229 resultados para Toys.


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Antecedentes: Las dificultades alimentarias son problemas de los niños para comer con efectos en su crecimiento y desarrollo. La prevalencia de dificultades alimentarias está entre 25-45% en niños con desarrollo normal y hasta 80% en niños con retraso del desarrollo. La conducta alimentaria del niño depende de las prácticas del cuidador. Objetivo: Determinar la relación entre dificultades alimentarias de niños de 2 a 4 años de dos Centros de Desarrollo Infantil Privados Urbanos de Cuenca y los factores de riesgo: estrategias del cuidador para la alimentación de los niños y niñas, el tipo y nivel de instrucción del cuidador. Método: Estudio cuantitativo transversal realizado en 228 niños de 2 a 4 años de los Centros de Desarrollo Infantil Urbanos de Cuenca: CEIAP de la Universidad del Azuay y los Angelitos de la FEUE, aplicando a los cuidadores dos cuestionarios CCDA-N1-APS y el FSQ. Resultados: La cuidadora principal es la madre (79,4%), el nivel de instrucción del cuidador fue el superior (51,3%). La prevalencia de dificultades alimentarias fue del 28%. No existe relación estadística entre dificultades alimentarias (p>0,05), y el tipo y nivel de instrucción del cuidador. Las estrategias del cuidador que demostraron relación con dificultades alimentarias y factores de riesgo son: estructura a la hora de comer, permitirle tener juguetes durante comidas, puede elegir la cantidad de alimento que quiere, presionarle a comer mas de lo que debe, permitirle comer y beber durante todo el día (p<0,05); el tener un esquema de alimentación es factor protector. Los datos concuerdan con la literatura. Conclusiones: Es necesario evaluar las estrategias del cuidador para la alimentación y dificultades alimentarias. Palabras clave: DIFICULTADES ALIMENTARIAS, ESTRATEGIAS ALIMENTARIAS, CUIDADOR, MADRE, INSTRUCCIÓN.

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Video games have asserted themselves as a prevalent part of society; however video games are still often seen as 'boys toys'. However, popular culture is becoming accepting that video games are played by females, with 'all female' video games teams such as the 'Frag Dolls' winning many international competitions [4]. The gender issue in video games is not a new topic, with texts such as 'From Barbie to Mortal Combat' edited by Cassell and Jenkins being publishing in 1998. However, the question of 'do females actually play video games' is still apparent, and with the rapid changes in technological development in gaming (with the introduction of consoles such as the Nintendo Wii) the subject of females game playing habits is in need of constant dialogue. This paper explores the results from a survey of 33 Australian females who play video games and looks at the game playing habits and choices made when they play video games. In addition, this study will attempt to address what components of video games make females want to play. It is hoped that the results can enlighten our knowledge of why females play video games, and hopefully assert the need for video games as an important pastime for females and not just 'for the boys'.

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What qualities, skills, and knowledge produce quality teachers? Many stake-holders in education argue that teacher quality should be measured by student achievement. This qualitative study shows that good teachers are multi-dimensional; their effectiveness cannot be represented by students’ test scores alone. The purpose of this phenomenological study was to gain a deeper understanding of quality in teaching by examining the lived experiences of 10 winners or finalists of the Teacher of the Year (ToY) Award. Phenomenology describes individuals’ daily experiences of phenomena, examines how these experiences are structured, and focuses analysis on the perspectives of the persons having the experience (Moustakas, 1994). This inquiry asked two questions: (a) How is teaching experienced by recognized as outstanding Teachers of the Year? and (b) How do ToYs feelings and perceptions about being good teachers provide insight, if any, about concepts such as pedagogical tact, teacher selfhood, and professional dispositions? Ten participants formed the purposive sample; the major data collection tool was semi-structured interviews (Patton, 1990; Seidman, 2006). Sixty to 90-minute interviews were conducted with each participant. Data also included the participants’ ToY application essays. Data analysis included a three-phase process: description, reduction, interpretation. Findings revealed that the ToYs are dedicated, hard-working individuals. They exhibit behaviors, such as working beyond the school day, engaging in lifelong learning, and assisting colleagues to improve their practice. Working as teachers is their life’s compass, guiding and wrapping them into meaningful and purposeful lives. Pedagogical tact, teacher selfhood, and professional dispositions were shown to be relevant, offering important insights into good teaching. Results indicate that for these ToYs, good teaching is experienced by getting through to students using effective and moral means; they are emotionally open, have a sense of the sacred, and they operate from a sense of intentionality. The essence of the ToYs teaching experience was their being properly engaged in their craft, embodying logical, psychological, and moral realms. Findings challenge current teacher effectiveness process-product orthodoxy which makes a causal connection between effective teaching and student test scores, and which assumes that effective teaching arises solely from and because of the actions of the teacher.

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