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1.
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   

2.
Most research on numerical development in children is behavioural, focusing on accuracy and response time in different problem formats. However, Temple and Posner (1998) used ERPs and the numerical distance task with 5-year-olds to show that the development of numerical representations is difficult to disentangle from the development of the executive components of response organization and execution. Here we use the numerical Stroop paradigm (NSP) and ERPs to study possible executive interference in numerical processing tasks in 6–8-year-old children. In the NSP, the numerical magnitude of the digits is task-relevant and the physical size of the digits is task-irrelevant. We show that younger children are highly susceptible to interference from irrelevant physical information such as digit size, but that access to the numerical representation is almost as fast in young children as in adults. We argue that the developmental trajectories for executive function and numerical processing may act together to determine numerical development in young children.  相似文献   

3.
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   

4.
The ability to choose the larger between two numbers reflects a mature understanding of the magnitude associated with numerical symbols. The present study explores how the knowledge of the number sequence and memory capacity (verbal and visuospatial) relate to number comparison skills while controlling for cardinal knowledge. Preschool children’s (N = 140, Mage-in-months = 58.9, range = 41–75) knowledge of the directional property of the counting list as well as the spatial mapping of digits on the visual line were assessed. The ability to order digits on the visual line mediated the relation between memory capacity and number comparison skills while controlling for cardinal knowledge. Beyond cardinality, the knowledge of the (spatial) order of numbers marks the understanding of the magnitude associated with numbers.  相似文献   

5.
Research Findings: Children who speak English are slower to learn the counting sequence between 11 and 20 compared to children who speak Asian languages. In the present research, we examined whether providing children with spatially relevant information during counting would facilitate their acquisition of the counting sequence. Three-year-olds (n = 54) who played a 1–20 number board game in which numbers were grouped by decade into 2 rows learned significantly more of the counting sequence than children who played a linear version of the game or those who were in the control group. Both the row and linear versions of the game helped children improve their performance on an object counting task. Children’s performance on a number line task did not show an effect of either game intervention. Practice or Policy: These results suggest that counting practice that includes spatially informative cues can facilitate young English-speaking children’s learning of the challenging number sequence from 11 to 20.  相似文献   

6.
The main purpose of the current study was to provide empirical evidence to support or refute assumptions of phenotypic deficits in motivation for children with Down syndrome (DS). Children with moderate intellectual disability (MID) associated with etiologies other than DS were recruited in an extension of a previous study that involved children with DS and typically developing children. The participants were 29 children with MID and 33 children with DS who were matched on mental age to 33 typically developing children, aged 3–8 years. Mastery motivation was assessed on task measures of curiosity, preference for challenge and persistence, as well as parental reports. There were no significant group differences on the mastery motivation tasks. Parental ratings of mastery motivation differed, with typically developing children generally being rated more highly than each of the disability groups. The view that motivational deficits are part of the DS behavioural phenotype was not supported.  相似文献   

7.
Distance effect has been regarded as the best established marker of basic numerical magnitude processes and is related to individual mathematical abilities. A larger behavioral distance effect is suggested to be concomitant with lower mathematical achievement in children. However, the relationship between distance effect and superior mathematical abilities is unclear. One could get superior mathematical abilities by acquiring the skill of abacus-based mental calculation (AMC), which can be used to solve calculation problems with exceptional speed and high accuracy. In the current study, we explore the relationship between distance effect and superior mathematical abilities by examining whether and how the AMC training modifies numerical magnitude processing. Thus, mathematical competencies were tested in 18 abacus-trained children (who accepted the AMC training) and 18 non-trained children. Electroencephalography (EEG) waveforms were recorded when these children executed numerical comparison tasks in both Arabic digit and dot array forms. We found that: (a) the abacus-trained group had superior mathematical abilities than their peers; (b) distance effects were found both in behavioral results and on EEG waveforms; (c) the distance effect size of the average amplitude on the late negative-going component was different between groups in the digit task, with a larger effect size for abacus-trained children; (d) both the behavioral and EEG distance effects were modulated by the notation. These results revealed that the neural substrates of magnitude processing were modified by AMC training, and suggested that the mechanism of the representation of numerical magnitude for children with superior mathematical abilities was different from their peers. In addition, the results provide evidence for a view of non-abstract numerical representation.  相似文献   

8.
"The Number Race" is an adaptive game designed to improve number sense. We tested its effectiveness using a cross-over design in 53 low socioeconomic status kindergarteners in France. Children showed improvements in tasks traditionally used to assess number sense (numerical comparison of digits and words). However, there was no improvement on non-symbolic measures of number sense, suggesting that rather than being in number sense per se, the improvement was in number sense access; or links between symbolic and non-symbolic representations of number. Focused adaptive interventions such as this may contribute to reducing the socioeconomic gap in math achievement.  相似文献   

