3-6歲城市幼兒玩電子游戲現(xiàn)狀的研究
發(fā)布時間:2017-12-26 21:37
本文關(guān)鍵詞:3-6歲城市幼兒玩電子游戲現(xiàn)狀的研究 出處:《浙江師范大學(xué)》2015年碩士論文 論文類型:學(xué)位論文
更多相關(guān)文章: 城市幼兒 電子游戲 現(xiàn)狀
【摘要】:電子游戲是一種隨科技發(fā)展而誕生的文化活動,是人類信息文明的產(chǎn)物。隨著技術(shù)發(fā)展以及人們生活水平提高,智能手機(jī)基本進(jìn)入每個家庭,電腦用戶也不斷加大,平板電腦對城市普通家庭來說也不再是奢侈品。電子游戲媒介方式的發(fā)展,使電子游戲發(fā)展有了一些新的變化,玩游戲者的年齡延伸到3-6歲,電子游戲發(fā)展呈現(xiàn)低齡化趨勢。城市3-6歲幼兒在玩電子游戲的過程中,受到電子游戲的影響。電子游戲給幼兒的成長帶來積極影響的同時,也給幼兒帶來一些的消極影響。本研究采用定量研究和定性研究相結(jié)合的方法。先隨機(jī)抽取杭州市四所不同等級的幼兒園(特級幼兒園、一級甲等幼兒園、一級乙等幼兒園、二級甲等幼兒園),以3-6歲幼兒為研究對象,通過對杭州市400名幼兒玩電子游戲現(xiàn)狀的問卷調(diào)查,了解玩電子游戲的幼兒人數(shù)比例與游戲媒介、幼兒喜歡電子游戲程度的年齡與性別差異、幼兒玩電子游戲的時間與頻率、幼兒玩電子游戲類型的年齡與性別差異、幼兒玩電子游戲陪伴中的家長干預(yù),研究得出以下結(jié)論:(1)所有幼兒都有過玩電子游戲的經(jīng)歷,平板電腦是幼兒玩電子游戲最普遍的媒介工具。(2)幼兒喜歡電子游戲程度的年齡與性別差異不顯著。(3)幼兒玩電子游戲的時間與頻率方面:假期中幼兒玩電子游戲的時間明顯增長;幼兒玩電子游戲時間的年齡與性別差異不顯著;幼兒玩電子游戲頻率行為較為穩(wěn)健。(4)幼兒玩電子游戲類型方面:益智類、休閑類排在前二位,體育類與棋牌類排最后二位;幼兒在電子游戲類型選擇方面性別差異顯著。男孩子更喜歡益智、策略、冒險、射擊、體育、競技、比賽類的游戲,女孩子更喜歡角色扮演類和音樂類的游戲。(5)幼兒玩電子游戲陪伴中的家長干預(yù)方面:大多數(shù)幼兒一人玩電子游戲,家長對電子游戲的時間干預(yù)多于類型干預(yù)與內(nèi)容探討干預(yù)。在問卷調(diào)查的基礎(chǔ)上,深入個案研究幼兒玩電子游戲現(xiàn)狀,得出以下結(jié)論:(1)幼兒玩電子游戲時狀態(tài)都很投入。(2)不同家庭教養(yǎng)方式的父母對幼兒電子游戲行為的干預(yù)不同。(3)三位幼兒玩電子游戲獲得的影響不同。民主型教養(yǎng)方式家庭的幼兒在電子游戲過程中獲益最大,專制型教養(yǎng)方式家庭的幼兒獲益其次,放任型家庭教養(yǎng)方式的幼兒獲益最少。在分析問卷調(diào)查數(shù)據(jù)的過程中、在跨個案研究中,有三個問題值得討論分析:(1)電子游戲的低齡化趨勢。分別從電子游戲低齡化趨勢明顯以及低齡化的原因分析兩方面探討,科技的發(fā)展是電子游戲低齡化趨勢的重要前提,家長對幼兒玩電子游戲有直接影響,幼兒自身發(fā)展過程中對電子游戲的需要。(2)幼兒玩電子游戲類型的性別適宜性。分析幼兒選擇電子游戲類型的性別差異原因以及幼兒電子游戲類型選擇的雙性化探討。(3)幼兒玩電子游戲過程中的家長干預(yù)。首先總結(jié)與分析了家長在干預(yù)幼兒電子游戲過程中的問題,如干預(yù)的缺失、干預(yù)的方式方法不正確,以及家長的時間干預(yù)多于類型與內(nèi)容探討干預(yù)。然后探討了家長干預(yù)與家庭教養(yǎng)方式的關(guān)系。民主型家庭的家長注重電子游戲內(nèi)容的干預(yù),電子游戲是一種親子互動的活動方式;專制型家庭的家長注重電子游戲時間與類型的干預(yù),電子游戲是提高幼兒認(rèn)知水平的工具;放任型家庭的家長對電子游戲時間、類型與內(nèi)容都不做干預(yù),電子游戲是幼兒無朋友時的伴友。通過以上的分析討論,幼兒在玩電子游戲過程中對其成長也帶來一些消極的影響,如何減少玩電子游戲?qū)τ變撼砷L的不利影響,是一個迫切而又要回答的問題,本文從家長、幼兒園、社會三個方面給出了一些建議。
[Abstract]:The electronic game is a kind of cultural activity which is born with the development of science and technology. It is the product of human information civilization. With the development of technology and the improvement of people's living standard, smart phones basically enter every family, and computer users are also increasing. Tablet computers are no longer luxury for urban families. The development of video game media has made some new changes in the development of video game. The age of playing players extends to 3-6 years old, and the development of video games presents a trend of younger age. In the process of playing video games, 3-6 year old children in the city are affected by video games. Electronic games have a positive impact on the growth of young children, as well as some negative effects on children. This study adopts the method of combining quantitative and qualitative research. First in Hangzhou city were randomly selected from four different grades of Kindergarten (kindergarten, grade a grade a class B kindergarten, kindergarten, kindergarten to two grade), 3-6 years old children as the research object, through a questionnaire survey on the present situation of playing electronic games of 400 children in Hangzhou City, the number of children playing electronic games and the proportion of children love game media, electronic games of age and gender differences, children playing