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1.
A lack of numerical knowledge early on can impede a child's academic development. In past research, playing linear board games improved children's understanding of numerical relations, which the authors theorised could extend to children with autism spectrum disorder. For this pilot study, 10 children played a board game where they moved tokens across coloured tiles displaying the numbers 1–10. During gameplay, students in the experimental group focused on the numbers on the tiles, while the control group focused on the colours. The assessment consisted of a number line estimation task, where students placed numbers ranging from 1 to 9 on a blank number line. Results showed children in the experimental group experienced statistically significant improvement in their understanding of numerical relationships of numbers on the number line estimation task. Findings indicate extended experiences with linear board games can support the numerical development of children with autism spectrum disorder.  相似文献   

2.
The study evaluates the linear number board game 100 House. Taking into account Krajewski's (2003, 2013) development model of mathematical competencies, this game supports the development of mathematical competencies in 6-year-old children. The board game design is based on the American cognitive alignment framework approach and aims to enhance the number board game Race to Space (Laski & Siegler, 2014). German 6-year-old children (N = 48) received four game-playing sessions, either counting on from their current position on the board game (count-on condition) or counting their steps from one (count-from-1 condition). In a pretest, posttest, and follow-up session, children's mathematical performance was assessed. The results show that playing the game led to stable improvements, especially in mathematical competencies of the first and second level of the underlying development model. Children in the count-on condition displayed a greater benefit. Supporting mathematical competencies by playing number board games is discussed.  相似文献   

3.
Differences in children's social interactions during cooperative and competitive games were investigated. Thirty-seven children from two first grade classes with cooperative classroom climates were videotaped while playing a cooperative and a competitive board game. Children's social interactions were coded using Selman's Levels of Enacted Interpersonal Understanding. Small but significant differences were found between game conditions, with more higher-level negotiation strategies and shared experiences occurring during the cooperative games. No differences were found in lower-level strategies. The benefits of using both competitive and cooperative games in early childhood classrooms are discussed.  相似文献   

4.
Research Findings: In Study 1, we observed 32 Chinese kindergarteners playing a number board game with their caregivers in dyads. Number board game playing provided important opportunities for kindergarteners and their caregivers to talk about an array of number concepts, but their numeracy-related exchanges rarely went beyond counting. In Study 2, 88 Chinese kindergarteners and their parents were randomly assigned to 1 of 4 groups, namely, the game with parent training group, the game without parent training group, the exercise book group, and the control group. After a 4-week intervention, kindergarteners in the 3 treatment groups who began as relatively unskilled in numeracy showed comparable improvement in 3 numeracy tasks, and the effect sizes were often larger in the game with parent training group than in the game without parent training group. Moreover, kindergarteners in the 2 game groups tended to show relatively heightened mathematics interest. Practice or Policy: Findings of these 2 studies suggest that number board game playing has the potential benefit of promoting kindergarteners’ numeracy competence and mathematics interest. Training of parents might even optimize kindergarten children’s gains from parent–child number board game playing.  相似文献   

5.
Differences in children's social interactions during cooperative and competitive games were investigated. Thirty-seven children from two first grade classes with cooperative classroom climates were videotaped while playing a cooperative and a competitive board game. Children's social interactions were coded using Selman's Levels of Enacted Interpersonal Understanding. Small but significant differences were found between game conditions, with more higher-level negotiation strategies and shared experiences occurring during the cooperative games. No differences were found in lower-level strategies. The benefits of using both competitive and cooperative games in early childhood classrooms are discussed.  相似文献   

6.
Abstract

Low-income preschoolers have lower average performance on measures of early numerical skills than middle-income children. The present study examined the effectiveness of numerical card games in improving children’s numerical and executive functioning skills. Low-income preschoolers (N?=?76) were randomly assigned to play a numerical magnitude comparison card game, a numerical memory and matching card game, or a shape and color matching card game across four 15-minute sessions. Children who played either of the numerical games improved their numeral identification skills, while only children who played the numerical magnitude comparison game improved their symbolic magnitude comparison skills. These improvements were maintained eight weeks later. The results suggest that a brief, low-cost intervention can successfully improve the numerical skills of low-income children.  相似文献   