9.
The purpose of the current pilot study was to examine the effects of a teacher‐designed and teacher‐led numerical board game intervention. Fifty‐four 4‐ to 6‐year‐olds were randomly assigned to either the number board game intervention or an active control group. Relative to the control group, children who received the number game intervention demonstrated significant improvements on a numeral identification task. This finding is significant in so far as numeral identification skills play a critical role in more advanced numerical and mathematical reasoning. There was no evidence of training‐related improvements on any of the other tasks. In addition to the intervention effects, the present study provides an example of a successful teacher‐researcher collaboration, providing new insights into the making of bidirectional relations between research and practice.  相似文献   

10.
Research Findings: To date, studies comparing the mathematical abilities of children with autism spectrum disorder (ASD) and typically developing children are scarce, and results remain inconclusive. In general, studies on this topic focus on mathematical abilities learned from elementary school onward, with little attention for possible precursors at younger ages. The current exploratory study focused on the important developmental period of preschool age, investigating 5 early numerical competencies in 30 high-functioning children with ASD and 30 age-matched control children: verbal subitizing, counting, magnitude comparison, estimation, and arithmetic operations. Children were examined at 5 or 6 years of age, attending the 3rd and final year of preschool. Overall, rather similar early number processing was found in children with and without ASD, although marginally significant results indicated a weaker performance of children with ASD on verbal subitizing and conceptual counting. Practice or Policy: Given the pervasiveness and impact of ASD on other domains of functioning, it is important to know that no general deficits in early numerical competencies were found in this study. However, some downward trends in mathematics performance were identified in children with ASD, which can serve as the basis for additional research in this field.  相似文献   

11.
Children’s narrative development through computer game authoring   总被引:1,自引:0,他引:1  
Conclusions The strong motivational influence of computer games on children can be used positively within education. This paper looks beyond the educational benefits which children can gain asconsumers of computer games to explore the additional benefits which could be gleaned from enabling children toproduce their own computer games. In the domain of literacy and narrative development, creating an interactive audio-visual computer game to tell a story has many potential benefits. The Game Maker workshop described in the paper confirms that creating stories within computer games is a task which young people find highly enjoyable, engaging and rewarding. Additionally, the workshop experience suggests that sophisticated game design is well within reach of 12–15 year olds. These motivational advantages indicate that it is well worth exploring how computer game authoring can be used in the classroom to raise both literacy standards and children’s enjoyment of story making activities  相似文献   

12.
Learning about decimal fractions is difficult because it requires an extension of the number concept built on natural numbers. The aim of the present study was to investigate developmental changes in children's misconceptions in decimal fraction processing. A large sample of children from Grades 3 to 6 performed a numerical comparison task on different categories of pairs of decimal fractions. The success rate and the type of error they made varied with age and categories. We distinguished the impact of the value of the digits from the impact of the length of the fractional part on children's pattern of responses. Although both kinds of impact affected the success rate, the digit values had a stronger impact and were mastered later than the length. Our results also showed that a zero just after the decimal point was understood better and earlier than a zero at the end of the fractional part of a number. Cluster analysis was conducted to determine groups of children who answered similarly regarding the response type across the various categories of decimal fractions. To interpret the data the conceptual change framework was used.  相似文献   

13.
Twenty‐nine grade‐matched 4th–8th‐grade males, 12 with attention‐deficit/hyperactivity disorder (ADHD) (age M= 12.2 years, SD= 1.48), and 17 without (age M= 11.5, SD= 1.59), completed two working memory tasks (digit span and the Simon game) and three long‐term episodic memory tasks (a personal event memory task, story memory task, and picture recognition task). In line with clinical observations, children with ADHD performed worse than peers on all working memory tasks, but performed as well as or better than peers on long‐term episodic tasks, demonstrating particularly detailed memory for personally experienced past events. Participants' parents also completed questionnaires about their children's memories in daily life. Parents rated children with ADHD lower than children without ADHD on working and semantic memory (e.g., remembering names, spelling, and math), but rated them as high or higher on memory for events. Implications for theory and educational practice are discussed.  相似文献   

14.
The motor control of 49 unmedicated boys clinically diagnosed with ADHD, case‐matched with 49 non‐ADHD boys, was assessed while playing Crash Bandicoot I, a SonyTM Playstation platform computer video game. In Crash Bandicoot participants control the movements of a small‐animated figure through a hazardous jungle environment. Operationally defined measures of motor control were designated by (1) the stage of the game completed (ie, the number of obstacles successfully passed) before losing the figure's ‘life’, (2) the level of complexity that the stage represented and (3) the time taken to get to that point during the video game play. These measures were assessed under contrasting conditions of low or high working memory and distracter loads. Four tasks were administered (totalling 12 trials), incorporating both with and without distracter conditions. For those trials with the distracter, a segment of the television show The Simpsons was simultaneously played on a television screen adjacent to the computer game monitor. A 5‐way MANOVA revealed that ADHD boys took less time to complete their trials under the direct condition (ie, no working memory load) on Crash Bandicoot, compared to their matched non‐ADHD peers. When the task required additional working memory, however, the ADHD boys took significantly longer. Cumulative frequency plots of game performance revealed that in terms of the number of obstacles completed, the control participants successfully navigated more obstacles on the low working memory load task than the ADHD participants, but that the performance of the two groups was less distinguishable on the high working memory load task. The findings have implications for assessment and management of children with ADHD.  相似文献   

