusses the importance of engaging with children and provides suggestions for how to do so. It notes that lack of time, stress, and lack of understanding are common reasons for less child interaction. Engaging with children through activities like outdoor games, indoor games, reading books, exercise, asking questions, social outings, following the child's lead, and video calls helps develop the child, foster bonding, teach values, and support creativity and future relationships. Spending quality time with children in various engaging ways is key to bringing out their best.
This document discusses how parents should behave around their children. It argues that parents should not hit animals or their spouse in front of children. It suggests that kindness and caring behavior between parents gives children hope and leads to positive feelings like happiness. The document also states that children will mimic their parents' behaviors, so parents need to follow through on what they say and do to set a good example. Setting this kind of example can help reduce violence and allow children to pursue their dreams.
The document uses colored hats as a metaphor to summarize different aspects of a holiday. The black hat represents disadvantages and dangers, the white hat provides facts, the yellow hat highlights benefits, the blue hat focuses on thinking, the red hat discusses feelings, and the green hat represents new ideas and creativity. The student then shares specific experiences from their holiday, including dangers encountered on sand dunes, things they enjoyed, feelings evoked, and mixed emotions about the end of the holidays.
Living the iDream: Opportunities and Challenges in the Children's App Market ...Carla Fisher
Following up on her iKids 2014 presentation, Dr. Carla Fisher shares an overview of the three major challenges for children’s app developers and ways to address them. An overview of the presentation can also be read at kidscreen.com/category/blogs/kids-got-game.
Making of a Tween Gamer – Disposable Time, Deep Pockets & Newfound Independen...Jessica Tams
The document discusses tweens (ages 9-12) as gamers. It notes that tweens are fluent across devices and platforms, and while parents still control purchases, tweens have more independence. It outlines what tweens want from games - emotional engagement through exploration, competition, creation and collaboration. The document also discusses who influences tweens - other kids, parents and teachers - and how education and entertainment can be combined for tweens. It provides tips on differentiating games for tweens and sustaining business with them.
The document outlines 10 values of The Academy, which emerged from the collaboration between its media professionals and lecturers. The values include picking unconventional spaces for work, questioning everything, focusing deeply without distraction, challenging comfort zones, thinking creatively by making connections, making time for play, collaborating with people one can learn from, recognizing that talent is unpredictable, and being bold in owning one's journey.
Kids were given cameras to take photos for the first time. Their photos captured both the harsh realities of poverty, homelessness, drug use, and insecurity in their lives, as well as moments of beauty, hope, and brightness. The photos showed the struggles these impoverished children face each day, but also that they can still see beauty and find hope even in difficult situations.
This document discusses the importance of appropriate parenting and training of children. It states that properly training children according to Proverbs 22:6 leads to well-adjusted individuals, while failure to train results in problems. It warns that inappropriate parenting can have negative consequences, and that while many are quick to offer advice, few offer support when problems arise. The document encourages taking time to consider parenting approaches rather than relying on TV, computers, or cartoons to pacify children, as this can influence them in unintended ways. It suggests that trusting in God and seeking wisdom from Him are key to successful parenting.
The document discusses the importance of engaging with children and provides suggestions for how to do so. It notes that lack of time, stress, and lack of understanding are common reasons for less child interaction. Engaging with children through activities like outdoor games, indoor games, reading books, exercise, asking questions, social outings, following the child's lead, and video calls helps develop the child, foster bonding, teach values, and support creativity and future relationships. Spending quality time with children in various engaging ways is key to bringing out their best.
This document discusses how parents should behave around their children. It argues that parents should not hit animals or their spouse in front of children. It suggests that kindness and caring behavior between parents gives children hope and leads to positive feelings like happiness. The document also states that children will mimic their parents' behaviors, so parents need to follow through on what they say and do to set a good example. Setting this kind of example can help reduce violence and allow children to pursue their dreams.
The document uses colored hats as a metaphor to summarize different aspects of a holiday. The black hat represents disadvantages and dangers, the white hat provides facts, the yellow hat highlights benefits, the blue hat focuses on thinking, the red hat discusses feelings, and the green hat represents new ideas and creativity. The student then shares specific experiences from their holiday, including dangers encountered on sand dunes, things they enjoyed, feelings evoked, and mixed emotions about the end of the holidays.
Living the iDream: Opportunities and Challenges in the Children's App Market ...Carla Fisher
Following up on her iKids 2014 presentation, Dr. Carla Fisher shares an overview of the three major challenges for children’s app developers and ways to address them. An overview of the presentation can also be read at kidscreen.com/category/blogs/kids-got-game.
Making of a Tween Gamer – Disposable Time, Deep Pockets & Newfound Independen...Jessica Tams
The document discusses tweens (ages 9-12) as gamers. It notes that tweens are fluent across devices and platforms, and while parents still control purchases, tweens have more independence. It outlines what tweens want from games - emotional engagement through exploration, competition, creation and collaboration. The document also discusses who influences tweens - other kids, parents and teachers - and how education and entertainment can be combined for tweens. It provides tips on differentiating games for tweens and sustaining business with them.
The document outlines 10 values of The Academy, which emerged from the collaboration between its media professionals and lecturers. The values include picking unconventional spaces for work, questioning everything, focusing deeply without distraction, challenging comfort zones, thinking creatively by making connections, making time for play, collaborating with people one can learn from, recognizing that talent is unpredictable, and being bold in owning one's journey.