7.
Three strategic games played by the Ju|’hoan—a board, a card, and a gesture game—complicate the rhetorics that suggest an evolutionary or psychological significance of play. They are mostly played by adults, although every individual adult does not necessarily engage in each game. The Ju|’hoan card and board game practices were transmitted through contact across large parts of Botswana and Namibia, while the gesture game n!àì has been known in other San communities. It suggests that the significance of strategic games is more likely found in its potential for social interaction (i.e., allowing to overcome cultural divides) than in evolution and psychology. Within the anthropological literature, strategy games were thought to be absent in egalitarian societies, such as that of the Ju|’hoan. Here, the roles of power, competition, and winning were thought to be disruptive and unwanted. A closer examination of the details behind the Ju|’hoan games shows that not only were strategy games adopted and adapted from neighboring societies but that the game of n!àì was developed by the Ju|’hoan into a competitive one. The evolutionary or psychological significance of play is informed by studies on individual play, children’s play, and games with informal rules. When considering strategic games throughout history, it is their role of facilitator rather than the playing practice itself that makes games relevant across languages, cultural divides, and sociopolitical boundaries.  相似文献   

8.
The purpose of this investigation was to explore if and how players of digital games think about knowledge and knowing in the context of playing a game. Specifically, the objectives of the study were to examine whether players of an educational simulation game engage with epistemic aims, epistemic ideals, and reliable processes in the context of the game and to describe the nature of these aims, ideals, and processes. An exploratory, multiple-case qualitative study design was employed. Adolescent gamers were asked to think aloud while playing a sustainable development simulation game and were subsequently interviewed about the game. The results revealed that players adopted specific epistemic aims, epistemic ideals, and reliable processes in the context of the game. These were related to three layers of knowing: knowing in the game, knowing about playing the game, and knowing about the game as a representational artifact. Although players were adept in achieving epistemic aims related to knowing in the game and knowing about playing the game, they did not spontaneously engage in critical examination of the game as a representation. The study sheds light on challenges of epistemic thinking in digital games and on some of the ways in which game design can support epistemic thinking.  相似文献   

9.
Health education programmes need to address local understandings of HIV/AIDS within the broader context of sexual behaviour. We report on a locally derived and community orientated questionnaire survey of HIV/AIDS and sexually related behaviour among 756 pupils from two government secondary schools in Malawi. On average, pupils gave the correct answers to more than 70% of the items on the survey. Seventy-two pupils from one of the schools subsequently participated in playing an educational board game about AIDS, once a week, over four weeks. The percentage of correct responses given while playing the board game significantly increased each time the board game was played, and a one-month follow-up questionnaire showed that a significant improvement had been maintained in comparison with the initial questionnaire survey. Pupils who attended the school where the board game was trialed, but who did not participate in the board game, scored slightly, but significantly, higher than pupils from the other ‘no-board game’ control school. This result was tentatively interpreted as a ‘trickle down’ effect. The benefits of introducing active learning methods into schools, of focusing on local understandings of health problems, and of establishing an accurate knowledge base for health promotion are discussed.  相似文献   

10.
Game-based learning has been gradually adopted in energy education as an effective learning tool because digital games have the potential to increase energy literacy and encourage behavior change. However, not every learner can benefit from this support. There is a need to examine how human factors affect learners’ reactions to digital games for supporting learning. This study addresses this issue by developing a digital educational game and examining the effects of locus of control on behavioral intention and learning performance of energy knowledge in game-based learning. The results demonstrated that learners with internal locus of control (ILC) outperformed external locus of control (ELC) learners in energy knowledge after interacting with the game. Moreover, the proposed game can reasonably reduce the differences in the behavioral intention of the ILC and ELC learners, indicating that ELC learners significantly improved their behavioral intention after playing the game, especially their external behavioral intention in the aspects of persuasion, legal action, and political action. The findings of this study are discussed to enhance the understanding of locus of control on behavioral intention and energy knowledge in the context of digital games.  相似文献   

11.
目前学前儿童玩电子游戏逐渐趋于普遍化,学前儿童玩电子游戏的大部分原因是为了娱乐放松,玩时很少有家长陪同。针对上述情形,电子游戏设计者应依据儿童的身心特点和年龄特征设计电子游戏,家长应尽量参与儿童玩电子游戏过程以帮助儿童选择游戏类型、控制游戏时间并享受亲子过程。  相似文献   

12.
马爱爱 《成才之路》2020,(6):102-103
教育游戏作为一种新型教育模式,在幼儿园得到了广泛的应用。教育游戏不仅可以吸引幼儿的注意力,提升教学质量,使游戏在幼儿教育中得到更好的运用,还可以激发幼儿的思维能力,让幼儿在游戏过程中获得知识,使学习更加有趣。文章基于教育游戏在幼儿教育中的重要性,对幼儿园游戏化教学策略进行探讨。  相似文献   