15.
Theoretical analyses of the development of numerical representations suggest that playing linear number board games should enhance young children's numerical knowledge. Consistent with this prediction, playing such a game for roughly 1 hr increased low-income preschoolers' (mean age = 5.4 years) proficiency on 4 diverse numerical tasks: numerical magnitude comparison, number line estimation, counting, and numeral identification. The gains remained 9 weeks later. Classmates who played an identical game, except for the squares varying in color rather than number, did not improve on any measure. Also as predicted, home experience playing number board games correlated positively with numerical knowledge. Thus, playing number board games with children from low-income backgrounds may increase their numerical knowledge at the outset of school.  相似文献   

16.
Deficits in numerical magnitude perception characterize the mathematics learning disability developmental dyscalculia (DD), but recent studies suggest the relation stems from inhibitory control demands from incongruent visual cues in the nonsymbolic number comparison task. This study investigated the relation among magnitude perception during differing congruency conditions, executive function, and mathematics achievement measured longitudinally in children (n = 448) from ages 4 to 13. This relation was investigated across achievement groups and as it related to mathematics across the full range of achievement. Only performance on incongruent trials related to achievement. Findings indicate that executive function in a numerical context, beyond magnitude perception or executive function in a non-numerical context, relates to DD and mathematics across a wide range of achievement.  相似文献   

17.
The concept of intrinsic motivation lies at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar coating for learning content. This article tests the concept of intrinsic integration as a way of creating a more productive relationship between educational games and their learning content. Two studies assessed this approach by designing and evaluating an educational game called Zombie Division to teach mathematics to 7- to 11-year-olds. Study 1 examined the learning gains of 58 children who played either the intrinsic, extrinsic, or control variants of Zombie Division for 2 hr, supported by their classroom teacher. Study 2 compared time on task for the intrinsic and extrinsic variants of the game when 16 children had free choice of which game to play. The results showed that children learned more from the intrinsic version of the game under fixed time limits and spent 7 times longer playing it in free-time situations. Together, these studies offer evidence for the genuine value of an intrinsic approach for creating effective educational games. The theoretical and commercial implications of these findings are discussed.  相似文献   

18.
This study contributes to the debate about the Flynn effect by proposing a long-term comparison (1921–2001) of the numerical knowledge of two cohorts of three- to five-and-a-half year-old children. In 1921, Beckmann (1923) assessed the numerical development of children using four tasks (Production, Distinction, Recognition, and Naming). In 2001, we used these same tasks to test 400 children equally divided into five age groups spaced six months apart. The main results are as follows: (1) the order of difficulty of the four tasks was the same in 2001 and 1921; (2) the 2001 cohort significantly outperformed the 1921 cohort with an advance in numerical development ranging from six months to one year, depending on the task; (3) the superiority of the 2001 children showed up by the age of 3; (4) the magnitude of the rise in scores varied across tasks (the greatest gain was found for the Naming task); and (5) the children in the two cohorts used the same number-evaluation strategies, but the 2001 children used more mature strategies on the Naming task than did same-age 1921 children, particularly subitizing for apprehending small numbers. The rise in scores seems to correspond to a genuine gain in numerical ability, apparently promoted by parental child-raising practices (cross-generational transmission).  相似文献   

19.
The present study investigated the ability of 3- and 4-year-old children to perform tasks which require matching sets of sounds to numerically equivalent visual displays. We found that 3-year-olds performed at chance on the auditory-visual matching task, while 4-year-olds performed significantly above chance. There is evidence that mastery of the linguistic counting system is related to success on this task. These findings are unexpected given previous research reporting that 6–8-month-olds can detect the numerical equivalence between a set of sounds and items in a visual display.  相似文献   

20.
The purpose of this study was to investigate how children aged five to nine gradually build up an understanding of the characteristics of place-value inherent in the written number system. The task consisted in presenting collections of chips, asking children to produce the corresponding two-digit numerals, and then questioning them in a structured clinical interview about the possible numerical meaning (in terms of correspondence to a number of chips) of each of the digits in the numeral. Results show that the idea that parts of the notation must correspond to mutually exclusive parts of the collection is but slowly built up, and that subsequently it is fleshed out by the use of knowledge concerning oral numeration_— written numeration correspondences. Intuitions concerning «groups of ten» arise later. A fair proportion of eight-year-olds and all nine-years-olds saw the two-digits as corresponding to, on the one hand, a number of units, and on the other, a number of groups of units.  相似文献   

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