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Children’s play throughout history has been free, spontaneous, and intertwined with work, set in the playgrounds of the fields, streams, and barnyards. Children in cities enjoyed similar forms of play but their playgrounds were the vacant lands and parks. Today, children have become increasingly inactive, abandoning traditional outdoor play for sedentary, indoor cyber play and poor diets. The consequences of play deprivation, the elimination and diminution of recess, and the abandonment of outdoor play are fundamental issues in a growing crisis that threatens the health, development, and welfare of children. This valuable book traces the history of children’s play and play environments from their roots in ancient Greece and Rome to the present time in the high stakes testing environment. Through this exploration, scholar Dr. Joe Frost shows how this history informs where we are today and why we need to re-establish play as a priority. Ultimately, the author proposes active solutions to play deprivation. This book is a must-read for scholars, researchers, and students in the fields of early childhood education and child development.
Introduction: Play -- Childhood and play in colonial America -- Domesticating children, 1800-1850 -- The arrival of toys, 1850-1900 -- The invasion of children's play culture, 1900-1950 -- The golden age, 1900-1950 -- The commercialization of children's play, 1950 to the present -- Children's play goes underground, 1950 to the present -- Conclusion
From the untimely deaths of young athletes to chronic disease among retired players, roiling debates over tackle football have profound implications for more than one million American boys—some as young as five years old—who play the sport every year. In this book, Kathleen Bachynski offers the first history of youth tackle football and debates over its safety. In the postwar United States, high school football was celebrated as a "moral" sport for young boys, one that promised and celebrated the creation of the honorable male citizen. Even so, Bachynski shows that throughout the twentieth century, coaches, sports equipment manufacturers, and even doctors were more concerned with "saving the game" than young boys' safety—even though injuries ranged from concussions and broken bones to paralysis and death. By exploring sport, masculinity, and citizenship, Bachynski uncovers the cultural priorities other than child health that made a collision sport the most popular high school game for American boys. These deep-rooted beliefs continue to shape the safety debate and the possible future of youth tackle football.
In this lively and accessible book, Colin Heywood explores the changing experiences and perceptions of childhood from the early Middle Ages to the beginning of the twentieth century. Heywood examines the different ways in which people have thought about childhood as a stage of life, the relationships of children with their families and peers, and the experiences of young people at work, in school and at the hands of various welfare institutions. The aim is to place the history of children and childhood firmly in its social and cultural context, without losing sight of the many individual experiences that have come down to us in diaries, autobiographies and oral testimonies. Heywood argues that there is a cruel paradox at the heart of childhood in the past. On the one hand, material conditions for children have generally improved in the West, however belatedly and unevenly, and they are now more valued than in the past. On the other hand, the business of preparing for adulthood has become more complicated in urban and industrial societies, as the young face a bewildering array of choices and expectations. A History of Childhood will be an essential introduction to the subject for students of history, the social sciences and cultural studies.
An original look at history that profiles 30 children from different eras so that children of today can discover the lives of the cave people, Romans, Vikings, and beyond through the eyes of someone their own age. History books often focus on adults, but what was the past like for children? A Child Through Time is historically accurate and thoroughly researched, and brings the children of history to life-from the earliest civilizations to the Cold War, even imagining a child of the future. Packed with facts and including a specially commissioned illustration of each profiled child, this book examines the clothes children wore, the food they ate, the games they played, and the historic moments they witnessed-all through their own eyes. Maps, timelines, and collections of objects, as well as a perspective on the often ignored topic of family life through the ages, give wider historical background and present a unique side to history. Covering key curriculum topics in a new light, A Child Through Time is a perfect and visually stunning learning tool for children ages 7 and up.
A chronological history of children's playtime over the last 200 years If you believe the experts, “child’s play”; is serious business. From sociologists to psychologists and from anthropologists to social critics, writers have produced mountains of books about the meaning and importance of play. But what do we know about how children actually play, especially American children of the last two centuries? In this fascinating and enlightening book, Howard Chudacoff presents a history of children’s play in the United States and ponders what it tells us about ourselves. Through expert investigation in primary sources-including dozens of children's diaries, hundreds of autobiographical recollections of adults, and a wealth of child—rearing manuals—along with wide—ranging reading of the work of educators, journalists, market researchers, and scholars-Chudacoff digs into the “underground” of play. He contrasts the activities that genuinely occupied children's time with what adults thought children should be doing. Filled with intriguing stories and revelatory insights, Children at Play provides a chronological history of play in the U.S. from the point of view of children themselves. Focusing on youngsters between the ages of about six and twelve, this is history “from the bottom up.” It highlights the transformations of play that have occurred over the last 200 years, paying attention not only to the activities of the cultural elite but to those of working-class men and women, to slaves, and to Native Americans. In addition, the author considers the findings, observations, and theories of numerous social scientists along with those of fellow historians. Chudacoff concludes that children's ability to play independently has attenuated over time and that in our modern era this diminution has frequently had unfortunate consequences. By examining the activities of young people whom marketers today call “tweens,” he provides fresh historical depth to current discussions about topics like childhood obesity, delinquency, learning disability, and the many ways that children spend their time when adults aren’t looking.
Returning to his home country of New Zealand, Brian Sutton-smith documents the relationship between children's play and the actual process of history. Drawing upon hundreds of interviews the author illuminates for the first time the various social, cultural, historical, and psychological contexts in which children's play occurs.
How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning. Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, however, the computer belonged almost exclusively to business, the military, and academia. In Engineering Play, Mizuko Ito describes the transformation of the computer from a tool associated with adults and work to one linked to children, learning, and play. Ito gives an account of a pivotal period in the 1980s and 1990s, which saw the rise of a new category of consumer software designed specifically for elementary school-aged children. “Edutainment” software sought to blend various educational philosophies with interactive gaming and entertainment, and included such titles as Number Munchers, Oregon Trail, KidPix, and Where in the World Is Carmen Sandiego?. The children's software boom (and the bust that followed), says Ito, can be seen as a microcosm of the negotiations surrounding new technology, children, and education. The story she tells is both a testimonial to the transformative power of innovation and a cautionary tale about its limitations.
Examining cultural products geared towards teaching children American cultural identity, Playing With History highlights the changes and constancies in depictions of American identity since the advent of modern consumer society. The book examines political and ideological messages sold to children throughout the twentieth century through toys, dolls, books, and amusement parks.