Kids were given cameras to take photos for the first time. Their photos captured both the harsh realities of poverty, homelessness, drug use, and insecurity in their lives, as well as moments of beauty, hope, and brightness. The photos showed the struggles these impoverished children face each day, but also that they can still see beauty and find hope even in difficult situations.
This document discusses the importance of appropriate parenting and training of children. It states that properly training children according to Proverbs 22:6 leads to well-adjusted individuals, while failure to train results in problems. It warns that inappropriate parenting can have negative consequences, and that while many are quick to offer advice, few offer support when problems arise. The document encourages taking time to consider parenting approaches rather than relying on TV, computers, or cartoons to pacify children, as this can influence them in unintended ways. It suggests that trusting in God and seeking wisdom from Him are key to successful parenting.
This presentation was given at the School Library Association of New Zealand Aotearoa (SLANZA) conference in 2013. It focusses on what gamification is and how to use game elements to bring fun into the library. For further information have a look at http://librarygamification.weebly.com/ which has articles and videos I used in my research. Updated on 15 June prior to my SLANZA presentation at Kerikeri.
What are you blind spots conquering the 5 misconceptions that hold leaders back Kam Kazemi
Blind spots! Yes, your existing leadership beliefs and experiences are the reason why 60-90% of leaders’ dreams, aspirations, and strategies are not executed, and why 70% of the people in our organizations are not actively engaged. The problem ends now. Many organizations and leaders are using beliefs and methods grounded in the industrial age to try to motivate and engage employees to create change and sustain growth. Learn from Jim Haudan, Chairman and Co-Founder, and Rich Berens, President and CEO, of Root Inc. as they detail five leadership blind spots that hinder employee engagement and innovation in the workplace. If you’re hoping to be an organization that stands apart because of strong engagement scores, this session will offer actionable, real-life tactics to start making positive changes today.
Talk Design Principles for kids - Camp DigitalKarina Ibarra
We know how to design for grown-ups, but how easy is it to design for kids?
In this talk we will see how some of well-known, universal principles of design can be applied when we design apps, games and interfaces for kids.
We will walk through concepts and practices that designers and researchers already know about their users, but with a different approach applied for children.
This document outlines design principles for creating digital products for children. It discusses how children are not mini-adults and have distinct developmental limitations that must be considered. The principles focus on simplicity, goal-centered design, honesty, challenges at an appropriate level, and ensuring the experience is fun. Specific guidelines are provided under each principle, such as using affordances, consistency, progressive disclosure of information and others. The document emphasizes that design for children needs to be transparent, empowering, and trigger their authentic selves to promote recall of experiences.
The document describes TheHMC, a simulation app that uses iBeacons to teach kids about how infectious diseases spread through indirect contact. The app allows students to "infect" each other's devices by bumping them together, and provides end game statistics. It is designed to be a fun, intuitive, and informative single-player experience that promotes interaction and teaches about disease transmission without competition or malicious intentions.
Professional keynote speaker Erik Vermeulen takes a light-hearted but powerful look at the origins of success and finds that people have all the attributes to be incredibly successful at the age of 5. However schooling and "life" seem to beat those out of us. Erik challenges the audience to go and find their inner 5 year-old and start applying those attributes again.
Creating compelling museum games (We Are Museums 2016)Martha Henson
The document discusses challenges with museum games and provides guidance on effective game design. It notes that museum games often fail due to lack of games expertise, small budgets, and poor understanding of audiences. It emphasizes the importance of a clear objectives-driven design process that incorporates iterative testing and allows flexibility. A good game is defined as having compelling mechanics, balanced challenge, satisfying experience, and optional extrinsic motivation. The key to good educational games is identifying learning objectives first and designing mechanics to meet those, then prototyping and revising based on testing before finalizing.
How to design games children want (CMC 2016)Phil Stuart
The document discusses principles for designing games that appeal to children with varied abilities. It notes that children's skills develop between ages 3-8 in social, communication, physical, and cognitive areas. The key principles for design are to have a low threshold for entry through intuitive tutorials, a high ceiling to allow for mastery, and wide walls to support different play styles. Examples are given of games like Minecraft, Animal Crossing and Toca Ballet that demonstrate these principles through open-ended play and creative freedom. The goal is to create experiences that are enjoyable for all skill levels.
To deliver value in today’s business climate and with a new generation of consumers, marketers are increasingly learning that ‘old tricks’ and predictable branding games – might not get the desired impact.
Watch the webinar to hear Nichole Kelly, CEO of Social Media Explorer as she unveils a bold look into how most brand actions can be grouped into 13 'game groups’. These game groups are not all equally well received. Nichole is joined by Pernille Bruun-Jensen, CMO of NetBase, as they review the power of a new Marketing approach that resonates, brought to life through deep dives on brands like:
Nike
Mercedes Benz
Dollar Shave Club
Dyson
Get the tips on how to get your brand ready to win the hearts and minds of today’s consumer – a more savvy consumer than ever.
The document discusses making decisions and discusses several key points. It notes that while good decisions result from sensible thinking, the outcomes are not always good. It also discusses factors to consider when choosing a cell phone like models, features and prices. Additionally, it notes that decisions with more serious consequences need more careful consideration and relying on reliable information. The document closes by stating that any decision comes at a cost of time, energy and resources spent in order to make the best choice.
