• Refine Query
  • Source
  • Publication year
  • to
  • Language
  • 93
  • 88
  • 56
  • 41
  • 11
  • 8
  • 7
  • 6
  • 6
  • 4
  • 2
  • 2
  • 2
  • 1
  • 1
  • Tagged with
  • 356
  • 356
  • 61
  • 57
  • 57
  • 48
  • 47
  • 47
  • 43
  • 40
  • 38
  • 36
  • 35
  • 34
  • 34
  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
291

Barns rörelse i förskolans verksamhet : Hur rörelseaktiviteter integreras i förskolans verksamhet enligt uppfattningar från förskollärare / Children ́s movement in Preschool activities : How movement activities are integrated into preschool according to perceptions of preschool teachers

Sandholm, Suzanne, Gerndt, Susanne January 2017 (has links)
Syftet med den här studien är att bidra med kunskap om varför det är viktigt att barn får delta i olika rörelseaktiviteter på förskolan. Uppsatsen kommer bland annat att lyfta hur förskollärare tänker kring rörelse, vilka former av rörelse som integreras samt vilka förutsättningar pedagogerna upplever att de har när det gäller att erbjuda barnen olika rörelseaktiviteter. Studien har genomförts med en induktiv kvalitativ forskningsmetod, genom intervjuer av förskollärare. De intervjuade har valts ut efter i vilka miljöer deras förskoleverksamheter är belägna. Miljöerna varierar från stadskärna till glesbygd. Studien ses som småskalig då endast ett fåtal personer ingår. I den litteratur och den forskning vi tagit del av är det återkommande temat att rörelse är bra för hela kroppen och främjar både den motoriska utvecklingen, hjärnans utveckling samt hälsan. Forskningen visar att barn behöver få träna sin motorik för att utveckla motoriska grundformer såsom att krypa, springa, balansera m.m. och få ett automatiserat rörelsemönster. Ju mer automatiserat deras rörelsemönster är, ju mer underlättar det för dem att kunna koncentrera sig på att klara av att utföra en aktivitet och kunna delta i lek och umgås med sina kamrater. Även en god fysik kan påverka om barnet orkar vara med och leka fysiska lekar såsom tafattlekar och fotboll. Barns motoriska utveckling gynnas om de får vistas i varierande miljöer där de får utmanas i sin motoriska träning. De får uppleva och lära med hela kroppen och alla sina sinnen. I studien framgår att förskolor erbjuder barnen rörelseaktiviteter som främjar barns motoriska utveckling. I resultatet framgår att samtliga respondenter ser rörelse, motorik, lärande och hälsa som en helhetsbild, dock med fokus på hälsa och livsstil, något som speglar samhället idag. Forskning visar att en livsstil där rörelse ingår gärna kan planteras hos barn i tidig ålder, en aspekt som även respondenterna nämnde.
292

Verificação da análise de desempenho na síndrome de Down por meio de jogo de labirinto em telefone móvel / Verification of performance analysis in Down syndrome through a maze game on mobile phone

