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  • 文章类型: Journal Article
    背景:体验式教育,特别是通过基于游戏的方法,已获得认可,有效应对面临的无数挑战的期待父母。
    目的:巩固和综合有关准父母基于游戏的围产期教育经验的现有证据。
    方法:混合研究综述。
    方法:从成立到2024年3月,共搜索了六个电子数据库:PubMed,Embase,CINAHL,WebofScience,Scopus,ProQuest论文和论文全球。
    方法:本综述遵循了系统评价和荟萃分析(PRISMA)指南的首选报告项目,并遵循Pluye和Hong/(2014)混合研究综述框架。采用混合方法评价工具对纳入研究进行质量评价。采用融合的定性综合设计进行混合研究审查,以分析所有发现并进行主题分析。
    结果:从8项纳入的研究中产生了3个主题和10个子主题。主要主题是:(1)探索提供围产期教育的新领域,(2)通过游戏赋权:揭示关键见解和(3)见解和建议。
    结论:研究结果表明,基于游戏的教育有望成为一种有价值的工具,可以以一种引人入胜和身临其境的方式为准父母提供必要的知识和技能,以应对充满挑战的围产期。
    研究结果表明,基于游戏的教育有望成为一种有价值的工具,可以为准父母提供必要的知识和技能,以应对充满挑战的围产期。护士应考虑纳入或开发基于游戏的课程,以补充当前的教育课程,以鼓励父母参与并加强围产期教育的学习。
    本研究遵循PRISMA报告指南。
    没有患者或公共捐款。
    将方案提交给PROSPERO(CRD42023447527)。
    BACKGROUND: Experiential education, particularly through game-based approaches, has gained recognition for effectively addressing the myriad challenges faced by expectant parents.
    OBJECTIVE: To consolidate and synthesize the available evidence regarding expectant parents\' experiences of game-based perinatal education.
    METHODS: A mixed studies review.
    METHODS: Six electronic databases were searched from their inception until March 2024: PubMed, Embase, CINAHL, Web of Science, Scopus, ProQuest Dissertations and Theses Global.
    METHODS: This review observed the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines and was guided by Pluye and Hong\'s (2014) framework for mixed studies review. Quality appraisal of included studies was conducted using the Mixed Methods Appraisal Tool. A convergent qualitative synthesis design for mixed studies review was adopted to analyse all findings and thematic analysis was conducted.
    RESULTS: Three themes and 10 subthemes were generated from the eight included studies. The main themes were: (1) Exploring novel frontiers to deliver perinatal education, (2) Empowerment through play: Unveiling key insights and (3) Insights and recommendations.
    CONCLUSIONS: The findings suggest that game-based education holds promise as a valuable tool for equipping expectant parents with the necessary knowledge and skills in an engaging and immersive manner to navigate the challenging perinatal period.
    UNASSIGNED: The findings suggest that game-based education holds promise as a valuable tool for equipping expectant parents with the necessary knowledge and skills to navigate the challenging perinatal period. Nurses should consider incorporating or developing a game-based curriculum to supplement current educational classes to encourage parental participation and enhance learning for perinatal education.
    UNASSIGNED: This study adhered to the PRISMA reporting guidelines.
    UNASSIGNED: No Patient or Public Contribution.
    UNASSIGNED: A protocol was submitted to PROSPERO (CRD42023447527).