This document discusses the relationship between games, learning, fun and frustration. It argues that games are not just about fun, as fun has a limited lifespan, but can also be pleasantly frustrating. It explores concepts like flow, challenge, reward and failure in game design. It also examines how learning involves failure, doubt, curiosity and making connections. Games can facilitate creation, distribution and assessment of learning. When combined effectively, fun, frustration, games and learning complement each other in a both/and rather than either/or relationship.
This document provides guidance on crafting persuasive stories to inspire action. It discusses important elements like knowing your audience, using challenge, creativity, or connection plots, and following a structure of introduction, struggle, moment of change, resolution, and call to action. Examples of one-sentence stories are given. The purpose is explained as spreading powerful teacher leadership stories to activate and connect new leaders through an infographic highlighting specific teacher journeys. Feedback is requested on what #TeachLearnLead means and sharing stories.
The document discusses how games can be used for learning. It argues that games teach skills like mastering mechanics, developing agency, and learning through failure. However, creating effective learning games is difficult and requires an understanding of both learning and game design. Key aspects include setting explicit learning goals, engaging players through challenges, and facilitating mastery and the development of "learning literacy". Overall, the document advocates for creating games that provide difficult but "pleasantly frustrating" challenges to drive engagement and transformational learning.
1. The document discusses the idea of using gamification to improve learning outcomes in schools. It presents three options for responding to a school head who wants to invest in gamification: that it's a great idea, that it needs more thought, or that it's a terrible idea.
2. It then expands on each option, noting that gamification can promote engagement and deeper learning but may not be suitable for all types of learning. It also discusses definitions of gamification, intrinsic vs. extrinsic motivation, and challenges like lack of research and difficulty in designing good games.
3. Overall, the document presents both benefits and risks of gamification, concluding that rewards systems can work and games/simulations provide
The document outlines 10 things the author has learned over their career and life. These include realizing that one's career is not their entire life and maintaining a work-life balance; having an accurate self-awareness of one's strengths and weaknesses; being kind to oneself and others; setting goals and having a plan to achieve them; being flexible and prepared to change plans when needed; not taking negative things at work personally; understanding one's own boundaries; participating to have influence; applying consistent effort each day toward goals; and persisting with things one cares about unless there is a good reason to stop.
10 Immutable Truths of Entrepreneurship (Updated Keynote)Margaret Wallace
These are UPDATED slides from a keynote I delivered on January 20, 2011 at GameOn Finance in Toronto. Enjoy!
For an questions, please feel free to contact me on Twitter - @margaretwallace
The document summarizes the results of three rounds of testing a potential startup idea using the Lean Startup methodology at the Lean Startup Machine conference in Boston. In Round 1, the team hypothesized a website to connect a teen named Julie with scientists, but testing found teens were not focused on career planning. Round 2 focused on parents helping kids' science interests, but the idea of science packages was unclear. Round 3 simplified the idea to educational adventure trips led by scientists, which generated interest and signups. The document reflects on lessons learned about pivoting customer segments and solutions based on testing.
Effective communication is a fundamental skill that all children should learn to succeed. This blog will provide the necessary guidance on how to help children build strong communication skills. We will discuss the importance of communication, activities, and communication skills games to help children develop their communication skills.
Effective communication is a fundamental skill that all children should learn to succeed. This blog will provide the necessary guidance on how to help children build strong communication skills. We will discuss the importance of communication, activities, and communication skills games to help children develop their communication skills.
Importance of Communication Skills for Kids
Good communication skills give children the tools they need to build meaningful relationships with others, express themselves clearly and accurately, problem-solve effectively, negotiate conflicts, and easily handle difficult conversations. Having the ability to communicate effectively helps kids feel more confident in social situations and better able to take stress or anxiety when it arises. It also gives them a foundation for understanding that will serve them well into adulthood. Get the children admission to preschool for developing and learning better communication skills.
This presentation was given at the School Library Association of New Zealand Aotearoa (SLANZA) conference in 2013. It focusses on what gamification is and how to use game elements to bring fun into the library. For further information have a look at http://librarygamification.weebly.com/ which has articles and videos I used in my research. Updated on 15 June prior to my SLANZA presentation at Kerikeri.
What are you blind spots conquering the 5 misconceptions that hold leaders back Kam Kazemi
Blind spots! Yes, your existing leadership beliefs and experiences are the reason why 60-90% of leaders’ dreams, aspirations, and strategies are not executed, and why 70% of the people in our organizations are not actively engaged. The problem ends now. Many organizations and leaders are using beliefs and methods grounded in the industrial age to try to motivate and engage employees to create change and sustain growth. Learn from Jim Haudan, Chairman and Co-Founder, and Rich Berens, President and CEO, of Root Inc. as they detail five leadership blind spots that hinder employee engagement and innovation in the workplace. If you’re hoping to be an organization that stands apart because of strong engagement scores, this session will offer actionable, real-life tactics to start making positive changes today.
Talk Design Principles for kids - Camp DigitalKarina Ibarra
We know how to design for grown-ups, but how easy is it to design for kids?
In this talk we will see how some of well-known, universal principles of design can be applied when we design apps, games and interfaces for kids.