Lilian Del Ciello de Menezes 07 October 2016 (has links)
Introdução: A síndrome de Down (SD) é uma alteração genética caracterizada pela presença de um cromossomo extra, suas principais dificuldades são causadas pelas alterações motoras e cognitivas que interferem na capacidade de realizar atividades diárias. Para propiciar funcionalidade às pessoas com SD, uma opção é utilizar tarefas em ambiente de realidade virtual para possibilitar o ganho de habilidades motoras. Objetivo: Avaliar o desempenho de pessoas com SD em tarefa virtual em telefone móvel. Método: Foi utilizado o jogo Marble Maze Classic®, onde os participantes moviam o telefone móvel para conduzir uma bola virtual por um desenho de labirinto. Foram avaliadas 100 pessoas separadas em dois grupos, sendo o grupo 1 (controle) formado por 25 participantes com Desenvolvimento Típico e grupo 2 (experimental) formado por 25 pessoas com SD, sendo o desenho do labirinto do grupo 2 totalmente oposto ao do grupo 1. Como variável dependente utilizou-se o tempo em segundos e foram submetidas a ANOVA. As comparações post-hoc foram realizadas por meio do teste Tukey-HSD (p < 0,05). Resultados: O grupo controle manteve o desempenho na fase de retenção e conseguiram transferir tanto no labirinto 1 como no 2. Já o grupo SD conseguiu transferir a tarefa apenas no labirinto 2. No labirinto 1 não conseguiu transferir quando invertemos o início e o fim do trajeto. Conclusão: Pessoas com SD conseguiram se adaptar a tarefa proposta, porém com desempenho sempre inferior às pessoas com DT. Assim como, demonstraram dificuldade em manter o desempenho com o aumento do grau de dificuldade da tarefa, o que sugere que novas tecnologias devem ser adaptáveis às dificuldades de pessoas com SD, permitindo assim maior funcionalidade / Introduction: Down syndrome (DS) is a genetic disorder characterized by the presence of an extra chromosome, which is typically associated with motor and cognitive changes that interfere with the ability to perform daily activities. To provide functionality to individuals with DS, one option is to use tasks in a virtual reality environment to enable gains in motor skills. Objective: To evaluate the performance of individuals with DS in a virtual task on a mobile phone. Method: The game Marble Maze Classic® was used, in which the participants moved the mobile phone to conduct a virtual marble through a maze design. We evaluated 100 individuals divided into group 1 and 2, where each group consisted of 25 participants in the control group (typical development) and 25 in the experimental group (DS), with group 2 using a maze design totally opposite to group 1. The dependent variable used was time in seconds and was subjected to ANOVA. Post-hoc comparisons were performed using Tukey\'s Honest Significant Difference test (p <0.05). Results: The control group maintained performance in the retention phase and was able to transfer both in maze 1 and 2. The DS group managed transfer to the task only in maze 2. In maze1, the DS group failed to transfer when we inverted the start and end of the path. Conclusion: People with DS have managed to adapt the proposed task, but with always underperform people with DT. As demonstrated difficulty in maintaining performance with increased task difficulty, suggesting that new technologies must be adaptable to the difficulties people with DS, thereby enabling increased functionality
293

Tradução, adaptação transcultural da escala Swimming with Independent Measure (S.W.I.M.) para língua portuguesa do Brasil e análise psicométrica / Translation, cross-cultural adaptation of Swimming with Independent Measure (S.W.I.M.) scale to Brazilian Portuguese and psychometric analysis

Ana Angélica Ribeiro de Lima 19 October 2016 (has links)
INTRODUÇÃO: Existem poucos instrumentos de avaliação de habilidades aquáticas específicos na área de fisioterapia aquática. Evidenciamos a necessidade desses instrumentos para a prática clínica e pesquisa. A escala Swimming with Independent Measure (S.W.I.M.) avalia as habilidades aquáticas de indivíduos com deficiências físicas ou de aprendizagem. OBJETIVO: Tradução e adaptação transcultural da escala S.W.I.M. para a língua portuguesa do Brasil, e a análise das propriedades psicométricas. MÉTODO: Foi realizada a tradução, a síntese da tradução, a retrotradução e a submissão ao Comitê de Especialistas. Na sequência o pré-teste foi dividido em fase um, para análise da escala por 20 profissionais, e a fase dois, de aplicação da escala em 20 crianças saudáveis. A versão final da escala S.W.I.M. foi replicada nos profissionais para verificar recorrências de incompreensões. A análise psicométrica consistiu em interpretabilidade e confiabilidade. RESULTADO: Todos os estágios propostos na metodologia foram realizados. A versão final da escala S.W.I.M. não apresentou nenhum item com índice de incompreensão igual ou superior a 15%. Apresentou ausência do efeito teto e chão, excelente confiabilidade intra (0,987) e interexaminador (0,924), alta consistência interna (0,847), erro padrão de medida de 1,23 e mínima mudança detectável de 3,41 (escore de 11-77). CONCLUSÃO: Foi possível realizar a tradução e adaptação transcultural da escala S.W.I.M. para a língua portuguesa do Brasil equivalente à versão original em inglês de acordo com os passos preconizados pela literatura. Apresentou excelente confiabilidade e alta consistência interna / INTRODUCTION: There are few assessment tools for specific aquatic skills in the aquatic therapy area. Theses measurement instruments are important for clinical practice and scientific research. The Swimming with Independent Measure (S.W.I.M.) scale aims is to assess aquatic skills of individuals with physical or learning disabilities. OBJECTIVE: Translation, crosscultural adaptation of S.W.I.M. scale to Brazilian Portuguese and analysis of psychometric properties. METHOD: We followed the methodological sequence translation, translation synthesis, back-translation and submission by an expert committee. The pretest was divided into phase one, scale analysis by 20 professionals and phase two, scale application in 20 healthy children. The final version of S.W.I.M. was replicated to test its usability. Psychometric analysis consisted of interpretability and reliability. RESULT: All stages proposed methodology were performed. A maximum of 15% for non understandable sentences/items was established. The final version of S.W.I.M. in Brazilian Portuguese was clear and usable. No floor/ceiling effects were observed and excellent intra (0.987) and inter reliability (0.924) and high internal consistency (0.847) was found. The standard measurement error was 1.23 and the minimum detectable change was 3.41 (11-77 score). CONCLUSION: The translation and cultural adaptation of S.W.I.M. to Brazilian Portuguese were concluded and the Brazilian Portuguese version was equivalent to the original English version, according to the steps recommended in the literature. S.W.I.M. showed excellent reliability and high internal consistency
294

