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McGann, Jamie; Issartel, Johann; Hederman, Lucy; Conlan, Owen – British Journal of Educational Technology, 2020
Sedentary past-times such as video gameplay are cited as having a negative effect on children's Fundamental Motor Skills (FMS) acquisition. Conversely, "exergames" utilise 3D sensor control systems (eg, Kinect®) to offer full body interactive user experiences in which FMS outputs are often part of the game "play" experience.…
Descriptors: Psychomotor Skills, Skill Development, Video Games, Motion
Brofman, Vera; Karpov, Yuriy V.; Rabinovitch, Inna – International Research in Early Childhood Education, 2020
The Vygotskian preschool education program (VPEP) is built around mediation in the context of preschool age-specific activities such as sociodramatic play, constructive play, listening and retelling fairy tales, playing with dollhouses, motor activities, and some others. We used the VPEP as part of the daily curriculum in two pre-K classes at PS…
Descriptors: Preschool Education, Play, Fairy Tales, Educational Philosophy
Lavrysen, Ann; Bertrands, Els; Leyssen, Leene; Smets, Lieve; Vanderspikken, Anja; De Graef, Peter – European Early Childhood Education Research Journal, 2017
Recent research indicates that risk competence and perception can be improved through the learning environment. The project "Riscki" examined how risk perception and risk competence in young children between three and eight years of age can be observed and measured within the classroom and school context. An intensive package of…
Descriptors: Risk, Play, Young Children, Competence
Geertsema, Salome; McDonald, Michelle; Van der Merwe, Aletta; Swanepoel, Margaretha; Strasheim, Esedra – South African Journal of Childhood Education, 2017
Children with autistic disorder (AD) display atypical eye contact and struggle with the social imitation of eye contact. Impaired social imitation may be indicative of disruptions in motor learning processes. The application of specific motor learning principles, such as external feedback, may suggest which variables will result in positive change…
Descriptors: Autism, Pervasive Developmental Disorders, Feedback (Response), Eye Movements
Cheung, Sum Kwing; McBride, Catherine – Early Education and Development, 2017
Research Findings: In Study 1, we observed 32 Chinese kindergarteners playing a number board game with their caregivers in dyads. Number board game playing provided important opportunities for kindergarteners and their caregivers to talk about an array of number concepts, but their numeracy-related exchanges rarely went beyond counting. In Study…
Descriptors: Foreign Countries, Young Children, Play, Games
Moawad, Ruba Abdel Matloub – International Education Studies, 2017
Playing in general has a positive effect on child development; yet with the advancement of technology, the way children play has changed, and the effects of their play have changed as well. Some studies have shown an overall negative effect of electronic games, while others have reported the opposite. This study aims to investigate the effects of…
Descriptors: Computer Games, Educational Games, Handheld Devices, Young Children
Bundy, Anita; Engelen, Lina; Wyver, Shirley; Tranter, Paul; Ragen, Jo; Bauman, Adrian; Baur, Louise; Schiller, Wendy; Simpson, Judy M.; Niehues, Anita N.; Perry, Gabrielle; Jessup, Glenda; Naughton, Geraldine – Journal of School Health, 2017
Background: We assessed the effectiveness of a simple intervention for increasing children's physical activity, play, perceived competence/social acceptance, and social skills. Methods: A cluster-randomized controlled trial was conducted, in which schools were the clusters. Twelve Sydney (Australia) primary schools were randomly allocated to…
Descriptors: Foreign Countries, Intervention, Physical Activity Level, Play
Axelsson, Anton; Andersson, Richard; Gulz, Agneta – Journal of Educational Psychology, 2016
Educational software in the form of games or so called "computer assisted intervention" for young children has become increasingly common receiving a growing interest and support. Currently there are, for instance, more than 1,000 iPad apps tagged for preschool. Thus, it has become increasingly important to empirically investigate…
Descriptors: Executive Function, Play, Computer Software, Preschool Children
Conner, Julie; Kelly-Vance, Lisa; Ryalls, Brigette; Friehe, Mary – Journal of Research in Childhood Education, 2014
The purpose of this study was to develop an intervention for 2-year-old children to enhance play and language skills. The intervention was implemented over a 4-week period and included components of reading, modeling, and positive reinforcement of language and play. Specifically, children were read a story and played with a matching toy set.…
Descriptors: Intervention, Young Children, Play, Language Acquisition
Fabrizi, Sarah E. – Journal of Occupational Therapy, Schools & Early Intervention, 2015
This study investigated the effectiveness of an aquatic playgroup on the playfulness of children, ages 2 to 3 with autism spectrum disorder. Using a repeated measures design, we followed 10 children and their caregivers who participated in a 6-week aquatic playgroup in southwest Florida. Four dyads completed the entire 12-week study period. The…
Descriptors: Young Children, Autism, Pervasive Developmental Disorders, Play
Chiang, Chung-Hsin; Chu, Ching-Lin; Lee, Tsung-Chin – Autism: The International Journal of Research and Practice, 2016
Joint attention intervention for children with autism spectrum disorders was focused on improving joint engagement and joint attention skills. The purpose of this study was to develop a caregiver-mediated joint engagement intervention program combined with body movement play to investigate the effects of joint engagement/joint attention skills in…
Descriptors: Intervention, Young Children, Autism, Pervasive Developmental Disorders
Enyedy, Noel; Danish, Joshua A.; Delacruz, Girlie; Kumar, Melissa – International Journal of Computer-Supported Collaborative Learning, 2012
The Learning Physics through Play Project (LPP) engaged 6-8-year old students (n = 43) in a series of scientific investigations of Newtonian force and motion including a series of augmented reality activities. We outline the two design principles behind the LPP curriculum: 1) the use of socio-dramatic, embodied play in the form of participatory…
Descriptors: Play, Test Results, Investigations, Physics
Kendrick, April; Hernandez-Reif, Maria; Hudson, Carmen; Jeon, Hyun-Joo; Horton, Charlotte – Early Child Development and Care, 2012
Preschool-age children (range: 2.5-5 years old) were videotaped while in the sandbox and the climbing apparatus areas of a preschool playground prior to (i.e. baseline) and after a teacher "zone defence" training. The zone defence involved teachers being assigned to specific playground areas to monitor safety and facilitate the children's play and…
Descriptors: Teacher Student Relationship, Play, Preschool Children, Proximity
Kalliala, Marjatta – European Early Childhood Education Research Journal, 2011
The aim of the Kangaroo research project was to enhance the well-being of children under three years of age in Finnish day-care centres. In this experimental intervention study adults were encouraged to take a more sensitive and active role especially during "free play." In six Kangaroo groups and five control groups adults (N = 28) and…
Descriptors: Control Groups, Play, Child Care, Well Being
O'Connor, Chloe; Stagnitti, Karen – Research in Developmental Disabilities: A Multidisciplinary Journal, 2011
The aim of the present study was to investigate the play, behaviour, language and social skills of children aged 5-8 years participating in a play intervention (based on the "Learn to Play" program) compared to a group of children participating in traditional classroom activities within a specialist school over a six month period.…
Descriptors: Special Schools, Quasiexperimental Design, Play, Intervention
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