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  • 文章类型: Journal Article
    游戏对心理健康和幸福很重要。自闭症游戏的描述通常集中在“缺陷”上,并且基于与神经典型“规范”的比较。根据神经多样性范式,重要的是要突出自闭症的声音和困难,差异,探索优势。考虑到这一点,我们设计了本研究的重点是自闭症患者关于自闭症游戏主题的经验和观点。
    我们与自闭症利益相关者进行了磋商,以及与自闭症患者的家长和老师一起帮助我们设计学习和面试问题。我们对22名年龄在18-57岁的自闭症成年人进行了半结构化访谈(临床确诊,n=21;自我诊断,n=1)谁住在英国。我们使用解释性现象学分析来分析数据,以确定主题。
    我们在游戏中的社会化方式中发现了重要的共性和差异,虚构的游戏,和流量(涉及对戏剧的强烈关注的状态)经历。自闭症成年人讨论了孤独游戏和社交游戏的重要性,具有重要的疗养功能的孤独游戏。他们还报告了平行游戏和与类似自闭症患者一起玩的偏好。他们还讨论了想象中的游戏体验,包括社会角色扮演和立足现实的游戏,以及游戏过程中流动体验的双重性质。
    这项研究的发现与以缺陷为中心的对自闭症游戏的理解形成了对比,并建立在神经多样性研究的基础上。我们强调,例如,考虑在哪些不同情况下更喜欢单独游戏或社交游戏的重要性,以及采取个人方法进行游戏的重要性。我们鼓励更广泛地理解和接受这些游戏偏好和体验,以支持自闭症患者的福祉。
    为什么这是一个重要的问题?对自闭症游戏的描述是负面的,是基于非自闭症患者认为自闭症游戏应该是什么样的。我们认为,通过以更平衡的方式探索自闭症游戏并关注自闭症患者对他们的游戏的看法来挑战这一点很重要。这项研究的目的是什么?我们想了解自闭症成年人如何体验游戏。我们还对他们认为自己的游戏与非自闭症游戏有何不同感兴趣。研究人员做了什么?我们请自闭症患者和非自闭症患者帮助我们设计研究和访谈问题。我们采访了22名自闭症成年人,询问他们现在或年轻时的游戏情况。然后,我们使用称为解释现象学分析的定性方法分析了数据。这意味着我们可以确定涵盖该小组观点和经验的主题。这项研究的结果是什么?我们发现了一系列的游戏体验和一些自闭症成年人的不同游戏方式。许多自闭症成年人谈到了自己和与他人玩耍的重要性,孤独的玩耍被描述为正在恢复。一些人描述了更喜欢玩耍,涉及玩耍附近的其他人,而不必直接与他们互动。许多人更喜欢和类似的自闭症患者一起玩。几位自闭症成年人讨论了从事虚构的游戏活动,例如角色扮演和更喜欢基于现实的游戏。他们还描述了一种叫做流动状态的东西的好处和局限性,这涉及到对戏剧的强烈关注。我们的发现强调了自闭症成年人喜欢玩耍的方式以及一些自闭症成年人体验玩耍的不同方式。例如,我们强调了更喜欢单独游戏和社交游戏的情况,以及理解不同的人喜欢以不同的方式玩耍的重要性。这项研究的潜在弱点是什么?我们没有涉及自闭症患者。我们认为,对自闭症游戏的更好理解可以来自于使用更多自闭症参与的方法,比如联合制作。我们的大部分参与者都是白人,受过高等教育,主要使用语音进行交流。我们不知道其他自闭症患者是否会以类似的方式体验游戏。这些发现将如何帮助现在或将来的自闭症成年人?了解和接受自闭症患者喜欢玩耍的方式可以帮助自闭症患者的福祉。在实践中,这包括限制使用支持,目的是使自闭症患者的游戏“正常”,而不是鼓励真正的自闭症游戏。
    UNASSIGNED: Play is important for mental health and well-being. Descriptions of autistic play have typically focused on \"deficits\" and are based on comparisons to neurotypical \"norms\". According to the neurodiversity paradigm, it is important that autistic voices are highlighted and that difficulties, differences, and strengths are explored. With this in mind, we designed the present study to focus on the experiences and perspectives of autistic people concerning the topic of autistic play.
    UNASSIGNED: We conducted a consultation with autistic stakeholders, as well as with parents and teachers of autistic individuals to help us design the study and interview questions. We used semi-structured interviews with 22 autistic adults aged 18-57 years (clinically confirmed diagnosis, n = 21; self-diagnosed, n = 1) who live in the United Kingdom. We analyzed the data using interpretative phenomenological analysis to identify themes.