Desempenho motor de indivíduos com paralisia cerebral em jogo virtual / Motor performance of individuals with cerebral palsy in a virtual game

Juliana Nobre de Paula 14 September 2017 (has links)
A paralisia cerebral (PC) é uma desordem permanente do movimento, tônus muscular ou postura causada por dano ao cérebro imaturo ou em desenvolvimento. A pesquisa demonstrou que a tecnologia Realidade Virtual (RV) pode ser usada em reabilitação para apoiar a aquisição de habilidades motoras e a realização de tarefas funcionais. O objetivo deste estudo foi explorar melhorias no desempenho de indivíduos com PC com prática no uso de um jogo virtual em um telefone celular e comparar seu desempenho com o grupo controle. Materiais e Métodos: Vinte e cinco indivíduos com PC foram pareados por idade e sexo com vinte e cinco indivíduos com desenvolvimento tipico. Os participantes foram convidados a executar uma tarefa de labirinto virtual, o mais rápido possível, em um telefone celular. Todos os participantes realizaram 20 repetições na fase de aquisição com a mão dominante, após a fase de aquisição; houve 5 minutos de descanso, em que o indivíduo não teve contato com a tarefa. Então, os participantes foram convidados a realizar 5 repetições na fase de retenção de curto prazo, usando o mesmo labirinto de aquisição. Para a fase de transferência, houve 5 repetições, porém com um caminho do labirinto oposto à aquisição.Como resultado, o grupo PC melhorou seu desempenho na fase de aquisição, manteve o desempenho, que foi comprovadona fase de retenção; além disso, foram capazes de transferir o desempenho adquirido em um caminho de labirinto oposto. O grupo PC levou mais tempo para executar a tarefa de labirinto, comparado ao grupo controle em todas as fases do estudo. Conclusão: Indivíduos com Paralisia Cerebral realizaram um jogo de realidade virtual (tarefa de labirinto) utilizando um telefone celular e, apesar das diferenças do grupo de controle, esse tipo de dispositivo oferece novas possibilidades de uso em programas de reabilitação / Cerebral palsy (CP) is a permanent disorder of movement, muscle tone or posture that is caused by damage to the immature and developing brain. Research has shown that Virtual Reality (VR) technology can be used in rehabilitation to support the acquisition of motor skills and the achievement of functional tasks. The aim of this study was to explore for improvements in the performance of individuals with CP with practice in the use of a virtual game on a mobile phone and to compare their performance with that of the control group. Materials and Methods: Twenty-five individuals with CP were matched for age and sex with twenty-five, typically developing individuals. Participants were asked to complete a VR maze task as fast as possible on a mobile phone. All participants performed 20 repetitions in the acquisition phase with the dominant hand, after the acquisition phase; there was 5 minutes rest, in which the individual had no contact with the task. Then, participants were asked to complete 5 trials in the short-term retention phase using the same maze of acquisition. For the transfer phase, there were 5 trials with a path of the labyrinth opposed to the acquisition. As a result the CP group improved their performance in the acquisition phase and maintained the performance, which was shown by the retention test; in addition, they were able to transfer the performance acquired in an opposite maze path. The CP group had longer task-execution compared to the control group for all phases of the study. Conclusion: Individuals with cerebral palsy were able to learn a virtual reality game (maze task) using a mobile phone, and despite their differences from the control group, this kind of device offers new possibilities for use in rehabilitation programs
295

Transferência de aprendizagem motora entre ambientes real e virtual no transtorno do espectro autista / Transfer of motor learning between real and virtual environments in autism spectrum disorder

