Multiple correspondence analysis is an extension of correspondence analysis that consent one to examine the stencil of intercourses of several categorical dependent variables. The aim of this study is to analyze the cognitions, feelings, and thoughts of early childhood children who stayed at home during the quarantine process due to coronavirus with multiple correspondence analysis. The theory and commentary of multiple correspondence analysis in the case of two and more than two variables are provided through an example. The result from multiple correspondence analysis is a graphical monitor of the rows and columns of a contingency table that is conceived to permission visualization of the prominent correlations among the variable responses in a low-dimensional space. Such a presentment discloses a more global picture of the correlations among row-column pairs.
The world is faced with disasters caused by natural or human effects from time to time. The various political, economic, health, and social consequences of these disasters affect people for different periods of time. In natural disasters and especially in epidemic diseases, some measures are taken to protect people from the negative effects of the situation. One of the measures that can be taken is quarantine. The target audience of this study is children aged 5-6 in early childhood. Children of this age group are in the process of gaining skills in expressing their feelings during this period. In addition, the emotional responses of these children can be noticed by a careful observer or even an expert. The aim of the paper is to evaluate the risks of the impacts of quarantine status related to the COVID-19 pandemic on cognition and behavior of children staying at home.
Bu makale, en az iki hakem tarafından incelendi ve intihal içermediği teyit edildi. / This article has been reviewed by at least two referees and scanned via a plagiarism software.
In this work, the new VIKOR methods are established using the generalized Pythagorean fuzzy soft sets (GPFSSs). For GPFSSs, the distance measures such as Hamming, Euclidean, and generalized are given. Further, the basic characteristics of these distance measures are examined. Fuzzy and soft sets are strong instruments for uncertainty. This strongness has been demonstrated by the GPFSS combining Pythagorean fuzzy sets and soft sets and applied to imprecise and ambiguous information. In this context, new remoteness index-based methods have been proposed, which are dissimilar from available VIKOR methods. The displaced and fixed ideals positive and negative Pythagorean fuzzy values (PFV) were defined. Thus, based on this definition, displaced positive ideal remoteness indices, negative ideal remoteness indices, and fixed positive ideal, negative ideal remoteness indices were discussed. Two different weights are used here: weights based on OF preference information and precise weights calculated with the expectation score function. The VIKOR method given here provides a different way from canonical VIKOR methods: rank candidate alternatives and determining a compromise solution based on different preference structures. The processes principles of the newly defined GPFSSs VIKOR methods are given by four algorithms. An example of these algorithms is given with the behavioral development and cognitive development of the children of Early Childhood children in the COVID-19 quarantine.
Assuming that the game emerged with the existence of humanity, it can be argued that in the historical process, adults’ view of the child, economic and social conditions, natural disasters, war and similar disasters shaped with different perspectives. The game, which was considered as important as work in the preparation of young generations to life by the people of the First Age, was accepted as an occupation that helps both children and adults to gain skills, relax and get to know the world in the Middle Ages. Since the 18th century and especially in the 19th century, social consciousness has developed, and childhood and play have begun to be viewed as an important and different aspect of development (Oktay, 2013). In the 21st century, time will show how industrialization and digitalization that started in all aspects of life will affect the child and the game. Bardak, M. (2018). Play Based Learning. in A. Gürol (Eds.), Learning Approachs in Early Childhood (s. 207-230). İstanbul: Efe Akademi Publishing. ISBN: 978-65-230-847-9 (https://openaccess.izu.edu.tr/xmlui/handle/20.500.12436/1309#sthash.o0zfa6AC.dpbs)
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