    UNASSIGNED: We found important commonalities and differences in the ways that socialization in play, imaginary play, and flow (a state involving intense focus on the play) are experienced. Autistic adults discussed the importance of both solitary play and social play, with solitary play having an important recuperative function. They also reported preferences for parallel play and playing with similar autistic people. They also discussed imaginary play experiences, including social role-play and grounded-in-reality play, and the dual nature of flow experiences during play.
    UNASSIGNED: The findings of this study contrast with deficit-focused understandings of autistic play and build on neurodiversity-informed studies. We highlight, for example, the importance of considering the different circumstances under which solitary play or social play are preferred, as well as the importance of taking an individual approach to play. We encourage wider understanding and acceptance of these play preferences and experiences to support autistic people\'s well-being.
    Why is this an important issue? Usually, descriptions of autistic play are negative and are based on what non-autistic people think autistic play should be like. We think that it is important to challenge this by exploring autistic play in a more balanced way and focusing on what autistic people say about their play. What was the purpose of this study? We wanted to find out how autistic adults experience play. We were also interested in how they think their play is different from non-autistic play. What did the researchers do? We asked autistic and non-autistic people to help us design our study and interview questions. We interviewed 22 autistic adults and asked them about their play now or when they were younger. We then analyzed the data using a qualitative method called interpretative phenomenological analysis. This meant that we could identify themes covering the group\'s views and experiences. What were the results of the study? We found a range of play experiences and different ways in which some autistic adults play. Many autistic adults talked about the importance of both playing by themselves and with others, with solitary play described as being recuperating. Some described preferring play that involves playing nearby other people without necessarily interacting with them directly. Many preferred to play with similar autistic people. Several autistic adults discussed engaging in imaginary play activities such as role-play and preferring play that is based on reality. They also described the benefits and limitations of something called a flow state, which involves intense focus on the play. What do these findings add to what was already known? Our findings highlight how autistic adults like to play and different ways some autistic adults experience play. For example, we highlight the situations where solitary play and social play are preferred, and the importance of understanding that different people like to play in different ways. What are potential weaknesses in the study? We did not involve autistic people beyond consultation. We think that a better understanding of autistic play can come from using approaches with greater autistic involvement, such as co-production. Most of our participants were White, highly educated, and primarily communicate using speech. We do not know if other autistic people would experience play in a similar way. How will these findings help autistic adults now or in the future? Understanding and acceptance of the ways in which autistic people like to play can help support autistic people\'s well-being. In practice, this involves limiting the use of supports that aim to make autistic people\'s play “normal” and instead encouraging authentic autistic play.
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  • 文章类型: Journal Article
    限制孩子的屏幕时间已经成为一个新的育儿挑战。由于媒体和数字设备的高吸引力,许多孩子在屏幕时间经历痛苦的过渡到其他活动。屏幕时间发脾气是一个新概念,描述儿童的负面影响屏幕时间限制。了解增加儿童负面反应的因素将有助于家长和教育工作者练习防止屏幕时间发脾气或丰富儿童的非数字活动,使它们成为媒体的有吸引力的替代品。基于对学龄前儿童挫折和愤怒应对机制的理论见解,本研究旨在探讨执行功能技能的影响,家庭活动,和孩子们在屏幕上玩真实玩具的行为时间发脾气。样本包括654对照顾者-儿童对(M儿童年龄=70.3个月,SD=4.02)。结果证实了这样一个假设,即与真实玩具一起玩耍的行为比EF技能更能预防屏幕发脾气。研究结果表明,支持学龄前儿童的游戏活动可能有助于他们避免由于屏幕时间限制而产生的强烈负面影响。这项研究的结果也可以被认为是对理论假设的支持,即游戏可以被认为是应对童年挫折和愤怒的普遍方式。
    Limiting children\'s screen time has become a new parenting challenge. Due to the high attractiveness of media and digital devices, many children experience painful transitions in screen time to other activities. Screen time tantrums is a new concept that describes children\'s negative affect screen time limits. Knowing the factors that increase children\'s negative reactions will be helpful in parents and educators practice to prevent screen time tantrums or enrich children\'s nondigital activities, making them attractive alternatives to the media. Based on theoretical insights into the coping mechanisms of frustration and anger in preschool children, this study was aimed to explore the effects of executive functions skills, family activities, and children\'s play behavior with real toys on screen time tantrums. Sample included 654 caregiver-child pairs (M children age = 70.3 months, SD = 4.02). Results confirmed the hypothesis that play behavior with real toys is a stronger preventor of screen time tantrum than EF skills. The findings suggest that supporting play activity in preschool children might help them to avoid strong negative affects due to screen time limitation. The results of this study may be also considered as a support for the theoretical assumptions that play can be considered as a universal way of coping with frustration and anger in childhood.
