Background: The early years of life have an important role in children's growth and development, and training during this period will play a pronounced role in their whole life. Behavioral problems (BPs) that children showed at this age have been a growing concern for those involved in pediatric health. The aim of this study was to compare the effectiveness of puppet show and storytelling methods on BPs among preschool children.
Materials And Method: This quasi-experimental study was conducted on three groups (puppet show and storytelling as test groups and a control group), in three stages, using a pretest-posttest design. The study was conducted in 2014 on 75 children age 3-5 years selected from three kindergartens in Isfahan, Iran. The subjects were selected using random clusters sampling method. To collect data, Shahim Preschool Children Behavior Problem Questionnaire was used. Data were analyzed using descriptive and inferential statistics in SPSS software.
Results: The results of the statistical tests including one-way analysis of variance (ANOVA) and repeated measures ANOVA test showed that mean variation in both puppet show and storytelling groups was significantly higher than the control group immediately and 1 month after the intervention ( < 0.001). Variation was significantly higher in the puppet show group compared to the storytelling group immediately ( = 222.5, < 0.001) and 1 month ( = 235.5, < 0.001) after the intervention.
Conclusions: It can be concluded that compared to the storytelling method, the puppet show method has a greater impact on improving behavior problems among preschool children.
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http://dx.doi.org/10.4103/ijnmr.IJNMR_115_15 | DOI Listing |
Int J Med Inform
October 2024
Public University of Navarre (UPNA), Pamplona, Navarre, Spain; Navarre Institute for Health Research (IdiSNA), Pamplona, Navarre, Spain; Hospital Universitario de Navarra (HUN)- Navarrabiomed, Pamplona, Navarre, Spain.
Background: Complexities in older patient care and frequent polypharmacy requires tailored tools, specific skills and interdisciplinary collaborations. Traditional disease-centered education often overlooks these issues. Despite digital gamification's relevance in health education, limited exploration exists for gamified platforms addressing polypharmacy, especially within comprehensive geriatric assessment (CGA).
View Article and Find Full Text PDFCognition
October 2024
Department of Psychology, University of Oregon, Eugene, OR 97043, United States of America. Electronic address:
F1000Res
March 2024
Uniwersytet Mikolaja Kopernika w Toruniu, Torun, Kuyavian-Pomeranian Voivodeship, 87-100, Poland.
This article identifies and examines a couple of selected issues regarding speculative digital games which endeavor to deal with serious subject matter. Due to the fact that speculative games are exceptionally well suited for symbolic representation of sensitive topics, they allow their creators to conceive ambitious projects that aspire to be great works of audiovisual art. However, because game texts belong to a very specific medium, it is not always possible to realize this ambition in the context of gameplay.
View Article and Find Full Text PDFFront Psychol
November 2023
Department of Psychology, School of Arts, University of Allahabad, Prayagraj, Uttar Pradesh, India.
Background: Undernutrition has severe and lasting consequences on child development. Evidently, the interventions based on the biomedical model with food and direct supplementation have failed to produce the desired outcomes for decades. In light of the established positive effects of psychosocial stimulation on developmental outcomes, we propose that the observed failures relate to not including psychosocial stimulation within the interventions.
View Article and Find Full Text PDFSensors (Basel)
December 2023
Faculty of Psychology, Universidad Complutense de Madrid (UCM), 28223 Madrid, Spain.
Video game trailers are very useful tools for attracting potential players. This research focuses on analyzing the emotions that arise while viewing video game trailers and the link between these emotions and storytelling and visual attention. The methodology consisted of a three-step task test with potential users: the first step was to identify the perception of indie games; the second step was to use the eyetracking device (gaze plot, heat map, and fixation points) and link them to fixation points (attention), viewing patterns, and non-visible areas; the third step was to interview users to understand impressions and questionnaires of emotions related to the trailer's storytelling and expectations.
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