Exploration and play Flashcards

(20 cards)

1
Q

What is exploration (and curiosity)?

A
  • Exploration – observable behavioural manifestation of curiosity
  • Curiosity – intrinsically motivated, active seeking of information for its own sake (as opposed to extrinsically motivated search)
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2
Q

How do children explore?

A
  • Visual: preferential looking, novelty preference, gaze following, sustained attention
  • Manual/haptic: touching, grasping, holding, mouthing, banging, dropping
  • Spatial/locomotor: moving towards interesting
    information
  • Social-communicative: social referencing, pointing,
    holdouts, vocalisations, questions
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3
Q

Exploration is systematic and multi-sensory?

A
  • Spatial & haptic exploration: object examining & sustained attention
  • Holding objects leads to word learning: integrated visual + manual
  • Infants’ exploration is an organized, efficient sequence of visual, haptic, and locomotor behaviors
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4
Q

Exploration is embodied and embedded?

A
  • Efficient sequences of visual, haptic, and locomotor behaviors
  • Visual exploration prompted gait modifications and
    haptic exploration
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5
Q

“Little scientists” and “little anthropologists” as explorers?

A
  • Cognitive construction of reality (Jean Piaget)
    • Learning through active self-discovery and exploration
    • Learning only when developmentally ready
  • Social construction of reality (Lev Vygotsky)
    • Learning through others’ guidance or instruction
    • Cognitive development can be accelerated
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6
Q

can Scaffolding promote exploration?

A
  • Divergent thinking measure: the number of different actions children produced that had not been modelled
    • 2-year-olds imitated high level of divergent thinking on the Unusual Box Test after seeing adult demonstration
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7
Q

Exploration in later childhood?

A
  • Competence in active learning
    • Increase in selectivity, efficiency and effectiveness
    • Decrease of random exploration and repetitive sampling patterns
    • Asking better questions and seeking better explanations
    • Developing personal interests
    • Motivation, emotion and self-regulation skills
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8
Q

what is the Drive approach?

A
  • Species-general, basic drive view
  • Aligned with other biological drives, such as hunger
  • Approach behaviour in anticipation of reward
  • Explained in terms of reflexes (behaviourism), e.g., spontaneous orienting (“what-is-it?” reflex)
  • Low-level heuristics: infants’ gazing at areas of high visual contrast, motion onset, human faces
  • Aversive experience? Uncertainty associated with need to resolve it to restore balance
  • Pleasant experience? Spontaneous engagement in exploration, initiating state of uncertainty
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9
Q

what is the Incongruency approach?

A
  • Curiosity as a response to the pronounced preference for novelty, surprise, ambiguity and complexity, and seeking these out deliberately
    • e.g., violation of expectation scenarios
  • Seeking information and explanation to resolve
    uncertainty, independently and socially (asking WH
    questions, offering own explanations of phenomena)
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10
Q

Exploring the unexpected?

A
  • Infants preferentially look at, approach and explore the unexpected
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11
Q

Seeking causal explanations?

A
  • Infants selectively approach (crawl to) the objects that trigger curiosity and seek causal explanation when evidence is confounded/unclear
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12
Q

what is the Information gap approach?

A
  • Curiosity allows to close an identified gap in knowledge on a particular topic
  • Directed acquisition of specific and goal-directed
    knowledge
  • But: Cannot become curious about something without having any prior knowledge about it!
    • The size of gap affects curiosity, e.g., trivia questions
    • Learner needs to be aware of the gap to attempt to fill it
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13
Q

what is the Learning progress approaches?

A
  • Curiosity as a function of both the availability of information and the internal state of the learner
  • Maximizing learning by reducing uncertainty
  • Optimal and effective progress in learning
  • Learning is intrinsically rewarding
  • No need for conscious awareness of information gaps
    =>
  • Computational and robotic models of information search and sampling
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14
Q

what is “The Goldilocks Effect”?

A
  • Infants prefer visual and auditory sequences of intermediate complexity: neither too highly predictable nor highly unpredictable
    • lost interest (looked away from screen) in max or min predictable situations, but sustained attention during intermediate predictability
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15
Q

What is play?

A
  • Voluntary behaviour
  • Happens in a safe environment
  • Not functional in the immediately observed context
  • Includes elements that are exaggerated, segmented, and non-sequential in relation to the functional behaviour
  • Shows a characteristic age progression, peaking in childhood and declining with age
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16
Q

what is the Evolutionary basis of play?

A
  • Play is costly: takes up considerable time and energy
  • Universal: encouraged by parents and occurs in all
    cultures
  • Adaptive activity due to long period of immaturity and dependency
  • Allows to gain physical, social and cognitive skills
    necessary for adult life
  • Opportunity to practice in risk-free environment
  • Evolution of play may be linked to evolution of intelligence: most intelligent animals play (birds and
    mammals)
17
Q

Play: social classification?

A
  • Solitary independent play
  • Rough-and-tumble play
  • Parallel play
  • Associative play
  • Cooperative play
  • Guided play
18
Q

Play: cognitive complexity classification?

A
  • Functional play: locomotor
  • Constructive play: object play
  • Pretend play: dramatic, fantasy
  • Formal games with rules: organized games with procedures and penalties
19
Q

what is the Unique value of pretend play?

A
  • Historically was viewed as an immature mode of thinking (Piaget, behaviourism)
  • Involves making things up from scratch or combining elements in novel ways
  • Open-ended, not a goal-directed activity
  • Vital for development of higher-order cognition (causality, analytical skills), emotional skills and socialization
  • Links with later measures of intelligence and creativity
  • Distinctly and uniquely human cross-cultural phenomenon
20
Q

how do you Create paracosms?

A
  • Prevalence of engagement in imaginary worldplay: 3-12% among undergraduate students and about twice as frequent among MacArthur Fellows (“genius award” winners) (5-26%)
  • Wide range of disciplines: scientists, social scientists, artists