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  • 文章类型: Journal Article
    青春期是大脑组织影响社会和性行为表达的时期。这里,我们评估了急性青春期应激源(免疫激发)对雄性大鼠幼年游戏(短期)和性伴侣偏好(长期)表达的影响.在出生后(PND)(31-40)的十项试验中,使用年龄和性别匹配的物种对青少年游戏进行了评估,在PND35时,雄性接受了单次注射脂多糖(LPS,1.5mg/kg腹膜内注射)或生理盐水。然后,在PND60,64和68时,我们在一个三室室中评估了性伴侣偏好,女性和男性同时作为潜在伴侣.结果证实,在青春期期间单次注射LPS诱导的疾病迹象表明免疫攻击。然而,在接下来的几天里,青少年游戏没有受到LPS治疗的影响(PND36-40),成年女性的性行为和伴侣偏好也没有。这些发现突出表明,而其他研究表明,在青春期,LPS诱导的免疫应激影响行为和神经内分泌反应,它不影响雄性大鼠的幼年玩耍和性行为。这表明这些行为系统具有显着的弹性,可以适应在发育的关键时期由免疫挑战介导的压力经历。这些行为,然而,可能会受到其他类型压力的影响。
    Puberty is a period of brain organization impacting the expression of social and sexual behaviors. Here, we assessed the effects of an acute pubertal stressor (immune challenge) on the expression of juvenile play (short-term) and sexual partner preference (long-term) in male rats. Juvenile play was assessed over ten trials at postnatal days (PND) (31-40) with age- and sex-matched conspecifics, and at PND35 males received a single injection of lipopolysaccharide (LPS, 1.5 mg/kg i.p.) or saline. Then, sexual partner preference was assessed at PND 60, 64, and 68, in a three-compartment chamber with a sexually receptive female and a male as potential partners simultaneously. The results confirmed that a single injection of LPS during puberty induced sickness signs indicative of an immune challenge. However, juvenile play was not affected by LPS treatment during the following days (PND36-40), nor was sexual behavior and partner preference for females in adulthood. These findings highlight that, while other studies have shown that LPS-induced immunological stress during puberty affects behavior and neuroendocrine responses, it does not affect juvenile play and sexual behavior in male rats. This suggests a remarkable resilience of these behavioral systems for adaptation to stressful experiences mediated by immune challenges during critical periods of development. These behaviors, however, might be affected by other types of stress.