13.
Studies of African indigenous games often focus on a specific game or on games from different regions. This article, rather, examines five popular African board games in order to find the similarities and differences among these games. The analysis shows similarities among them. However, these similarities do not necessarily mean that these games are identical. The review of the games indicates that these games are different when elements such as rules and play are used to study them. This article also demonstrates that these board games are tools that can be integrated into the curriculum through a discussion of the educational affordance of each game. The article is an invitation to educators and game researchers to broaden the definition and exploration of game-based learning.  相似文献   

14.
游戏是促进学前儿童身心发展的基本途径。日本幼儿园教育高度重视游戏活动的作用,并且在保育实践活动中赋予游戏以重要的地位,这是有其深刻历史渊源的。  相似文献   

15.
Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show modest improvement in scientific attitudes, ability to identify human biological systems and in the children’s ability to describe how those systems work together in real-world scenarios. Interviews reveal that children drew upon their prior school learning as they played the game. Also, on the surface they perceived the game as mainly entertainment but were easily able to discern learning outcomes when prompted. Implications for the design of casual games and how they can be used to enhance transfer of knowledge from the classroom to everyday life are discussed.  相似文献   

16.
This article explores how learning biological concepts can be facilitated by playing a video game that depicts interactions and processes at the subcellular level. Particularly, this article reviews the effects of a real-time strategy game that requires players to control the behavior of a virus and interact with cell structures in a way that resembles the actual behavior of biological agents. The evaluation of the video game presented here aims at showing that video games have representational advantages that facilitate the construction of dynamic mental models. Ultimately, the article shows that when video game’s characteristics come in contact with expert knowledge during game design, the game becomes an excellent medium for supporting the learning of disciplinary content related to dynamic processes. In particular, results show that students who participated in a game-based intervention aimed at teaching biology described a higher number of temporal-dependent interactions as measured by the coding of verbal protocols and drawings than students who used texts and diagrams to learn the same topic.  相似文献   

17.
国外自闭症儿童游戏及游戏干预研究进展   总被引:1,自引:0,他引:1  
国外关于自闭症儿童的游戏水平、游戏行为等方面的研究表明,自闭症儿童的游戏呈现水平低,象征性游戏少的特点,但自闭症儿童现有的游戏水平也可以为干预提供契机。自闭症儿童的游戏干预有两种取向:一是以应用行为分析、关键反应训练等为代表的行为主义取向游戏干预;二是以基于发展、个别差异和人际关系的模式、整合性游戏团体等为代表的发展取向的游戏干预。研究者在分析国外已有研究的基础上,进一步讨论了游戏干预中游戏的目的和作用、治疗关系的重要性及游戏干预的取向等问题。  相似文献   

18.
直拍反胶打法作为直拍快攻打法的演变打法对延续直拍打法有重大的意义.本人通过对当今世界上优秀的直板反胶运动员马林近几年来十场比赛中左半台的技战术统计分析,发现马林作为一名直板选手能在强调力量和速度的当代乒乓球氛围中依然能打出一片天下与其稳定的三五板技术组合方式有着必然的联系.  相似文献   

19.
This letter proposes a categorization matrix to analyze the playing style of a computer game player for a shooting game genre. Our aim is to use human-centered modeling as a strategy for adaptive games based on entertainment measure to evaluate the playing experience. We utilized a self-organizing map (SOM) to cluster the player's style with the data obtained while playing the game. We further argued that style-based adaptation contributes to higher enjoyment, and this is reflected in our experiment using a supervised multilayered perceptron (MLP) network.  相似文献   

20.

The inclusion of games in mathematics programmes is widely believed to foster the enjoyment of mathematics. The focus of this paper is on fluctuations in emotional climate during the playing of whole-class mathematics games. A multimethod approach drawing on the sociology of emotions was employed to explore changes in the classroom emotional climate that were associated with game playing. The event-oriented inquiry was conducted with two teachers and a class of 10- to 13-year-olds in a New Zealand classroom during mathematics sessions. Over a series of eight mathematics lessons, there were three noticeable fluctuations in emotional climate, all of which occurred during whole-class games. Our analysis of these three events identified a successful interaction with dramatic emotional energy associated with a positive emotional climate, a successful interaction with undramatic emotional energy associated with positive emotional climate, and an unsuccessful interaction associated with negative emotional climate with interactional repair. The third event also illustrated how the incomplete nature of a game’s rules can provide an opportunity for a negative emotional climate to be associated with game playing. The taken-for-granted wisdom that whole-class mathematics games can enhance emotional aspects of a classroom learning environment is supported by some of our evidence.

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