家庭生活信息化對(duì)3-6歲兒童早期經(jīng)驗(yàn)影響研究
本文選題:3-6歲兒童 切入點(diǎn):家庭生活 出處:《寧波大學(xué)》2017年碩士論文 論文類(lèi)型:學(xué)位論文
【摘要】:游戲是兒童的生命,是童年期的主要活動(dòng),也是他們?cè)缙诮?jīng)驗(yàn)獲得的重要途徑,游戲?qū)和某砷L(zhǎng)具有重要影響。信息社會(huì)的快速發(fā)展促使了兒童家庭游戲的科技化、智能化,我們稱(chēng)之為“家庭游戲信息化”。從而3-6歲兒童通過(guò)較多的參與信息化的家庭游戲,獲取早期知識(shí)、經(jīng)驗(yàn)的積累。家庭生活信息化對(duì)于兒童早期經(jīng)驗(yàn)獲取來(lái)說(shuō)更像是一把雙刃劍,在豐富和便利人們生活的同時(shí),也給青少年和兒童帶來(lái)了一系列生活信息化產(chǎn)生的問(wèn)題,如“網(wǎng)癮”,“網(wǎng)絡(luò)犯罪”,“眼睛近視”等。尤其是近年來(lái),我國(guó)兒童眼睛近視率迅猛增長(zhǎng),網(wǎng)絡(luò)問(wèn)題少年作為一個(gè)社會(huì)群體出現(xiàn),兒童的生活和游戲越來(lái)越多的融合了信息化因素,這些都說(shuō)明在當(dāng)前家庭生活信息化浪潮下,如何更好的教育、培養(yǎng)兒童,成為了一個(gè)全社會(huì)不得不直面的問(wèn)題。因此,家庭生活信息化背景下的3~6歲學(xué)齡前兒童家庭游戲發(fā)展特征,家庭游戲信息化對(duì)兒童的身體和心理健康成長(zhǎng)影響的辯證分析,以及兒童家庭游戲科學(xué)開(kāi)展的引導(dǎo)策略亟待進(jìn)一步深入研究和探索。論文首先對(duì)“家庭生活信息化”、“兒童家庭游戲信息化”、“早期經(jīng)驗(yàn)”進(jìn)行概念界定,提出了“家庭游戲信息化”的定義。其次,論文分析了信息時(shí)代下的3-6歲兒童家庭生活方式,游戲方式,家庭文化構(gòu)建發(fā)生了的變化,家庭生活信息化背景下兒童家庭游戲特征及其影響,通過(guò)數(shù)理統(tǒng)計(jì)、理論探討和案例分析研究家庭生活信息化對(duì)3-6歲兒童早期經(jīng)驗(yàn)的影響。再次,作者同時(shí)調(diào)研了n市的鄞州江東區(qū)、江北區(qū)、海曙區(qū)及鄞州區(qū)的幾個(gè)幼兒園家長(zhǎng)作問(wèn)卷調(diào)查,收回有效問(wèn)卷239份。采集了學(xué)前兒童和家長(zhǎng)受信息化產(chǎn)品影響程度的基礎(chǔ)數(shù)據(jù),運(yùn)用灰色聚類(lèi)評(píng)價(jià)模型,就不同種類(lèi)家庭生活信息化產(chǎn)品對(duì)兒童家庭游戲的影響力作出定量和定性評(píng)價(jià)。對(duì)15位幼兒教育從業(yè)者,10名來(lái)自不同家庭的3-6歲兒童家長(zhǎng),30名幼兒,3位幼兒專(zhuān)家分別進(jìn)行訪談。調(diào)研和訪談結(jié)果均表明當(dāng)前兒童都非常喜歡信息化產(chǎn)品,尤其以電視機(jī)、ipad等為甚。使用信息化產(chǎn)品能幫助幼兒獲得早期知識(shí)經(jīng)驗(yàn)和社會(huì)經(jīng)驗(yàn)的積累,但對(duì)其健康經(jīng)驗(yàn)的積累卻有負(fù)面影響。最后,根據(jù)當(dāng)前家庭信息化現(xiàn)狀,提出科學(xué)的兒童家庭教育,研究者總的建議是保持審慎有限度的原則,科學(xué)引導(dǎo)適度接觸,控制兒童使用的強(qiáng)度和頻度,充分發(fā)揮信息化在兒童教育中有利的一面,限制其不利影響。重視玩伴的力量,提高兒童的傳統(tǒng)家庭游戲比重,制定“家規(guī)”營(yíng)造良好的家庭生活環(huán)境,本文的研究將會(huì)有利于兒童家庭游戲的開(kāi)展,兒童早期經(jīng)驗(yàn)的獲取,以及兒童身心健康成長(zhǎng)。
[Abstract]:Play is the life of children, the main activity in childhood, and the important way for them to acquire their early experience. The rapid development of information society promotes the development of children's family games in science and technology and intelligence. We call it "family game informatization." thus, children aged 3 to 6 years old acquire early knowledge and experience through more participation in information based family games. Family life informatization is more like a double-edged sword for children's early experience acquisition. While enriching and facilitating people's lives, it also brings a series of problems of life informatization to teenagers and children, such as "Internet addiction", "cybercrime", "nearsightedness" and so on. Especially in recent years, the rate of nearsightedness of children's eyes in our country has increased rapidly. As a social group, the life and games of children are more and more integrated with information factors, which shows how to better educate and train children under the current information wave of family life. It has become a problem that the whole society has to face directly. Therefore, under the background of information of family life, the characteristics of family game development of 3- and 6-year-old preschool children, and the dialectical analysis of the influence of family game information on children's physical and mental health growth, And the guiding strategies of children's family game science need to be further studied and explored. Firstly, this paper defines the concepts of "family life informatization", "children's family game informatization" and "early experience". This paper puts forward the definition of "family game informatization". Secondly, the paper analyzes the changes in the family life style, play style and family culture construction of 3-6 years old children in the information age. In the background of family life informatization, the characteristics of children's family play and its influence are studied. Through mathematical statistics, theoretical analysis and case study, the influence of family life informatization on the early experience of children aged 3-6 years is studied. At the same time, the author investigated several kindergarten parents in Yinzhou Jiangdong District, Jiangbei District, Haishu District and Yinzhou District, collected 239 valid questionnaires. Using the grey cluster evaluation model, A quantitative and qualitative evaluation was made on the influence of different kinds of family life information products on children's family play. Ten parents of 3-6 years old children from different families and 30 child care specialists were selected from 15 early childhood education practitioners. Interviews were conducted separately. Both the research and the results of the interviews showed that children are very fond of information products at present. The use of information products can help young children gain early knowledge and social experience, but have a negative impact on their health experience accumulation. Finally, according to the current information situation in the family, To put forward a scientific family education for children, the overall suggestion of the researchers is to maintain the principle of prudence and limitation, to guide the proper contact with science, to control the intensity and frequency of children's use, and to give full play to the advantages of information technology in children's education. To limit its adverse effects, to pay attention to the power of playing partners, to increase the proportion of children's traditional family games, to make "family rules" to create a good family living environment, the study of this paper will be conducive to the development of children's family games. Acquisition of early childhood experience and physical and mental health of children.
【學(xué)位授予單位】:寧波大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2017
【分類(lèi)號(hào)】:G78
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