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1.
This paper focuses on the kinds of notations young children make for fractional numbers. The extant literature in the area of fractional numbers acknowledges children's difficulties in conceptualizing fractional numbers. Some of the research suggests possibly delaying an introduction to conventional notations for algorithms and fractions until children have developed a better understanding of fractional numbers (e.g., Hunting, 1987; Sáenz-Ludlow, 1994, 1995). Other research (e.g., Empson, 1999), however, acknowledges the interaction between conceptual understandings and the representations for those understandings. Following the latter line of thinking, this paper argues that children's notational competencies and conceptual understandings are intertwined, addressing the following research questions: (a) What kinds of notations do five and six-year-old children make for fractional numbers?; and (b) What can be learned about young children's learning of fractional numbers by analyzing the notations they make? This paper presents data from interviews carried out with twenty-four children in Kindergarten and first grade (five and six-year-old children), exploring the nuances of their notations and the meanings that they attach to fractions.  相似文献   

2.
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   

3.
This article presents the findings of two studies that were designed to improve young children's number knowledge through the use of mathematical games. The first study, with 5‐year‐old children (N = 55), involved parents coming into the classroom to play games with small groups of children. The second study, with 7‐year‐old children (N = 128), explored several ways of incorporating games into school mathematics programmes, including parents playing games with the children. Individual task‐based interviews were used to gather data on the children's number knowledge, and detailed observations were made of selected children's experiences during their normal mathematics lessons and while they were playing the mathematical games. The results showed that games appeared to be most effective as a way of enhancing children's learning when a sensitive adult was available to support and extend the children's learning as they played. The factors that appear to be important when involving parents in games sessions at school are discussed.  相似文献   

4.
Forty‐four Head Start classrooms were randomly assigned to enriched intervention (Head Start REDI—Research‐based, Developmentally Informed) or “usual practice” conditions. The intervention involved brief lessons, “hands‐on” extension activities, and specific teaching strategies linked empirically with the promotion of: (a) social‐emotional competencies and (b) language development and emergent literacy skills. Take‐home materials were provided to parents to enhance skill development at home. Multimethod assessments of three hundred and fifty‐six 4‐year‐old children tracked their progress over the course of the 1‐year program. Results revealed significant differences favoring children in the enriched intervention classrooms on measures of vocabulary, emergent literacy, emotional understanding, social problem solving, social behavior, and learning engagement. Implications are discussed for developmental models of school readiness and for early educational programs and policies.  相似文献   

5.
The objective of this study was to investigate the effect of a socio‐cognitive teaching strategy on young children. It tests their understanding of the factors that friction depends on when an object is projected across a horizontal surface. The study was conducted in three phases: pre‐test, teaching intervention, and post‐test. The sample consisted of 68 preschool children who were assigned to two groups according to age and cognitive ability, based on their responses to a pre‐test. The children in the experimental group participated in activities that were approached from a socio‐cognitive perspective while the children in the control group participated in the same activities but from a Piagetian perspective. A statistically significant difference was found (Mann–Whitney U‐test), between the pre‐test and the post‐test, providing evidence for the effect of the socio‐cognitive strategy on children's understanding of a ‘precursor model’ for the concept of friction.  相似文献   

6.
Significant numbers of children (6% of 11‐year‐olds) have difficulties learning to read. Meanwhile, children who receive appropriate support from their parents do better in literacy than those who do not. This study uses a case study approach to investigate how digital games designed to support struggling readers in school were used at home, by the parents of six children to support their children’s literacy. Mostly, the children enjoyed playing the games and believe that it helped improve their reading. The parents all valued the opportunity to participate in their child’s learning and believe that the games’ approach to learning is effective. The study considers key influences on the successful use of games to support struggling readers (repetition, feedback, motivation, self‐efficacy, parental beliefs) and raises questions, further consideration of which might usefully inform the future development of effective game‐based learning.  相似文献   

7.
It is known that computer games are motivating for children, but there is limited direct evidence of their effects on classroom learning. The aim of this exploratory study was to investigate the effects of a commercial off‐the‐shelf computer game on children's mental computation skills and on aspects of self‐perceptions. A pre–post design was employed. The participants were 71 primary school children (10–11 years old) from three classes. In School 1, a class of 21 children used a games console for 20 minutes each day, running a ‘brain training’ game. Two comparison groups were used. In School 2, 31 children used ‘Brain Gym’ techniques in their class over the treatment period. In school three, a class of 19 children acted as no‐treatment controls. The treatment period was 10 weeks. Significant pre–post gains were found in the games console group for both accuracy and speed of calculations, while results for the two comparison groups were mixed. The games console group showed significant gains in global self‐esteem, but not in other aspects of self‐concept. The comparison groups showed no significant gains in any area of self‐perceptions. There is a need now for upscaling to investigate generalisability.  相似文献   