Íbis Ariana Peña de Moraes 23 June 2017 (has links)
O Transtorno do Espectro do Autismo (TEA) é uma deficiência do desenvolvimento neurológico, em que tem sido relatada dificuldade com a integração multisensorial, o que pode dificultar as habilidades cognitivas e motoras para permitir aprendizagem de diferentes tarefas e comunicação social. Considerando a possibilidade de interação em tarefas 3D por meio de dispositivos que necessitem de contato físico ou não, optou-se por avaliar pessoas com TEA e com DT em uma tarefa virtual variando o dispositivo de interação em duas seqüências de prática. Objetivou-se verificar se as pessoas com TEA são capazes de melhorar o desempenho em uma tarefa executada em um ambiente mais virtual (sem contato físico) ou mais real (com contato físico), e se essa melhora de desempenho pode ser transferida entre esses ambientes. Para a realização deste trabalho foram avaliadas 100 pessoas, divididas em dois grupos: 50 no grupo TEA, com idade entre 7 e 15 anos (11,3 ± 2,4 anos), 38 do sexo masculino e 12 do sexo feminino; e 50 pessoas com desenvolvimento típico - grupo DT, pareados por idade e sexo ao grupo TEA. Todos os participantes que realizaram ambas as seqüências mostraram uma tendência de atraso de movimento, mas os participantes que realizaram a seqüência B - a tarefa na barra de espaço primeiro - apresentaram mais atraso (m = 511 ms) do que os participantes que realizaram a seqüência A - tarefa no kinect -primeiro (m = 305 ms). Para ambas as seqüências, o erro absoluto foi maior para a interface kinect. Além disso, o grupo TEA reduziu significativamente o EV com a prática, enquanto que para o grupo DT esta diferença não ocorreu. Para o erro absoluto na fase de transferência, os resultados mostraram diferenças significativas para o grupo TEA entre os blocos A1 para a interface barra de espaço na Seqüência A (m = 475 ms) e Seqüência B (m = 718 ms). Desta forma, a prática na interface kinect (ambiente mais virtual) promoveu um melhor desempenho na interface de pressionar a barra de espaço (ambiente mais real), mas apenas para pessoas com TEA. Podemos concluir que pessoas com TEA melhoraram o seu desempenho independente do ambiente estimulado, porém com desempenho inferior ao grupo com desenvolvimento típico. E apenas o grupo TEA conseguiu transferir a prática do ambiente com características mais virtuais para com características mais reais / Autism Spectrum Disorder (ASD) is a deficiency of neurological development, in which difficulty has been reported with multisensory integration, which may hamper cognitive and motor skills to allow learning of different tasks and social communication. Considering the possibility of interaction in 3D tasks through devices that require physical contact or not, we opted to evaluate people with ASD and DT in a virtual task by varying the interaction device in two practice sequences. The objective was to verify if people with ASD are able to improve performance in a task executed in a more virtual (no physical contact) or more real (with physical contact) environment, and if this improvement of performance can be transferred between these environments. For the accomplishment of this work 100 people were evaluated, divided into two groups: 50 in the TEA group, with ages between 7 and 15 years (11.3 ± 2.4 years), 38 males and 12 females; And 50 people with typical development - DT group, matched by age and sex to the TEA group. All participants who performed both sequences showed a tendency of movement delay, but the participants who performed the sequence B - the task in the space bar first - presented more delay (m = 511 ms) than the participants who performed the sequence A - task in kinect - first (m = 305 ms). For both sequences, the absolute error was higher for the kinect interface. In addition, the TEA group significantly reduced the EV with the practice, whereas for the DT group this difference did not occur. For the absolute error in the transfer phase, the results showed significant differences for the TEA group between blocks A1 for the space bar interface in Sequence A (m = 475 ms) and Sequence B (m = 718 ms). In this way, practice in the kinect interface (more virtual environment) promoted a better performance in the interface of pressing the space bar (more real environment), but only for people with ASD. We can conclude that people with ASD improved their performance independent of the stimulated environment, but with inferior performance to the group with typical development. And only the TEA group managed to transfer the practice of the environment with more virtual characteristics to more real characteristics
296

L'interaction corporelle, une sémiotricité de la communication motrice : analyse de trois contextes praxiques en volleyball / Body interaction, a motor semiotic of communication : analysis of three praxis contexts in voleyball

