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When Seeing Is Better than Doing: Preschoolers’ Transfer of STEM Skills Using Touchscreen Games

机译:眼见为实:学龄前儿童使用触摸屏游戏进行STEM技能的转移

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摘要

The purpose of this study was to examine the extent to which character familiarity and game interactivity moderate preschoolers’ learning and transfer from digital games. The games were based on a popular television show and designed to test skills related to STEM (science, technology, engineering, mathematics): numerical cognition (quantity of different sets) and knowledge of a biological concept (growth). Preschoolers (3.0–5.5 years, N = 44) were assigned to play one game and watch a recording of an experimenter playing the other game. Learning was assessed during pre-test and post-test using screenshots from the game. Transfer was assessed using modified screenshots (near) and real-life objects (far). Familiarity was assessed by asking children to identify the television characters and program. Findings indicate that the effectiveness of the games varied by age and condition: younger children learned from the quantity game, but only when they watched (rather than played) the game. They did not transfer this information in either condition. Conversely, older children learned from the growth game regardless of whether they played or watched. However, older children only demonstrated far transfer if they watched (rather than played) the growth game. Thus, preschoolers may benefit more by watching a video than by playing a game if the game is cognitively demanding, perhaps because making decisions while playing the game increases cognitive load. Character familiarity did not predict learning, perhaps because there was little overlap between the lessons presented in the television program and game. Findings from the current study highlight the need for more research into educational games and applications designed for preschoolers in order to establish whether, how, and for whom screen media can be educationally valuable.
机译:这项研究的目的是研究角色熟悉度和游戏互动性在多大程度上抑制了学龄前儿童的学习和从数字游戏的转移。这些游戏是基于一个受欢迎的电视节目制作的,旨在测试与STEM相关的技能(科学,技术,工程,数学):数字认知(不同集合的数量)和生物学概念的知识(增长)。学龄前儿童(3.0-5.5岁,N = 44)被分配玩一个游戏,并观看一个实验者玩另一游戏的记录。测试前和测试后使用游戏的屏幕截图评估了学习情况。使用修改后的屏幕截图(附近)和实际对象(远处)评估了转移。通过要求儿童识别电视角色和节目来评估熟悉程度。研究结果表明,游戏的有效性随年龄和状况的不同而不同:年龄较小的孩子从数量游戏中学习,但仅当他们观看(而不是玩)游戏时才学习。他们在两种情况下均未传输此信息。相反,年龄较大的孩子无论玩或看,都可以从成长游戏中学到东西。但是,大一点的孩子只有观看(而不是玩)成长游戏,才表现出远距离转移。因此,如果游戏对认知有要求,则观看视频可能比玩游戏受益更多,这可能是因为在玩游戏时做出决定会增加认知负担。角色熟悉不会预测学习,可能是因为电视节目和游戏中的课程之间没有什么重叠。当前研究的结果表明,有必要对针对学龄前儿童的教育游戏和应用进行更多研究,以确定屏幕媒体是否具有教育价值,以及对谁有教育价值。

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