We will walk through concepts and practices that designers and researchers already know about their users, but with a different approach applied for children.
This document outlines design principles for creating digital products for children. It discusses how children are not mini-adults and have distinct developmental limitations that must be considered. The principles focus on simplicity, goal-centered design, honesty, challenges at an appropriate level, and ensuring the experience is fun. Specific guidelines are provided under each principle, such as using affordances, consistency, progressive disclosure of information and others. The document emphasizes that design for children needs to be transparent, empowering, and trigger their authentic selves to promote recall of experiences.
The document describes TheHMC, a simulation app that uses iBeacons to teach kids about how infectious diseases spread through indirect contact. The app allows students to "infect" each other's devices by bumping them together, and provides end game statistics. It is designed to be a fun, intuitive, and informative single-player experience that promotes interaction and teaches about disease transmission without competition or malicious intentions.
Professional keynote speaker Erik Vermeulen takes a light-hearted but powerful look at the origins of success and finds that people have all the attributes to be incredibly successful at the age of 5. However schooling and "life" seem to beat those out of us. Erik challenges the audience to go and find their inner 5 year-old and start applying those attributes again.
Creating compelling museum games (We Are Museums 2016)Martha Henson
The document discusses challenges with museum games and provides guidance on effective game design. It notes that museum games often fail due to lack of games expertise, small budgets, and poor understanding of audiences. It emphasizes the importance of a clear objectives-driven design process that incorporates iterative testing and allows flexibility. A good game is defined as having compelling mechanics, balanced challenge, satisfying experience, and optional extrinsic motivation. The key to good educational games is identifying learning objectives first and designing mechanics to meet those, then prototyping and revising based on testing before finalizing.
How to design games children want (CMC 2016)Phil Stuart
The document discusses principles for designing games that appeal to children with varied abilities. It notes that children's skills develop between ages 3-8 in social, communication, physical, and cognitive areas. The key principles for design are to have a low threshold for entry through intuitive tutorials, a high ceiling to allow for mastery, and wide walls to support different play styles. Examples are given of games like Minecraft, Animal Crossing and Toca Ballet that demonstrate these principles through open-ended play and creative freedom. The goal is to create experiences that are enjoyable for all skill levels.
To deliver value in today’s business climate and with a new generation of consumers, marketers are increasingly learning that ‘old tricks’ and predictable branding games – might not get the desired impact.
Watch the webinar to hear Nichole Kelly, CEO of Social Media Explorer as she unveils a bold look into how most brand actions can be grouped into 13 'game groups’. These game groups are not all equally well received. Nichole is joined by Pernille Bruun-Jensen, CMO of NetBase, as they review the power of a new Marketing approach that resonates, brought to life through deep dives on brands like:
Nike
Mercedes Benz
Dollar Shave Club
Dyson
Get the tips on how to get your brand ready to win the hearts and minds of today’s consumer – a more savvy consumer than ever.
The document discusses making decisions and discusses several key points. It notes that while good decisions result from sensible thinking, the outcomes are not always good. It also discusses factors to consider when choosing a cell phone like models, features and prices. Additionally, it notes that decisions with more serious consequences need more careful consideration and relying on reliable information. The document closes by stating that any decision comes at a cost of time, energy and resources spent in order to make the best choice.
This document discusses the relationship between games, learning, fun and frustration. It argues that games are not just about fun, as fun has a limited lifespan, but can also be pleasantly frustrating. It explores concepts like flow, challenge, reward and failure in game design. It also examines how learning involves failure, doubt, curiosity and making connections. Games can facilitate creation, distribution and assessment of learning. When combined effectively, fun, frustration, games and learning complement each other in a both/and rather than either/or relationship.
This document provides guidance on crafting persuasive stories to inspire action. It discusses important elements like knowing your audience, using challenge, creativity, or connection plots, and following a structure of introduction, struggle, moment of change, resolution, and call to action. Examples of one-sentence stories are given. The purpose is explained as spreading powerful teacher leadership stories to activate and connect new leaders through an infographic highlighting specific teacher journeys. Feedback is requested on what #TeachLearnLead means and sharing stories.
The document discusses how games can be used for learning. It argues that games teach skills like mastering mechanics, developing agency, and learning through failure. However, creating effective learning games is difficult and requires an understanding of both learning and game design. Key aspects include setting explicit learning goals, engaging players through challenges, and facilitating mastery and the development of "learning literacy". Overall, the document advocates for creating games that provide difficult but "pleasantly frustrating" challenges to drive engagement and transformational learning.
1. The document discusses the idea of using gamification to improve learning outcomes in schools. It presents three options for responding to a school head who wants to invest in gamification: that it's a great idea, that it needs more thought, or that it's a terrible idea.
2. It then expands on each option, noting that gamification can promote engagement and deeper learning but may not be suitable for all types of learning. It also discusses definitions of gamification, intrinsic vs. extrinsic motivation, and challenges like lack of research and difficulty in designing good games.
3. Overall, the document presents both benefits and risks of gamification, concluding that rewards systems can work and games/simulations provide
The document outlines 10 things the author has learned over their career and life. These include realizing that one's career is not their entire life and maintaining a work-life balance; having an accurate self-awareness of one's strengths and weaknesses; being kind to oneself and others; setting goals and having a plan to achieve them; being flexible and prepared to change plans when needed; not taking negative things at work personally; understanding one's own boundaries; participating to have influence; applying consistent effort each day toward goals; and persisting with things one cares about unless there is a good reason to stop.