Ghannouchi Ben Salem, Neila 28 September 2016 (has links)
La présente recherche traite des mécanismes de communication de type praxique qui sont au cœur des interactions ludomotrices qui se nouent au sein de la pratique du volleyball. Cette perspective de recherche offre la possibilité de mieux appréhender et comprendre les conduites motrices des joueurs qui se façonnent dans un réseau sociomoteur s’articulant autour de rapports de coopération et d’opposition. De là, il nous a semblé intéressant d’étudier le contenu du volleyball qui se pratique aussi bien dans le milieu professionnel qu’à l’école. Le réseau de communication mixte de ce sport est bâti sur la trame de comportements moteurs observables des pratiquants dont l’aisance et l’efficacité motrices espérées s’acquièrent au fil des séances d’entraînements conduits par les entraîneurs/enseignants. Dans ce contexte, l’approche techniciste et classique du Volleyball est-elle privilégiée à l’approche « sémiotrice » fondée sur la lecture des conduites motrices des pratiquants et sur la communication praxique ? La recherche de l’efficacité en situation de match accentue-t-elle cette tendance auprès des éducateurs et des joueurs sur le plan de leurs représentations ? Pour répondre à ces interrogations et mettre en évidence ce réseau subtil d’interactions motrices, nous avons analysé des matchs chez trois populations issues du sport de haut niveau, d’association sportive scolaire et en éducation physique à l’école. Ces observations ont été croisées avec des entretiens semi-directifs réalisés auprès des joueurs et des éducateurs et avec un questionnaire reposant sur la procédure de Condorcet. Les résultats ont révélé d’une part qu’au sein du sport de haut niveau les rapports d’interactions motrices des joueurs se fondent sur des réseaux de communications praxiques plus riches qu’au sein du volleyball scolaire et associatif, mettant en valeur des rapports d’opposition et de coopération autour de sous-rôles sociomoteurs variés et privilégiés. D’autre part, le niveau de pratique à l’échelle scolaire, observé dans le contenu des séances menées par les enseignants, privilégie l’aspect technique et physique du volleyball. Par ailleurs, on relève des distinctions quant aux représentations des pratiquants et de la part de leurs entraîneurs et ce, dans les trois populations comparées : pour les pratiquants, l’intérêt porte principalement sur les aspects techniques, tactiques et physiques. Quant aux entraîneurs, outre les aspects techniques et tactiques, l’organisation et la planification de l’entraînement sont valorisés pour atteindre les objectifs visés. La sportivisation des pratiques telles que le préconisent depuis longtemps les finalités éducatives des instructions officielles (1990) en Tunisie, et observées ici, ne facilite pas la mise en œuvre pédagogique et didactique du volleyball dans une perspective sémiotrice. La référence sportive fondée sur des habiletés motrices (techniques corporelles) du volleyball ne fait qu’entraver la réussite des échanges praxiques entre les élèves. Nous nous proposons ainsi de construire une approche originale de l’enseignement du volleyball scolaire sous l’angle d’un apprentissage fondé principalement sur la sémiotricité. / This study deals with praxis communication mechanisms that are at the heart of motor playfulness interactions that are formed in the practice of volleyball. This research perspective offers the opportunity to better grasp and understand the motor behavior of players that are shaping a social motor skills network revolving around cooperative and adversarial. From there, it seemed interesting to study the content of practicing volleyball both high level and at school. The joint communication network of sport is built on the frame of observable motor behavior of practitioners whose ease and hoped drive efficiency gain over the trainings sessions led by trainers / teachers. In this context, is the technocratic and traditional approach of Volleyball is preferred over the approach motor semiotic based on the studyof motor behavior of practitioners and the praxis communication? The search for efficiency in game situations accentuates this trend with educators and players in terms of their representations? To answer these questions and highlight the subtle network of motor interactions, we analyzed the matches of three populations from high-level sport, school sports association and physical education at school. These observations were crossed with semi-structured interviews with players and educators with a questionnaire based on Condorcet Method. Results revealed that within high level sports, motor interactions of players are based on praxis communication networks are richer within school and club volleyball, thus highlighting links of opposition and cooperation around diverse and under-privileged social motor skills roles. On the other hand, the level of practice at the school level, observed in the content of the sessions conducted by teachers, emphasizes the technical and physical aspects of volleyball. Furthermore, we note distinctions as to the representations and practitioners from their coaches and within three populations: for the first, mainly the focus is on the technical, tactical and physical aspect. As for the second category, in addition to technical and tactical aspects, organization and training of planning are emphasized to achieve objectives. The sportization practices such as have long advocated the educational purposes of official instructions (1990) in Tunisia, observed here, do not make easy the educational and teaching work in a volleyball motor semiotic perspective. Sports reference based on motor skills (body techniques) volleyball only hinder the success of praxis exchanges between students. We thus propose to build an original approach to teach school volleyball in terms of learning based primarily on motor skills semiotic.
297

