文章摘要
钟 瑞,郭文斌.4-6岁幼儿电子游戏卷入度与得分关系研究[J].陕西学前师范学院学报,2018,34(4):32-37
4-6岁幼儿电子游戏卷入度与得分关系研究
A Study on the Relationship between Involvement and Score of Electronic Games of 4-6 Years Old Children
投稿时间:2017-09-08  修订日期:2017-12-25
DOI:10.11995/j.issn.2095-770X.2018.04.007
中文关键词: 4-6岁幼儿  电子游戏  卷入度  游戏得分
英文关键词: 4-6 year old child  electronic games  involvement  game scores
基金项目:
作者单位
钟 瑞 (1.陕西师范大学教育学院陕西西安 7100622.安徽省舒城师范学校安徽六安 231300) 
郭文斌 2.安徽省舒城师范学校安徽六安 231300 
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中文摘要:
      为了解4-6岁幼儿电子游戏卷入度与游戏得分的关系,对随机选取的20名4-6岁的幼儿在选用的电子游戏中的行为表现及游戏得分进行了观察研究。结果发现: (1)电子游戏卷入度的正性维度得分(M=37.750)高于负性维度得分(M=23.600);(2)游戏得分从高到低的项目为:保卫萝卜(M=3.200)>水果消消乐(M=2.400)>俄罗斯方块(M=1.400);(3)电子游戏卷入度负性因子与游戏得分的交互作用明显,F(6,14)=14.368,P<0.005。结论:(1)益智电子游戏可以较好促进4-6岁幼儿产生喜悦、注意、鼓励、努力等积极情绪;(2)游戏规则和操作越简单,越容易成功的益智游戏,更容易吸引4-6岁幼儿;(3)场景多变性、任务挑战难度越大的益智游戏,具有双刃剑的效应,虽然可以引起4-6岁幼儿参与游戏的兴趣,但是也容易给他们带来消极的情感体验。
英文摘要:
      In order to understand the relationship between the involvement and the game scores of the 4-6 year old children game, the research is based on the performance and game scores of the randomly selected 20 children aged4-6years. The results show that: (1) In the positive and negative dimensions of the electronic game involvement, the score of the positive dimension (M = 37.750) is higher than that of the negative dimension (M = 23.600); (2) Children’s performance in the following games tend to be decrease in turn: defensive radish (M = 3.200)> fruit vanishing (M = 2.400)> Tetris (M = 1.400);(3) The negative effects of electronic game involvement and the score of the video game are obvious, F (6,14) = 14.368, P = 0.000 <0.005. And thus concludes: (1) Educational electronic games can better promote positive emotions such as joy, attention, encouragement, and effort for children aged 4-6;(2) The simpler the game rules and operations, the easier it is for successful puzzle games to attract children; (3) Puzzle games with more varied scenes and more challenging tasks have the double-edged sword effect. Although they may cause children to participate in games, they are also likely to bring negative emotional experience to them.
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