10 Immutable Truths of Entrepreneurship (Updated Keynote)Margaret Wallace
These are UPDATED slides from a keynote I delivered on January 20, 2011 at GameOn Finance in Toronto. Enjoy!
For an questions, please feel free to contact me on Twitter - @margaretwallace
The document summarizes the results of three rounds of testing a potential startup idea using the Lean Startup methodology at the Lean Startup Machine conference in Boston. In Round 1, the team hypothesized a website to connect a teen named Julie with scientists, but testing found teens were not focused on career planning. Round 2 focused on parents helping kids' science interests, but the idea of science packages was unclear. Round 3 simplified the idea to educational adventure trips led by scientists, which generated interest and signups. The document reflects on lessons learned about pivoting customer segments and solutions based on testing.
Effective communication is a fundamental skill that all children should learn to succeed. This blog will provide the necessary guidance on how to help children build strong communication skills. We will discuss the importance of communication, activities, and communication skills games to help children develop their communication skills.
Effective communication is a fundamental skill that all children should learn to succeed. This blog will provide the necessary guidance on how to help children build strong communication skills. We will discuss the importance of communication, activities, and communication skills games to help children develop their communication skills.
Importance of Communication Skills for Kids
Good communication skills give children the tools they need to build meaningful relationships with others, express themselves clearly and accurately, problem-solve effectively, negotiate conflicts, and easily handle difficult conversations. Having the ability to communicate effectively helps kids feel more confident in social situations and better able to take stress or anxiety when it arises. It also gives them a foundation for understanding that will serve them well into adulthood. Get the children admission to preschool for developing and learning better communication skills.
The document discusses the shift from the Information Age to the Conceptual Age, where skills like creativity, innovative thinking, and problem solving are important. It highlights key points from several speakers on reinventing education to focus on developing skills like design, storytelling, empathy, play, and finding meaning and purpose. The document argues that education needs to change to engage students in authentic, self-directed, project-based learning to better prepare them for the future.
This document provides guidance on counseling children. It discusses that children have their own ideas and personalities, so counseling them can be challenging but important. The first step is to sit and play with younger children, do preferred activities with older children, and use age-appropriate language. Active listening is key. Techniques like drawing, drama, role-play, storytelling, music and games can be used. Factors like learning disabilities, social development, home environment, and comparisons to others should be considered. Parents and communities should spend quality time with children, encourage expression, provide civic responsibilities and outdoor activities, and accept all children. Death, relationships and personal questions may arise and require understanding responses.
The document discusses the power of language, both positive and negative, on children. It notes that words can uplift or hurt, and impact children's self-esteem, relationships and development. The use of positive language when interacting with children is important, as it can instill confidence and optimism, while negative language can lead to pessimism and low self-esteem. Specific techniques for using positive language with children are provided, such as telling children what to do instead of what not to do, using praise, and avoiding hurtful statements.
This document outlines a workshop on connecting with and raising confident teens. The workshop covers several topics:
1. Helping teens realize their dreams by encouraging them and setting a good example.
2. Developing a teen's self-esteem and confidence through encouragement, listening, and problem-solving together.
3. Empowering teens to take responsibility for their own behavior rather than being controlled or rescued by parents. The goal is to invite teens to think for themselves and take action.
The workshop provides strategies and activities for strengthening the parent-teen relationship and encouraging positive development in teens.
Slow Learners teaching techniques-effective classroom management skill for the best learning outcomes----Education brings a massive change and shapes an individual to become a fine human being. It opens the wings to be an independent individual. Education helps individual to reach a new height to see the world’s real life experiences. Individual weaves a new sphere to become more practical, more skilled professional, more compassionate and integrated personality.
Rajeev Ranjan
www.rajeevelt.com
Early ChildhoodThe Social Worldchapter sixInvitation to tEvonCanales257
Early Childhood:
The Social World
chapter six
Invitation to the Life Span
Kathleen Stassen Berger | Fourth edition
1
Emotional Development (part 1)
Emotional regulation (effortful control)
Ability to control when and how emotions are expressed
Preeminent psychological task between 2 and 6 years of age
Self-concept developed within this process
Emotional regulation influences
Maturation
Learning
Family and culture
Effortful control, executive function, and emotional regulation are similar constructs, with much overlap, at least in theory ( Scherbaum et al., 2018 ; Slot et al., 2017 ). Executive function
emphasizes cognition; effortful control emphasizes temperament; both undergird emotional regulation. Many neurological processes underlie these abilities; all advance during early childhood.
2
Emotional Development (part 2)
Initiative versus guilt
Erikson's third psychosocial crisis
Children undertake new skills and activities and feel guilty when they do not succeed at them.
Protective optimism encourages trying new things.
Optimistic self-concept protects young children from guilt and shame and encourages learning.
Emotional Development (part 3)
Pride
includes gender, size, and heritage (U.S.)
Involves cognition that supports understanding of group categories
Prejudice
Often involves feelings of superiority to children of other sex, nationality, or religion
Proud Peruvian In rural Peru, a program of early education (Pronoei) encourages community involvement and traditional culture. Preschoolers, like this girl in a holiday parade, are proud to be themselves, and that helps them become healthy and strong.
