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Technology at play: An ethnographic study of young people's video gaming practices.

机译:技术在发挥作用:有关年轻人的视频游戏实践的人种志研究。

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摘要

This study is a close ethnographic analysis of a small number of children's video gaming practices. The gamer, as the unit of analysis, was followed as competencies in the game context developed over several months. Throughout the study the question was asked: What are gamers learning as they play? The study seeks to extend everyday cognition and informal learning research into an aspect of children's lives we know little about. This in turn helps us understand how children shape their own activities and interactions towards self directed learning. The analysis is based on an ecological or distributed perspective of cognition and learning. Video recordings of in-home game playing, field-notes, interviews with children and parents about their game playing, and a collection of resources children use in their activities are used to understand how children engage in this learning process. Findings from this study are then used to develop design recommendations for learning environments.
机译:这项研究是对少数儿童视频游戏实践的人种学分析。作为分析单位的玩家,随着游戏环境中能力的发展历时数月。在整个研究过程中,提出了一个问题:玩家在玩游戏时会学到什么?该研究旨在将日常认知和非正式学习研究扩展到我们鲜为人知的儿童生活的一个方面。反过来,这有助于我们了解孩子如何塑造自己的活动和互动以实现自我指导的学习。该分析基于认知和学习的生态或分布式观点。家庭游戏的视频记录,现场笔记,对儿童和父母的游戏采访以及儿童在活动中使用的资源的集合,用于了解儿童如何参与该学习过程。然后,将从这项研究中得到的发现用于为学习环境提出设计建议。

著录项

  • 作者

    Satwicz, Thomas.;

  • 作者单位

    University of Washington.;

  • 授予单位 University of Washington.;
  • 学科 Education Educational Psychology.; Education Technology.
  • 学位 Ph.D.
  • 年度 2006
  • 页码 184 p.
  • 总页数 184
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 教育心理学;
  • 关键词

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