The purpose of this study was to specify the relationship between positive and harsh parenting and maternal scaffolding behavior. A 2nd aim was to disentangle the effects of maternal education and parenting quality, and a 3rd aim was to test whether parenting quality mediated the association between maternal education and scaffolding practices. We examined associations between positive and harsh parenting practices and contingent and noncontingent tutoring strategies. Ninety-six mother-child dyads (49 boys, 47 girls) from working- and middle-class English families participated. Mothers reported on parenting quality at Time 1 when children were 5 years old and again approximately 5 years later at Time 2. Mother-child pairs were observed working together on a block design task at Time 2, and interactions were coded for contingent (contingent shifting) and noncontingent (fixed failure feedback) dimensions of maternal scaffolding behavior. Positive and harsh parenting accounted for variance in contingent behavior over and above maternal education, whereas only harsh parenting accounted for unique variance in noncontingent scaffolding practices. Our findings provide new evidence for a more differentiated model of the relation between general parenting quality and specific scaffolding behaviors.
We report on a design-led study in the UK that aimed to understand barriers to children (aged 5 to 14 years) 'playing out' in their neighbourhood and explore the potential of the Internet of Things (IoT) for supporting children's free play that extends outdoors. The study forms a design ethnography, combining observational fieldwork with design prototyping and co-creative activities across four linked workshops, where we used BBC micro:bit devices to co-create new IoT designs with the participating children. Our collective account contributes new insights about the physical and interactive features of micro:bits that shaped play, gameplay, and social interaction in the workshops, illuminating an emerging design space for supporting 'digital playing out' that is grounded in empirical instances. We highlight opportunities for designing for digital playing out in ways that promote social negotiation, supports varying participation, allows for integrating cultural influences, and accounts for the weaving together of placemaking and play.
Mothers’ use of mental state talk (MST) is linked to young children’s performance on false belief tests of theory of mind (ToM) and to their behaviour in social contexts. However, little is known about MST beyond the early years. This investigation is the first to examine continuity in both mother and child MST from preschool (age 3–4 years) to middle childhood (age 10) and examines the role of early maternal MST in children’s later ToM and use of MST. We examine the novel association between MST and children’s behavioural adjustment from pre‐school into late childhood. Participants were mother–child dyads from a 7‐year longitudinal study. Measures of MST, ToM, and language were administered at home when children were 3 and 4 years old and again at the age of 10. Also at 10, behavioural adjustment was measured using the Strengths and Difficulties Questionnaire. Mother and child MST were highly stable from preschool to later childhood. Early maternal MST accounted for unique variance in later child MST and behavioural adjustment at 10 years of age; children whose mothers used more MST, specifically references to cognitions, when they were 3 or 4 experienced fewer behavioural difficulties (externalising behaviour) when they were 10 years old.
The potential of tabletops to enable groups of people to simultaneously touch and manipulate a shared tabletop interface provides new possibilities for supporting collaborative learning. However, findings from the few studies carried out to date have tended to show small or insignificant effects compared with other technologies. We present the Collaborative Learning Mechanisms framework used to examine the coupling of verbal interactions and physical actions in collaboration around the tabletop and reveal subtle mechanisms at play. Analysis in this way revealed that what might be considered undesirable or harmful interactions and intrusions in general collaborative settings, might be beneficial for collaborative learning. We discuss the implications of these findings for how tabletops may be used to support children's collaboration, and the value of considering verbal and physical aspects of interaction together in this way.
We describe a Research-through-Design (RtD) project that explores the Internet of Things (IoT) as a resource for children's free-play outdoors. Based on initial insights from a design ethnography, we developed four RtD prototypes for social play in different scenarios of use outdoors, including congregating on a street or in a park to play physical games with IoT. We observed these prototypes in use by children in their free play in two community settings, and report on the qualitative analysis of our fieldwork. Findings highlight material qualities that encouraged social and physical play under certain conditions, suggesting social affordances that are central to the success of IoT designs for free-play outdoors. We provide directions for future research that addresses the challenges we faced when deploying IoT with children, contributing new considerations for interaction design with children in outdoor settings and free play contexts.
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