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  • 文章类型: Journal Article
    免费游戏对儿童的发展和他们的身体是必不可少的,心理,和社会健康。从事户外自由游戏的机会——尤其是冒险游戏——近年来大幅下降,部分原因是安全措施试图防止所有与游戏相关的伤害,而不是侧重于严重和致命的伤害。危险的游戏是由刺激和令人兴奋的自由游戏形式定义的,涉及结果的不确定性和身体伤害的可能性。风险游戏的支持者将“风险”与“危险”区分开来,并试图将感知的风险重新构建为情境评估和个人发展的机会。该声明权衡了与游戏相关的伤害的负担以及支持冒险游戏的证据,包括它的好处,风险,和细微差别,这可以根据孩子的发育阶段而有所不同,能力,社会和医学背景。提供了促进开放的方法,与家庭和组织进行建设性讨论。鼓励儿科医生将户外冒险游戏视为帮助预防和管理肥胖等常见健康问题的一种方法。焦虑,和行为问题。
    Free play is essential for children\'s development and for their physical, mental, and social health. Opportunities to engage in outdoor free play-and risky play in particular-have declined significantly in recent years, in part because safety measures have sought to prevent all play-related injuries rather than focusing on serious and fatal injuries. Risky play is defined by thrilling and exciting forms of free play that involve uncertainty of outcome and a possibility of physical injury. Proponents of risky play differentiate \"risk\" from \"hazard\" and seek to reframe perceived risk as an opportunity for situational evaluation and personal development. This statement weighs the burden of play-related injuries alongside the evidence in favour of risky play, including its benefits, risks, and nuances, which can vary depending on a child\'s developmental stage, ability, and social and medical context. Approaches are offered to promote open, constructive discussions with families and organizations. Paediatricians are encouraged to think of outdoor risky play as one way to help prevent and manage common health problems such as obesity, anxiety, and behavioural issues.
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  • 文章类型: Journal Article
    背景:同行调解,已经开发了基于游戏的干预措施,以解决多动症儿童所经历的社会参与挑战。为了促进实施到临床实践中,应评估干预措施对最终用户的适当性,以及有效性。先前的研究表明,该方法对提高儿童的社交游戏技能是有效的。本研究旨在评估对ADHD儿童及其家庭的干预措施的适当性。
    方法:参与游戏干预的ADHD患儿家长在完成后1个月接受访谈。父母被问及他们对父母和孩子的干预经验的看法,对孩子和父母的感知好处,参与的后勤,并建议对干预措施进行调整。面试进行了主题分析,并将主题映射到所采用的适当性定义的要素,以了解父母是否支持干预对其家庭的适当性。
    消费者没有直接参与这项研究的决定。
    结果:一个核心主题,“协作努力”,从数据中出现。构成核心主题的主要主题是“在同一页上”,\'治疗关系\',和“完成工作”。“参与和激励”的三个子主题,\'努力是值得的奖励\',和“罗马不是一天建成的”嵌套在主要主题中。
    结论:父母在很大程度上支持干预措施的适当性,表明它为他们的孩子解决了一个重要的目标,参与是一种积极的体验,他们认为干预是有益的。需要对干预措施进行未来的调整,以提高其生态有效性,并将策略推广到其他社会环境和玩伴,比如学校的同龄人。
    结论:这项研究观察了一项干预措施,该措施利用与同伴一起玩耍来帮助患有多动症的儿童发展他们的玩耍技能。研究人员想知道父母是否认为这种干预措施适合他们的家庭,以及是否对他们的孩子有帮助。干预结束后一个月,父母进行了采访。他们被问及对干预的想法,它如何帮助他们的孩子和他们自己,参加是多么容易,以及可以做出哪些改变来使干预更好。在分析了父母的答案之后,研究人员发现,父母大多同意这种干预措施是一个很好的选择。他们说这有助于他们的孩子和同龄人一起玩,他们玩得很开心。父母认为干预是有帮助的,他们喜欢这是他们和职业治疗师之间的共同努力,他们觉得值得付出努力.然而,他们还提出了一些改变。他们希望这种干预能适应其他现实生活中的社会情况,比如学校,这样他们的孩子就可以使用他们在其他地方学到的技能。总的来说,父母认为干预是有益的,适合他们的孩子和他们自己,但一些变化可能会使它更有帮助。
    BACKGROUND: A peer-mediated, play-based intervention has been developed to address social participation challenges experienced by children with ADHD. To facilitate implementation into clinical practice, interventions should be evaluated for appropriateness to the end-user, as well as effectiveness. Previous research demonstrated the approach is effective for improving children\'s social play skills. This study aimed to evaluate the appropriateness of the intervention for children with ADHD and their families.
    METHODS: Parents of children with ADHD who participated in the play-based intervention were interviewed 1 month after completion. Parents were asked about their perspective of parent and children\'s experiences of the intervention, the perceived benefits for children and parents, the logistics of participating, and recommended adaptations to the intervention. Interviews were analysed thematically, and themes were mapped to the elements of the adopted definition of appropriateness to understand whether parents supported the appropriateness of the intervention for their families.