8.
Abstract The aim of the study was to improve the information processing and concentration skills of learning disabled (LD) children by using computer games in a procedure that enhances self‐verbalisation and mediated learning. Of the 21 LD children who participated in the study, 14 were trained in the specific procedure, while at the same time the seven children in the control group participated in regular tutorial activities in small groups. Subsequently, in the second training period, the control group was instructed to play commercial strategic games, with no stress on self‐verbalisation procedures and the experimental group participated in regular classroom tutorial activities, without computers. The following measures were used to assess the effect of the training: MFFT, Progressive Matrices and three subtests of the WISC‐R. The results demonstrated that the computer games presented within the framework of self‐verbalisation procedures and peer‐interaction facilitate the information processing of LD children. The interactions of passive and impulsive LD children with computer‐related activities should be examined in future research within the context of their ecological environment.  相似文献   

9.
From an embodied learning perspective, the active human body can alter the function of the brain and therefore, the cognitive process. In this work, children’s activity using motion-based technology is framed as an example of embodied learning. The present investigation focuses on the use of a series of Kinect-based educational games by 31 elementary students with special educational needs in mainstream schools, during a five-month intervention study. Results based on psychometric pre-post testing in conjunction with games-usage analytics, a student attitudinal scale, teachers’ reflection notes and teacher interviews, demonstrated the positive impact of the games on children’s short-term memory skills and emotional stage. Overall, the study improves our understanding of embodied learning via motion-based technology in teaching and learning with children with special educational needs.  相似文献   

10.
Reading difficulties have reached a prevalence of 3–10% in school-age children. Those who present these difficulties avoid reading and benefit very little from school-based learning opportunities, resulting in maladjustments, dropping out of school and having to repeat grades. Presented here are the results of an intervention based on a computer game intended for explicit phonic training in first-grade school children at risk of possessing reading difficulties. Fifty-six children from a low socioeconomic status (SES) and 31 children from a high socioeconomic status, divided into two groups (control and experimental), participated in the study. After the intervention, participants from the low-SES experimental group had enhanced their skills regarding letter sound recognition, whereas the high-SES experimental group had improved their naming speed. The results are discussed in light of the impact of interventions based on computer games and of the importance of the development of sublexical skills in children at risk of manifesting reading difficulties in transparent orthographies.  相似文献   

11.
Abstract A series of four tasks was presented to 3‐7 year‐old children in order to investigate their understanding of the way in which an obstruction restricts a person's view of an array. The results indicated that children's ability to predict another person's line of sight and field of view develops significantly during this period. The responses of most 4‐7 year‐olds in a nonverbal hiding game were consistent with their verbal judgments about what another person could see, but 3‐year‐olds’ responses in the hiding game were much more sophisticated than could be expected from their performance on the verbal tasks. The possibility is raised that satisfactory performance in hiding games may not always depend on a child's first working out what a seeker can see.  相似文献   

12.
This article explores children's imaginative interaction with Internet games in the belief that an understanding of children's life experiences is essential to effective teaching and learning within the classroom. It is underpinned by the idea that imaginative play is, at least in some part, the work of children undertaking identity practice. It focuses on a small group case study of 8‐ and 9‐year‐old children, from diverse cultural backgrounds, who were regular players on free‐access commercial Internet games. As children frequently perform imaginative narrative play both privately and in groups triggered from experiences with novels, films and television, the research initially focused on whether similar activities resulted from experiences with commercially sponsored free Internet game sites. If so, to what extent might these texts also influence children's creative output? To explore this, the children attended a weekly after‐school computer club during which they played on Internet games. During the course of the club sessions, each child was observed and interviewed about the experiences they had resulting from the gameplay. Through consideration of the children's play and opinions, the teacher researcher developed valuable insights into her students and their worlds to the benefit of her practice.  相似文献   

13.
When evidence‐based prevention programs are implemented in schools, adaptations are common. It is important to understand which adaptations can be made while maintaining positive outcomes for students. This preliminary study evaluated an abbreviated version of the Promoting Alternative Thinking Strategies (PATHS) Curriculum implemented by school‐based mental health clinicians in preschool/kindergarten classrooms. Results suggest that students (N = 80) demonstrated increases in emotional understanding and prosocial behavior. Children with low initial levels of problem behavior demonstrated large and continual increases in prosocial behavior over the entire course of the intervention, whereas children with high initial levels of problem behavior only demonstrated small gains in prosocial behavior during the first half of the intervention. These preliminary results support the general effectiveness of the adapted intervention, but also suggest the need for additional intervention to produce meaningful and sustained behavioral gains for higher‐need students.  相似文献   

