Tuesday 13 November 2012

ERIK ERIKSON

-->
2. ERIK ERIKSON
He basically backs up Freudy pants, same kinda buzz. And his name is ridiculous.


Eriskon’s Psychosocial theory, consisting of eight stages, is consistently based around the overcoming of conflict to gain authenticity and develop. Failing at any of the eight stages, he believed, would result in improper function during adulthood.
Stage three, Initiative vs. Guilt, applies to children of a preschool age and includes the importance of asserting power and control over the immediate world through directing play and social interactions. Guilt, self-doubt and lack of initiative are consequences faced if completion of this stage is not achieved and guilt proceeds to win the conflict. Children are expected to have a desire to imitate the actions of caregivers, enrol in storytelling through objects and initiative play as well as seeking to gain knowledge through intrinsic motivation and a need to understand. A key concept is the social role identification within the family, a hugely important factor at this stage.

I believe this idea hold relevancy to my document and area in a more obvious way. Erikson’s theory incorporates a mixture of influences for a child’s cognitive development and learning, including the importance the family relationship and individual role, social interactions, observation and imitation, storytelling and the desire to understand.

1 comment:

  1. Initiative vs. Guilt.

    Game designers use this: give a bit of struggle, then the achievement will give much more satisfaction. I can see a design ideas for real life game or a digital game. And the elements are all there: the game should have the elements/ features to:

    - give opportunity to observe and imitate
    - listen to a story and re-tell the family
    - if correct get praised by family
    - else given the opportunity to try again (otherwise they may sink in guilt if game is over, not good)
    - option for 2 or more players so family gets engaged together

    A scenario:

    initiative vs. guilt: initiate to complete a task you win get a star, you lose you get knock down a star. Parent gets stars too: how often he plays the game with the child he gets a star.
    - you have the option to compete how many stars you collect with a family member. At the end of the week the winner gets a special cartoon buddy: choice between monster or cute pet (for example). Completing tasks can collect collection of pets and monsters. If parent wins the week's pet you are bitten, but the parent can transfer you the pet or the monster for good behavior.

    ReplyDelete