    UNASSIGNED: Consumers were not directly involved in the decisions made about this study.
    RESULTS: One core theme, \'collaborative efforts\', emerged from the data. Major themes comprising the core theme were \'on the same page\', \'therapeutic relationship\', and \'getting the job done\'. Three sub-themes of \'engagement and motivation\', \'the effort was worth it for the reward\', and \'Rome wasn\'t built in a day\' were nested within the major themes.
    CONCLUSIONS: Parents largely supported the appropriateness of the intervention, indicating it addressed an important goal for their child, participation was a positive experience, and they perceived the intervention to be beneficial. Future adaptions of the intervention are needed to increase its ecological validity and to generalise the strategies to other social environments and playmates, such as peers at school.
    CONCLUSIONS: This study looked at an intervention that uses play with peers to help children with ADHD develop their play skills. The researchers wanted to know if parents thought the intervention was a good fit for their families and if it helped their children. Parents gave an interview a month after the intervention ended. They were asked about their thoughts on the intervention, how it helped their children and themselves, how easy it was to take part, and what changes could be made to make the intervention better. After analysing parents\' answers, the researchers found parents mostly agreed that the intervention was a good fit. They said it helped their children to play with their peers, and they had a good time doing it. Parents thought the intervention was helpful, they liked that it was a joint effort between them and the occupational therapist, and they felt it was worth the effort. However, they also suggested some changes. They wanted the intervention to fit into other real-life social situations, such as school, so their children could use the skills they learned in other places. Overall, parents thought the intervention was helpful and suitable for their children and themselves, but some changes might make it more helpful.
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  • 文章类型: Journal Article
    在这个实验中,我们研究了一个啮齿动物模型,该模型选择了57代以上,在母系分离期间,超声发声(USV)的发生率高或低。我们调查了这种繁殖对成年动物随后的声音输出的影响,比较不同发育阶段的声学变量。我们假设幼犬USV率的选择会影响成年USV的产生,而不会影响低频呼叫。与这个假设相反,我们发现在选定的成人行之间,USV呼叫数或其他声学变量均无差异.相反,我们发现幼犬USV选择主要影响成人的低频(人类可听到的)呼叫。此外,低频发声并不完全符合体重和基频之间的预测相关性:高线男性,虽然平均来说最重,没有产生最低的基本频率。我们的发现表明,多向性选择早期超声发声行为会导致解剖产生机制和/或神经控制的变化,从而影响低频呼叫。
    In this experiment, we studied a rodent model selected over 57 generations for high or low rates of ultrasonic vocalizations (USVs) during maternal separation as pups. We investigated the influence of this breeding on the adult animals\' subsequent vocal output, comparing acoustic variables across developmental stages. We hypothesized that selection on pup USV rate would impact adult USV production without affecting lower frequency calls. Contrary to this hypothesis, we found neither number of USV calls or other acoustic variables to differ among selected adult lines. Instead, we found that pup USV selection mainly affected adults\' low-frequency (human-audible) calls. Furthermore, low-frequency vocalizations did not fully fit a predicted correlation between body weight and fundamental frequency: high line males, although the heaviest on average, did not produce the lowest fundamental frequencies. Our findings suggest that selection for early ultrasonic vocal behaviour pleiotropically results in changes in anatomical production mechanisms and/or neural control affecting low-frequency calls.
