مطالب مرتبط با کلیدواژه

children


۲۱.

Futures of Iranian Children and Teenagers Engagement in Cyberspace

کلیدواژه‌ها: children cyberspace future Scenario Planning teenagers

حوزه های تخصصی:
تعداد بازدید : ۶۶ تعداد دانلود : ۶۵
This study seeks to identify and describe believable and probable scenarios about the future engagement of children in cyberspace from the perspective of futures studies. Children's and adolescents’ access to the Internet and network-based technologies is becoming increasingly prevalent. So explaining the key factors and uncertainties affecting this phenomenon requires a comprehensive insight into current and emerging trends and the change drivers. For this purpose, after reviewing several useful technological and social trends, using scenario-based planning methodology, questionnaire tools and expert panel, 28 effective factors, ten key factors, and five driver forces (with uncertainty) were identified. Then, structural analysis and scenario logic explanations have been performed by Micmac, Scenario wizards, and cross-impact matrix analysis. Accordingly, the four scenarios of “salmon in the pool”, “salmon in the river”, “guppy in the tank”, and “goldfish in the pond” have been identified and narrated for the future of Iranian children's engagement in cyberspace. The findings of this study provide a more comprehensive understanding of believable futures while emphasizing the importance of engaging and addressing the interests of audiences and the needs of stakeholders in designing relevant strategies and broadening the horizons of decision-makers toward future alternatives.
۲۲.

The effects of active video games and selected movement games on physical literacy components and self-concept in 8-12-year-old children(مقاله علمی وزارت علوم)

کلیدواژه‌ها: children movement games Physical Literacy self-concept Video Games

حوزه های تخصصی:
تعداد بازدید : ۳۱ تعداد دانلود : ۲۹
Background: Rapid modern world changes have impacted efforts to educate children with abilities and skills suitable for societal goals. Aims: The aim of the study was to investigate the effects of active video games and selected movement games on children’s physical literacy and self-concept. Materials and Methods: Sixty 8-12-year-old children from Ahvaz City were selected and assigned into three experimental and one control groups. Physical literacy and self-concept were assessed in pretest. The active video game group played Xbox Kinect bowling, athletics, tennis, soccer, volleyball, basketball games. The selected movement game group played researcher-designed games. The mixed game group engaged in both activities over 12 video and 12 movement game sessions for 8 weeks, with 30-minute per session. Data were analyzed by MANOVA and student t-test. Results: The results showed that active video games and selected movement games influenced children’s physical literacy and self-concept. Further, significant differences were found between the experimental groups' physical literacy and self-concept outcomes. The selected movement game and mixed game groups performed better in these measures than other groups. Conclusion: Results suggest parents and teachers consider implementing the selected movement games and active video games to bolster physical literacy and self-concept in children.