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Browsing by Subject "exekutiva funktioner"

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  • Keil, Catarina (2022)
    Goal. Previous studies show that dog assisted pedagogy may have positive consequences on pupil behavior and learning. There are relatively few studies on dog assisted pedagogy in Finnish schools. The aim of this study is to attain a deeper understanding of dog assisted activities in Finnish schools and to investigate how a dog as a pedagogical resource affects pupil behavior, socio-emotional development and learning at school from a teacher perspective. Methods. The study is qualitative in nature and the empirical material is based on three semi-structured interviews with four qualified teachers who apply dog assisted pedagogy in their classroom. Two of the informants are special education teachers teaching small groups, one informant is a special education classroom teacher teaching a small class and one informant is a classroom teacher teaching a normal class, however, including children with special needs. The data was analyzed with thematic analysis. Results and conclusions. The study shows that the teacher participants believe dog assisted pedagogy is an excellent method that should be entitled for all educational institutions on pedagogical grounds. Above all, children with special needs, who perceive schoolwork as particularly demanding, seem to benefit from dog assisted activities, according to the informants. The presence of a dog in the classroom may have positive effects on pupil behavior and the executive functions. The study reveals that the presence of a dog improves especially a pupil’s stress management and self-regulation skills and contributes to a calmer atmosphere in the classroom. Further, the study shows that a dog’s participation in school activities may increase pupil motivation concerning school tasks and accordingly enhance pupil self-efficacy. Additionally, the informants feel that the dog increased social interaction and communication between teacher and pupil but also between pupils. The informants do not recognize a direct connection between the presence of a dog and socio-emotional development and learning. However, they identify several indirect correlations between these factors.
  • Sundman, Stephanie (2021)
    Playing various video games is one of the most popular leisure activities among children and adolescents around the world. Since childhood and adolescence are an important time for cognitive development, it is important to understand how playing video games during childhood and adolescence can have a lasting impact on brain development and on social and cognitive functions. Previous research has shown that those who play video games do better in various tasks that concern attention and cognitive control as well as spatial reasoning and problem solving than those who do not play video games. The research area regarding the child's socioemotional development is very debated and the evidence between game content and violent behaviour is contradictory. The purpose of this overview is to highlight what is known about the impact of video games on the cognitive functions and social abilities of children and adolescents as well as possible connections to the brain. The database PubMed and Scopus were used to collect relevant articles for this overview. The studies found that playing video games improves the cognitive abilities of children and adolescents. Some studies have also found that the earlier children start playing actively, the more their cognitive abilities benefit. Regarding the connection between violent video games and aggressive behaviour, studies shows that frustration and competition in the game can lead to aggressive thoughts and feelings, but that the social context in which you play in influences the behaviour more than the game content itself. Studies on the effects of video games on children's and adolescents’ abilities and development are to some extent very contradictory. Thus, more research is needed on how video games can affect children's development to better understand the exact impact of games on the brain.