4
Emotional Development (part 4)
Brain maturation
Neurological advances
Growth of prefrontal cortex at about age 4 or 5
Myelination of the limbic system
Improved behaviors and abilities
Longer attention span
Improved capacity for self-control
Emotional regulation and cognitive maturation develop together, each enabling the other to advance
5
Emotional Development (part 5)
Emotional regulation and cognitive maturation develop together, each enabling the other to advance.
Maturation matters
Learning matters
Culture matters
6
Emotional Development (part 6)
Motivation propels action and is derived from personal or social context.
Intrinsic motivation
Drive, or reason to pursue a goal
Comes from inside a person
Apparent in intrinsic joy, invented dialogues, and imaginary friends
Extrinsic motivation
Drive, or reason to pursue a goal
Arises from the need to have achievements rewarded from outside
7
Emotional Development (part 7)
Praise
Distinction between extrinsic and intrinsic motivation is crucial in understanding how and when to praise something the child has done.
Effectiveness of praise tied to:
Praise of particular production and not general trait
Specific praise for effort and not generalized statement
The distinction between extrinsic and intrinsic motivation may be crucial in understanding how and ...
This document provides information about a youth development organization's mission, vision, values, programs, and need for support. The organization's mission is to provide opportunities for kids to build confidence through encouragement and structured activities in a positive environment. It offers programs like homework help, robotics, gym time, and open play to support kids' physical, social, academic, and emotional growth. Charts show challenges facing local youth like crimes and police calls that the organization aims to address through play-based learning. The organization requests financial and promotional support to continue its work providing a safe place for kids to learn and grow through play.
PlayScience: 10 things you need to know to PlayBig in the kids gaming space (...PlayScience
What are the keys to winning with kids today (and tomorrow)? We will reveal our "Top 10" list of things you need to know about what kids are doing, what is engaging them, and how we can use these insights to build the "next big things."
Position paper for curriculum planning and pedagogy course. Contains topics such as: what is play, what research says about play, the benefits of play, the challenges play faces, a counterargument for concerns of learning through play and the implications for adults.
Creativity can be difficult to define and identify, especially in children. It involves imagining new possibilities and making original connections. While creativity is important for success in today's world, many factors such as an overemphasis on products and "right answers", as well as too much structured activity and screen time, may be causing a decline in creative thinking. Nurturing creativity requires allowing children to explore freely without judgment, ask questions, spend time engaged in open-ended play and art, and value their unique ideas and perspectives.
This document discusses child development from ages 3-5 years, 6-11 years, and adolescence. It covers topics like language development, play behaviors, cognitive abilities, peer and parental influences, and lying behaviors at different ages. The document provides advice on understanding a child's environment, engaging with children in age-appropriate ways, and techniques for helping children tell the truth. The conclusion emphasizes considering a child's unique experiences and respectfully interacting with them.
The document discusses play therapy as a form of counseling for children. It describes play therapy as utilizing play and toys to help children express themselves and understand problems in a way that is developmentally appropriate. Key aspects of play therapy discussed include selecting toys that facilitate emotional expression and mastery, creating a playroom environment, qualities and skills of play therapists, and common themes that emerge in children's play. The overall goal of play therapy is for children to better understand and cope with issues in a manner they can comprehend.
The document provides information about counseling and guidance services at an elementary school. It introduces the two counselors, Steve Hisler and Naho Kikuchi, and discusses topics they cover related to friendship development, social cruelty, and what parents can do to support their children. The counselors teach students active listening, feelings identification, problem solving, and other life skills to promote responsibility, respect, tolerance and healthy management of conflicts.
Cartoons have both positive and negative effects on children's behavior and development. Positively, cartoons can help educate children and enhance creativity and imagination when they portray educational lessons. However, many cartoons also depict violence or unrealistic fantasies which children may try to imitate, potentially harming themselves or others. Studies show links between violent cartoon viewing and aggressive behaviors in children. Parents need to monitor and limit the types and amounts of cartoons their children watch to maximize benefits and reduce risks of negative impacts on development.
Digital Parenting Handbook to Your Tech-Driven KidsZEDU+
Technology is challenging our family life, our privacy, and peace of mind. But we believe that technology is the best thing that happened to mankind and if we educate ourselves like parents and raise our kids in the spirit of using technology properly and understanding it from a creator point of view, we can get back our peace of mind and allow our kids to grow with this amazing tool. This book will show you the way. Stay Safe, Stay Happy!
The document discusses communication habits and effective listening. It finds that while Americans understand the importance of communication, many do not feel fully comfortable or effective in their communication abilities. Specifically, it notes that 62% feel only "somewhat" comfortable communicating. It also discusses common barriers to effective listening such as rehearsing responses, prejudging others, and distractions. Finally, it provides tips for being an active listener, including stopping distractions, looking for nonverbal cues, asking clarifying questions, and paraphrasing both content and feelings.
This document provides summaries of various resources for bullying prevention from different organizations, including Committee for Children, Sesame Street, Cartoon Network, PACER Organization, and PBS. It also includes activities like the Kindness Catcher worksheet from Pacer Center and suggestions for children's books that address bullying prevention. School surveys from Alki Elementary School and the Seattle School District on school climate and family engagement are presented as well.