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  • 文章类型: Journal Article
    背景:儿童有权参与影响其生活的事务。随着规律性的增加,儿童的观点正在寻求关于他们的健康和医疗保健经验。尽管有证据表明儿童认为玩耍是住院的“最佳”方面之一,研究很少关注儿童在医院玩耍的角度。
    方法:这项定性研究探讨了儿童在住院期间的游戏体验。五个多月,在儿科肿瘤病房进行了人种学观察,并采访了16名3-13岁的儿童。
    结果:使用解释现象学分析,儿童的表情和体验阐明了三个关键点:安全和舒适是儿童在医院中能够玩耍的不可或缺的部分;游戏的价值和功效由儿童决定;游戏是患者首先成为(并被视为)儿童的方式。
    结论:只有当孩子们觉得他们友好时,医院才能对儿童友好。在围绕医院玩耍的重要性的话语中倾听和整合儿童的观点对于尊重儿童的权利和提供以人为本的儿科医疗保健至关重要。
    BACKGROUND: Children have a right to participate in matters affecting their lives. With increasing regularity, children\'s perspectives are being sought regarding their health and health care experiences. Though there is evidence that children find play to be one of the \'best\' aspects of hospitalisation, studies rarely focus on children\'s perspectives on play in hospital.
    METHODS: This qualitative study explored children\'s lived experiences of play during hospitalisation. Over five months, ethnographic observations were conducted on a paediatric oncology ward as well as interviews with 16 children ages 3-13 years.
    RESULTS: Using interpretative phenomenological analysis, children\'s expressions and experiences illuminated three key points: safety and comfort are integral to children feeling able to play in hospital; the value and efficacy of play is decided by children; and that play is a way for patients to be (and be treated as) children first.
    CONCLUSIONS: Hospitals can only be child-friendly if children find them friendly. Listening to and integrating children\'s perspectives in the discourse around the importance of play in hospital is essential for respecting children\'s rights and delivering person-centred paediatric healthcare.
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  • 文章类型: Journal Article
    对于参与健康研究的参与性基于艺术(PAB)计划的需求越来越多,以使用从科学中获取的强大定量评估方法来更好地证明结果。如标准化问卷,为调试和扩大规模决策提供信息。然而,对于尝试这样做的PAB研究人员来说,障碍来自价值观和背景的基本跨学科差异。研究人员必须驾驭艺术产生的基于实践的证据与心理学家寻求的基于证据的实践之间的紧张关系。因此,有必要进行跨学科的艺术与科学合作,以产生与PAB方法更好地保持一致的替代评估方法,结合了系统的严谨性和对价值的敏感性,这种方法的背景和优势。本文集中在另一种跨学科分析工具的开发上,参与式艺术游戏框架(PP-Framework),作为英国AHRC资助的PAB研究项目的艺术心理学合作的一部分:玩A/Part:调查自闭症女孩的身份和经历。我们详细介绍了PP框架开发的三个阶段:1。该框架的初步出现来自参与式音乐和声音研讨会的观察数据的初步视频分析为6名青少年自闭症女孩(11-16岁)运行;2.参与模式的识别和应用;3.进一步测试该框架作为在现实世界中使用的评估工具,涉及专业音乐家在无家可归者中心从事创意音乐项目的交付。PP框架根据执行行为和经验质量来映射参与类型,理解为游戏模式。它作为分析参与者参与的工具,提供一种基于创造性参与环境中工作过程的工具,同时对所产生的美学品质敏感,并能够捕获参与中的有益变化。它为研究人员提供了一种概念性方法来观察参与性艺术实践,考虑到具体的参与和互动过程。它通过对自闭症表演和掩蔽的理解以及对环境塑造的意义的生态理解来了解,社会关系和感知主体性。该框架有可能成为一个双向工具,为从业者和参与者申请。
    There are increasing demands for Participatory Arts-Based (PAB) programs involved in health research to better evidence outcomes using robust quantitative evaluation methodologies taken from science, such as standardized questionnaires, to inform commissioning and scale-up decisions. However, for PAB researchers trying to do this, barriers arise from fundamental interdisciplinary differences in values and contexts. Researchers are required to navigate the tensions between the practice-based evidence produced by the arts and the evidence-based practice sought by psychologists. Consequently, there is a need for interdisciplinary arts-science collaborations to produce alternative methods of evaluation that are better aligned to PAB approaches, and which combine systematic rigor with a sensitivity to the values, contexts and strengths of this approach. The current article centers on the development of an alternative transdisciplinary analytic tool, the Participatory arts Play Framework (PP-Framework), undertaken as part of an arts-psychology collaboration for a UK AHRC-funded PAB research project: Playing A/Part: Investigating the identities and experiences of autistic girls. We present details of three stages in the development of the PP-Framework: 1. preliminary emergence of the framework from initial video analysis of observational data from participatory