14.
This study examines how 31 middle-school children conducted multimodal analyses of video games. Over four consecutive days, students played video games for 30 minutes and then wrote written reflections about the multimodal symbols within the game and how these symbols influenced their interpretation and decision-making processes during gameplay. Students produced 124 reflections in total, which were analysed via template analysis to determine how children metacognitively reflected on different types of multimodal symbols and used those symbols to comprehend the games and make decisions. Results illustrate how students engaged in metacognitive semantic and syntactic processes with a variety of multimodal symbols, such as written language, dynamic visuals and abstract symbols, during gameplay that aided their understanding of the games and influenced their decisions. This study contributes to the limited empirical research on video game literacies and illustrates children's meaning-making processes while engaged with video games as multimodal interactive texts.  相似文献   

15.
评估是自闭症儿童干预治疗的重要前提。基于此,文章聚焦于人机交互技术支持的自闭症儿童评估问题,从知觉、手眼协调、认知表现、关系情感等四个维度,对比了《心理教育评定量表中文修订版C-PEP》(简称"修订版C-PEP量表")与人机交互游戏的评估结果,发现:人机交互游戏评估结果能正确反映修订版C-PEP量表的评估结果,且评估更加精准、更能吸引自闭症儿童的注意力并做出反应。文章验证了人机交互游戏评估的可行性和有效性,可为自闭症儿童评估、人机交互游戏开发提供参考。  相似文献   

16.
Despite empirical evidence of a relationship between sensitivity to speech rhythm and reading, there have been few studies that have examined the impact of rhythmic training on reading attainment, and no intervention study has focused on speech rhythm sensitivity specifically to enhance reading skills. Seventy‐three typically developing 4‐ to 5‐year‐old children were randomly allocated to one of three treatment groups and received a speech‐rhythm‐based intervention, a phonological‐awareness‐based intervention, or a control intervention over 10 weeks. All children completed pre‐test, post‐test and delayed post‐test measures of speech rhythm sensitivity, single‐word reading, phonological awareness and vocabulary. The results show that it is possible to train speech rhythm sensitivity in this age group and that children who undertook the speech rhythm intervention showed a significant improvement in their word reading performance compared to children in the control group. Group differences were maintained 3 months later.  相似文献   

17.
This study examined the relationship among declarative, conceptual, and procedural knowledge in the acquisition of ruler measurement skills. Sixth-grade industrial arts students were taught how to use a ruler with one of two instructional methods; the fractional method was based on an understanding of fractions, whereas the line identification method required no understanding of fractions. Results indicated that the line identification method was superior overall to the fractional method, both for the initial acquisition as well as retention of skills. This superiority occurred for questions measuring understanding of fractions but not for ruler skills, indicating that students were able to use procedural knowledge to infer conceptual knowledge. Results are discussed in terms of several models of learning that address how declarative, conceptual, and procedural knowledge interact in the learning process.  相似文献   

18.
Study goals were to explore whether children clustered into groups based on reactions to witnessing bullying and to examine whether these reactions predicted bullying intervention. Seventy‐nine children (M = 10.80 years) watched bullying videos in the laboratory while their heart rate (HR) was measured, and they self‐reported on negative emotion after each video. Bullying intervention was assessed by school peers. Two groups emerged based on reactions to the bullying videos: The Emotional group (43% of children) displayed HR acceleration and reported high negative emotion, whereas the Unemotional group (57% of children) showed HR deceleration and reported low negative emotion. Group membership predicted bullying intervention, with peers reporting that Emotional children were more likely to stop a bully than Unemotional children.  相似文献   

19.
The purpose of the study was to test the effectiveness of an intervention to reduce aggressive behavior among children and adolescents. The study encompassed 70 special education students with behavioral problems in 10 schools (grades 5‐9) in Israel. These students were identified by teachers as aggressive children, based on a 10‐item questionnaire that referred to verbal and physical aggression. The children were randomly divided into experimental and control conditions. A short‐term multidimensional program utilizing bibliotherapy and clarifying processes was introduced to the experimental students, while the control students remained in their homeroom groups. The Achenbach Self‐Report and Teacher Report scales were administered to the students before and after treatment. Results indicated significant gains on both measures: The intervention was effective in promoting adjusting behavior and particularly in reducing aggression. © 2000 John Wiley & Sons, Inc.  相似文献   

20.
The project described in this paper was designed to test the feminist hypothesis that the Cinderella‐style fairy‐tales promoted by Anglo‐American society harmfully reinforce restrictive images of girlhood and womanhood. The research was based on work with over 100 boys and girls aged 9‐11 in five Cornish primary schools. Responses came from the children through group discussion, drawing pictures and writing stories. Although the figure of the pretty princess predominated in the girls’ pictures, it was apparent through the children's discussion and stories that few girls identified with this image. The girls favoured ‘upside‐down’ fairy‐tale scenarios that gave their heroines independence, while the boys clung to the traditional image of the prince for the same reason. These results indicate that girls of this age are ‘resisting readers’, able to criticise and manipulate — as well as enjoy — the gender images presented to them in the dominant fairy‐tales of our culture.  相似文献   

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