Making Sense of Classroom Nonsense: How trauma (maltreatment, chaos, poor at...Helen Oakwater
Presentation to Hertfordshire teachers _ Why do adopted and fostered children struggle?
For some children (especially adopted and fostered) their erratic and challenging behaviour results from their maltreatment or neglect in infancy. These children have difficulties because they experienced severe neglect, repeated abuse, domestic violence or chaos which interrupted and derailed their normal developmental path and brain wiring.
Similar to adult PTSD the legacy of infancy trauma causes them to act in apparently nonsensical ways. Consequently parents and carers feel inadequate and use ineffective parenting and behaviour management strategies.
Unveiling Paul Haggis Shaping Cinema Through Diversity. .pdfkenid14983
Paul Haggis is undoubtedly a visionary filmmaker whose work has not only shaped cinema but has also pushed boundaries when it comes to diversity and representation within the industry. From his thought-provoking scripts to his engaging directorial style, Haggis has become a prominent figure in the world of film.
At Digidev, we are working to be the leader in interactive streaming platforms of choice by smart device users worldwide.
Our goal is to become the ultimate distribution service of entertainment content. The Digidev application will offer the next generation television highway for users to discover and engage in a variety of content. While also providing a fresh and
innovative approach towards advertainment with vast revenue opportunities. Designed and developed by Joe Q. Bretz
The Evolution of the Leonardo DiCaprio Haircut: A Journey Through Style and C...greendigital
Leonardo DiCaprio, a name synonymous with Hollywood stardom and acting excellence. has captivated audiences for decades with his talent and charisma. But, the Leonardo DiCaprio haircut is one aspect of his public persona that has garnered attention. From his early days as a teenage heartthrob to his current status as a seasoned actor and environmental activist. DiCaprio's hairstyles have evolved. reflecting both his personal growth and the changing trends in fashion. This article delves into the many phases of the Leonardo DiCaprio haircut. exploring its significance and impact on pop culture.
Modern Radio Frequency Access Control Systems: The Key to Efficiency and SafetyAITIX LLC
Today's fast-paced environment worries companies of all sizes about efficiency and security. Businesses are constantly looking for new and better solutions to solve their problems, whether it's data security or facility access. RFID for access control technologies have revolutionized this.
Top IPTV UK Providers of A Comprehensive Review.pdfXtreame HDTV
The television landscape in the UK has evolved significantly with the rise of Internet Protocol Television (IPTV). IPTV offers a modern alternative to traditional cable and satellite TV, allowing viewers to stream live TV, on-demand videos, and other multimedia content directly to their devices over the internet. This review provides an in-depth look at the top IPTV UK providers, their features, pricing, and what sets them apart.
Barbie Movie Review - The Astras.pdffffftheastras43
Barbie Movie Review has gotten brilliant surveys for its fun and creative story. Coordinated by Greta Gerwig, it stars Margot Robbie as Barbie and Ryan Gosling as Insight. Critics adore its perky humor, dynamic visuals, and intelligent take on the notorious doll's world. It's lauded for being engaging for both kids and grown-ups. The Astras profoundly prescribes observing the Barbie Review for a delightful and colorful cinematic involvement.https://theastras.com/hca-member-gradebooks/hca-gradebook-barbie/
The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
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The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
Leonardo DiCaprio House: A Journey Through His Extravagant Real Estate Portfoliogreendigital
Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
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Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
Orpah Winfrey Dwayne Johnson: Titans of Influence and Inspirationgreendigital
Introduction
In the realm of entertainment, few names resonate as Orpah Winfrey Dwayne Johnson. Both figures have carved unique paths in the industry. achieving unparalleled success and becoming iconic symbols of perseverance, resilience, and inspiration. This article delves into the lives, careers. and enduring legacies of Orpah Winfrey Dwayne Johnson. exploring how their journeys intersect and what we can learn from their remarkable stories.
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Early Life and Backgrounds
Orpah Winfrey: From Humble Beginnings to Media Mogul
Orpah Winfrey, often known as Oprah due to a misspelling on her birth certificate. was born on January 29, 1954, in Kosciusko, Mississippi. Raised in poverty by her grandmother, Winfrey's early life was marked by hardship and adversity. Despite these challenges. she demonstrated a keen intellect and an early talent for public speaking.
Winfrey's journey to success began with a scholarship to Tennessee State University. where she studied communication. Her first job in media was as a co-anchor for the local evening news in Nashville. This role paved the way for her eventual transition to talk show hosting. where she found her true calling.
Dwayne Johnson: From Wrestling Royalty to Hollywood Superstar
Dwayne Johnson, also known by his ring name "The Rock," was born on May 2, 1972, in Hayward, California. He comes from a family of professional wrestlers, with both his father, Rocky Johnson. and his grandfather, Peter Maivia, being notable figures in the wrestling world. Johnson's early life was spent moving between New Zealand and the United States. experiencing a variety of cultural influences.
Before entering the world of professional wrestling. Johnson had aspirations of becoming a professional football player. He played college football at the University of Miami. where he was part of a national championship team. But, injuries curtailed his football career, leading him to follow in his family's footsteps and enter the wrestling ring.
Career Milestones
Orpah Winfrey: The Queen of All Media
Winfrey's career breakthrough came in 1986 when she launched "The Oprah Winfrey Show." The show became a cultural phenomenon. drawing millions of viewers daily and earning many awards. Winfrey's empathetic and candid interviewing style resonated with audiences. helping her tackle diverse and often challenging topics.