music and sound workshops run for 6 adolescent autistic girls (aged 11-16); 2. identification and application of modes of engagement; and 3. further testing of the framework as an evaluation tool for use in a real-world setting, involving professional musicians engaged in delivery of a creative music project at a center for homeless people. The PP-Framework maps types of participation in terms of performative behaviors and qualities of experience, understood as modes of play. It functions as a vehicle for analyzing participant engagement, providing a tool predicated on the processes of working in creative participatory contexts while also being sensitive to the esthetic qualities of what is produced and capable of capturing beneficial changes in engagement. It offers a conceptual approach for researchers to undertake observation of participatory arts practices, taking account of embodied engagement and interaction processes. It is informed by understandings of autistic performativity and masking in conjunction with an ecological understanding of sense making as being shaped by environments, social relations and sensing subjectivity. The framework has the potential to be a bi-directional tool, with application for both practitioners and participants.
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  • 文章类型: Journal Article
    游戏空间是儿科医疗保健环境的重要组成部分。它们为孩子们提供了体验社交的重要机会,情感,以及在医疗机构中预约或住院时玩耍的发展益处。这些空间可以帮助减轻压力,在陌生的环境中提供一种常态感,并促进儿童及其家庭的社会参与。考虑到儿科医疗保健环境中游戏空间的好处,重要的是要了解如何设计这些空间,以提高儿童的包容性和护理质量。本次范围审查的目的是探索当前对儿科游戏空间设计的理解。使用与儿童相关的搜索词,卫生保健,和游戏空间,在30年的时间里搜索了6个跨学科数据库.搜索发现了2,533条记录,其中包括18条供审查。研究结果表明,尽管有据可查,游戏空间提供了宝贵的社会和情感利益,人们对可以而且应该纳入的具体设计功能知之甚少,以增加游戏机会,并确保它们惠及所有儿童和家庭。Further,文献主要考虑指定游戏或娱乐室的游戏空间。鼓励学者考虑如何将游戏机会纳入这些房间边界以外的儿科医疗保健环境的设计中。未来的研究还应考虑游戏空间用户的多样性,包括不同年龄和能力的孩子,为儿童及其家庭创造更多可访问和包容性的儿科游戏空间。提高游戏空间设计的知识可以帮助优化这些重要空间的质量,并确保他们的设计有意义地提高儿童的游戏体验和护理质量。
    Play spaces are important components of paediatric healthcare environments. They provide children with critical opportunities to experience the social, emotional, and developmental benefits of play while in healthcare settings for appointments or hospitalizations. These spaces can help to mitigate stress, provide a sense of normalcy in unfamiliar environments, and facilitate social engagement for children and their families. Given the benefits of play spaces in paediatric healthcare settings, it is important to understand how these spaces can be designed to enhance children\'s inclusion and quality of care. The aim of this scoping review was to explore the current understanding of paediatric play space design. Using search terms related to children, health care, and play space, six interdisciplinary databases were searched over a 30-year period. The search found 2,533 records from which eighteen were included for review. Findings suggest that although it is well-documented that play spaces offer valuable social and emotional benefits, little is known about the specific design features that can and should be incorporated to enhance play opportunities and ensure that they benefit all children and families. Further, the literature mostly considers play spaces in the context of designated play or recreational rooms. Scholars are encouraged to consider how play opportunities can be incorporated into the designs of paediatric healthcare environments beyond the boundaries of these rooms. Future studies should also consider the diversity of play space users, including children of varying ages and abilities, to create more accessible and inclusive paediatric play spaces for children and their families. Advancing knowledge on play space design can help to optimize the quality of these important spaces and to ensure their designs meaningfully enhance children\'s play experiences and quality of care.
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