Design and Production of a game that Supports the Emotional and Social Aspects of Learning
1362 Words5 Pages
This assignment incudes the design and production of a game that supports the emotional and social aspects of learning (SEAL). The game was created to meet the specific needs of children who are the siblings of a disabled child. The relationship of the author’s game and the SEAL programme will be considered. Thereafter the way in which children acquire emotional understanding and its impact on social development will be explored. Finally the author will explain the reasoning for the game and how it will help to meet the unique needs of the children it was designed for.
The authors game is designed to be used in support of, and as an extension to, the Social and Emotional Aspects of Learning (SEAL) programme “Good to be me” element (2005), which addresses the management of feelings, self-awareness and showing empathy. The game is intended to be used with children who have a disabled sibling. The object of the game is twofold, firstly it is for the users to be able to recognise, name and talk about the emotions that they experience as a sibling of a disabled child, secondly to become aware that some of their peers are in similar situations to themselves which may help them feel less isolated. As Children develop they gain more emotional understanding, becoming aware of their own feelings and the feelings of others. Weimer, Sallquist and Bolnick (2012) suggest that programs and initiatives that promote children’s social emotional awareness may enhance their development of
imagination, games and literature in teaching practices. The role of them in the language class is centrally related to the ways in which people learn languages.
www.funderstanding.com. This web site has about learning in both company and school (k-12) environments. Click on the “About Learning” icon. Click on the “How Learning Should be Designed” hyperlink. Several learning theories are listed. A definition and basic elements of each theory are provided. Choose any one of the learning theories shown. Be prepared in class to define the theory, describe its elements, and discuss how it could be used in the design of a training program.
Introduction: Higher
into ten center areas that help enhance hands on activities with learning materials and manipulatives. These centers include: blocks, dramatic play, toys and games, art, sand and water tables, library (reading center), discovery (science), music and movement, cooking, and outdoor activities. Activity areas are designed to support the specific learning objectives. Similar to Reggio Emilia’s approach teachers assess the students learning and base curriculum off their interests and pace. The creative
the four pillars of education are Philosophy, Sociology, psychology and history. Although these four areas are in all curriculums this essay will focus on the role of the pillars in the Early Years Foundation Stage. It will look at numerous theories and the research of credited theorists. It will include research from previous decades and will link in to today’s educational system.
Education as a discipline and as a practice is informed by four bodies of knowledge and four separate inter related
Describe the?collaboration process?that was undertaken with you, your partner(s), and all stakeholders to design, implement, and assess the course project. Include the process of choosing a subject, collaborating with teacher(s), administrator(s), parent (s) of subject in K-12 environment to gain background knowledge. For adult subjects include the process of choosing a subject, collaborating with subject and teachers if applicable.
It was essential for all participants involved to understand the
Unit 13: Human Resource Management – Overview
13.1 INTRODUCTION
Human resource management (HRM or simply HR) is a function in an organization that is designed to maximize an employee’s performance in accordance with an employer's strategic objectives, policies, and system. HR departments and units typically undertake a number of activities such as recruiting manpower, training and development of employees, performance appraisal, and rewarding - managing pay and benefit systems. Additionally, the
REALITY IS BROKEN |
WHY GAMES MAKE US BETTER AND HOW THEY CAN CHANGE THE WORLD |
JANE MCGONIGAL |
Summary
Zhang Huijing
Fashion Marketing English 2nd Year
We always regard “GAMES” as “pastimes”, but in reality the functions of games are more than that.
First Part_ Introduction: Reality is broken
Games have had enough of reality.
You are one of gamers or you definitely know some of them.
Who are the gamers?
From different professions, ages of people could be the gamers. They play
time and place. Human beings influence, and are influenced by historical and social context. Responding to physical and social environments but also interact with and change them
Development is Multidimensional & multidirectional- Development throughout life involves a balance of growth and decline. As people gain in one area they may lose in another. People seek to maximize gains & to minimize losses by learning to manage or compensate for them
Development is Pliable/Plastic modifiability
craft- that is, without organised industry.
(McCullough, 1998)
In ancient times there was no manufacturing, no production lines, every item was crafted by hand by individuals who had mastered the art of their particular trade. This gives us an insight into the historical necessity of Craftsmanship, without the development of the requisite skills there would have been very little production at all.
Malcolm McCullough states that the practise of craft for the purpose of maintaining of livelihood can
better and much enhanced world economic models, medical and safety accessibility, natural resource conservation, new business perspectives, etc. are just a few of many sectors that could face multi-dimensional changes, People can overcome various social stigmas that stems from actual human confrontation.
But then, what may be considered as advantageous to many could also me titled as a disadvantage by many more. A majority of the section of people which is technologically illiterate will be completely