Beyond her talk show, Winfrey expanded her empire to include the creation of Harpo Productions. a multimedia production company. She also launched "O, The Oprah Magazine" and OWN: Oprah Winfrey Network, further solidifying her status as a media mogul.
Dwayne Johnson: From The Ring to The Big Screen
Dwayne Johnson's wrestling career took off in the late 1990s. when he became one of the most charismatic and popular figures in WWE. His larger-than-life persona and catchphrases endeared him to fans. making him a household name. But, Johnson had ambitions beyond the wrestling ring.
In the early 20
From Teacher to OnlyFans: Brianna Coppage's Story at 28get joys
At 28, Brianna Coppage left her teaching career to become an OnlyFans content creator. This bold move into digital entrepreneurship allowed her to harness her creativity and build a new identity. Brianna's experience highlights the intersection of technology and personal branding in today's economy.
2. 2
The Death Kisses
The dust part of
Dust or Magic
My own term
Death Kisses:
Common but dangerous
pitfalls
Highly seductive
To adults: logical,
sensible, intelligent
But to kids: repellant!
7. 7
General Characteristics:
Adult perspective of what projects for
children should be like
Easy to resort to
Slip into projects when under pressure
Seem very attractive
Based on faulty assumptions
9. 9
#1. Kids Love Anything Sweet
True for food, not
entertainment!
Sweetness is adult
wishful thinking – want
to present happy, sunny
world that is all good
But kids know truth:
world not really like this!
Sweetness = boring,
bland, childish, false
10. 10
#2. Give ‘Em
What’s Good for ‘Em
The medicinal
approach!
Often done with true
earnestness, adult zeal
“Smarten ‘em up fast!
Problem: too heavy
with pedagogy, too
light on fun
11. 11
#3. You’ve Just Got
To Amuse ‘Em
The “junk food”
approach
Cheap on quality,
meaningful content
Sells kids short
Fatal assumptions:
Kids can’t tell
Kids just want lots of
empty fun
12. 12
#4. Always Play It Safe!
Yes, we want to
avoid violence &
inappropriate
content
But that does not
mean removing
action, conflict,
tension!
Too safe = totally
boring!
13. 13
#5. All Kids Are Created Equal
Democracy is fine in
nations, not in kids’
products
Kids vary hugely at
different ages; boys
& girls not identical
“One size fits all”
strategy doesn’t
work here
14. 14
#6: Explain Everything
An adult fear: not being
clear
Faulty assumption:
kids can’t figure out
things on their own
Leads to drowning kids
with words, instructions
Lazy on our part (better
ways take work)
Annoying for kids –
they enjoy figuring
things out
15. 15
#7. Make Sure All Characters
Are Wholesome!
Yes, we want
positive role models
But too positive and
too perfect = dull,
bland & lifeless
Characters lack
personality,
individuality – just
“white bread”
17. 17
#1. Devise a Way to HOOK
Your Players
In other words, build in
a compelling mission,
goal or challenge
(example: Oregon Trail)
Should be
Clear-cut
Easily
understandable
Highly desirable
18. 18
#2. Inject Meaningful Tension
Adds excitement w/o
violence
Essence of drama
Some techniques:
“The ticking clock” (must
succeed at something by
certain time, or disaster)
Conflict (opposing
characters after same
goal)
Challenges to overcome
19. 19
#3. Offer Genuine Substance
Kids Hungry for Meaningful Content!
(Example: powerful themes in The Lion King: treachery, murder, courage)
20. 20
#4. Create Characters Who Are
Multifaceted and Dynamic
Example: Mia (Kutoka
Interactive)
Not perfect
Overly curious
Tiny but plucky
Gets into trouble
Has enemy (Romaine)
Well developed
characters provide
energy, interest,
excitement
Kids can ID with them
21. 21
#5. Create System of Rewards
Rewards:
Powerful motivators;
incentives to keep going
Positive reinforcement
Way to measure progress
Loss of rewards (or
penalties): possibility adds
tension
Can be: a score; words
of praise; $; powers;
advancement; even
jellybeans (as in Toontown
Online)
22. 22
#6. Make Product Easy
To Understand and Use
Classic picture
books good model
Few words
Ample visuals
In interactive media,
good interface
design essential
Makes for enjoyable
product
Helps avoid lengthy
explanations
23. 23
#7. Make Product Adjustable
To Child’s Abilities
Provide easy to
difficult levels or
challenges
Many advantages:
Avoids frustrating
beginning players
Keeps more skillful
players challenged,
involved
Makes product more
repeatable
Expands age range of
product
24. 24
#8. Supply Liberal Doses
Of Humor
Humor adds life and
color
Makes product fun
Caution: kids’ humor
NOT same as adult
humor
Love what’s gross, rude &
offensive (non politically
correct!)
Love what’s ridiculously
silly, unexpected, absurd
Visual and character humor
rather than puns, word play
25. 25
#9. Build in Meaningful
Interactivity
Player’s “job” should
make sense
Players choices
should make a
difference – have
impact
Interactivity should
be abundant,
keeping player
active
Should not be overly
repetitive
26. 26
#10. Respect Your Audience!
(Don’t talk down; understand who they are;
give them something worthwhile)