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Agung, Iskandar; Widiputera, Ferdi; Widodo – Education Quarterly Reviews, 2019
This study aims to determine the impact of using gadgets on psychosocial, socio-emotional development, selfreliance, responsibility, and student learning outcomes. The focus of this study is elementary school students in urban areas with samples taken from six schools, three each in East Jakarta and South Jakarta in the Indonesian capital city,…
Descriptors: Technology Integration, Handheld Devices, Telecommunications, Internet
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Martinez, Angel; Lasser, Jon – Journal of Creativity in Mental Health, 2013
The process of creating child-developed board games in a counseling setting may promote social, emotional, and behavioral development in children. Using this creative approach, counselors can actively work with children to address referred concerns and build skills that may generalize outside of counseling sessions. A description of the method is…
Descriptors: Special Education, Children, Adolescents, Grade 6
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Sherratt, Dave – Autism: The International Journal of Research and Practice, 2002
A study examined whether it was possible to teach five children (ages 5-6) with autism to use symbolic pretend play. The intervention used structure, affect, and repetition and progressively faded out the structuring over three phases. All of the children were able to use some symbolic acts within play. (Contains references.) (CR)
Descriptors: Autism, Behavior Development, Children, Creativity
McCandless, Boyd R.; Evans, Ellis D. – 1973
Psychosocial development is the focus of this psychology textbook. In part 1, a view of human development and society, the following areas are covered: (1) basic concepts of psychosocial development; (2) ways of viewing human development; and (3) dilemmas in human development. Part 2, the development of symbolic behavior and special factors in…
Descriptors: Adolescents, Behavior Development, Children, Cognitive Development