Sensorimotor skills in autism spectrum disorder : a meta-analysis

Coll, Sarah-Maude 04 1900 (has links)
No description available.
298

Rozvoj sociálních dovedností u žáků s poruchou autistického spektra / Development of social skills at pupils with autistic spectrum disorder

Muchová, Marta January 2021 (has links)
The formation of social relationships accompanies us throughout our lives and are a source of satisfaction. While social interactions bring joy to healthy children, children diagnosed with an autism spectrum disorder bring such interactions to an unknown territory filled with uncertainty and distress. The social domain is an interrelated system consisting of several areas. If a child does not understand one or more areas, she will not function correctly during human-to-human interactions. Areas that help a child acquire appropriate social skills include cognitive, perceptual, motor, and emotional abilities. Consequently, it is only appropriate to focus on such areas during social skills training to achieve the best possible outcomes. The thesis deliberates on the social skills development of children with autism spectrum disorder (ASD). The work aims to characterize the methods and intervention options in social skills development, imitation, and fine motor skills and evaluate progress in respective areas. The thesis is divided into four chapters. The first chapter outlines the history and terminology development of autism spectrum disorders. The second chapter focuses on social skills development, imitation, fine motor skills, and play. The third chapter describes two children's case studies and...
299

Psychomotorické hry jako prostředek rozvoje grafomotoriky u dětí předškolního věku / Psychomotor games as way of development for graphomotor skills by preschool children

Sochorová, Denisa January 2021 (has links)
Title: Psychomotor games as a mean of graphomotorics development in preschool children Objectives: The aim of this master thesis is to evaluate the level of graphomotor skills in kindergarten for preschool children and also evaluate the effect of psychomotor exercises and games on preschool children. . Methods: This is a quasi-experiment, which works with a targeted selection of a group of probands,children from a specific kindergarten. Twelve children were selected and dividend into research and kontrol group. Both groups included six probands, four boys and two girls.The level of graphomotor skills was tested by using the figure drawing test and tests from the MABC-2 battery. At the same time, it is a qualitative research, where the quality of execution of individual tasks and the hygiene of writing is monitored on the basis of non-standardized observation. Results: The results of the final testing showed an improvement in the control group of children in whom no psychomotor games were applied. Both groups had better final results in figure drawing test and in fine motor skills tests from the MABC- 2 battery. Keywords: psychomotor activities, children draw, preschool age, graphomotorics skills, figure drawing, fine motor skills
300

Vilka möjligheter och utmaningar har skogen som lekmiljö i förskolans verksamhet? : Förskolpedagogers berättelser om skogens potential för barn med neuropsykiatriska funktionsvariationer / What opportunities and challenges do pre-schools encounter in the forest as a playing environment? : Pre-school educators’ narratives on the forest’s potential for children with neurodevelopmental disorders

Fellman, Paula January 2020 (has links)
Syftet med min studie är att undersöka vilka möjligheter och utmaningar skogen har som lekmiljö i förskolans verksamhet med ett fokus på vilken potential skogen har för barn med neuropsykiatriska funktionsvariationer (NPF). Studien är gjord utifrån telefonintervjuer med förskolpedagoger. Resultat visar på att skogen har en stor potential för barn med NPF men att det krävs rätt förutsättningar som goda relationer till barnen, kompetens och personalstyrka för att kunna ta vara på skogen som lekmiljö i förskolans verksamhet. Resultat ger även en inblick i det komplexa arbetet att vara pedagog där en del är att ständigt vara problemlösaren. Studiens resultat visar däremot att kunskaper om skogen generellt inte behövs då att vara i natur ger en kroppslig närvaro och ett mer naturligt utforskande hos barnen och pedagogerna. / The purpose of my study is to explore what opportunities and challenges the forest has as a play environment in preschool, with a focus on what potential the forest has for  children with neurodevelopmental disorders. The study is based on telephone interviews with preschool educators. In the result it shows that the forest has great potential for children with neurodevelopmental disorders. But that the right conditions are required, such as good relations with the children, competence and enough staff to be able to take advantage of the forest as a play environment in the preschool. The results also provide an insight into the complex work of being an educator, where parts of it is constantly being the problem solver. The results of the study, on the other hand, show that knowledge about forest is generally not needed because of being in nature provides a physical presence and a more natural way to explore for both the children and educators.

Page generated in 0.0406 seconds