electronic games, time and frequency, children playing electronic game types, age and gender differences in children's play electronic games with the parents of intervention, the research draws the following conclusions: (1) all the children have been playing electronic games experience, tablet computer is the children playing electronic games, the most common media tools. (2) there is no significant difference in age and sex between children who enjoy electronic games. (3) children's time and frequency of playing video games: the time for children to play video games increased significantly; the age and sex of children playing video games were not significantly different; the frequency behavior of children playing video games was relatively stable. (4) children play the types of electronic games: intelligence, leisure are ranked the top two, sports and chess are the last two, and children have significant gender differences in the choice of electronic games. Boys prefer intelligence, strategy, adventure, shooting, sports, athletics, competition, games, girls prefer role play and music games. (5) children's parents intervention in playing video games: most children play computer games, parents have more intervention time than type intervention and content intervention. On the basis of the questionnaire survey, the present situation of children playing video games is studied, and the following conclusions are drawn: (1) children play a very important role in playing video games. (2) the parents of different family rearing styles have different intervention on the behavior of children's electronic games. (3) the impact of three children playing video games is different. Children with democratic education and family benefit benefit most in the process of electronic games, and children from the autocratic family are the most beneficial ones. In the process of analyzing the questionnaire survey data and in the cross case study, there are three problems to be discussed and analyzed: (1) the trend of the low age of electronic games. From the two aspects of the trend of the younger age of video game and the reason of younger age, the development of technology is the important premise of the trend of younger age of electronic games. Parents play a direct role in children's playing video games, and children's need for video games in their development process. (2) the sex suitability of children playing video games. The reasons for gender differences in children's selection of electronic games and the dual sex selection of children's electronic games were analyzed. (3) parents' intervention in the process of playing video games for children. First of all, the problems of parents' intervention in children's electronic games are summarized and analyzed, such as the lack of intervention, the incorrect way of intervention, and the intervention of parents' time by more than types and contents. Then the relationship between parents' intervention and the way of family rearing is discussed. Democratic family parents focus on electronic game content intervention, electronic game is a kind of parent-child interactive activities; autocratic parents focus on electronic game time and type of intervention, electronic game is to improve children's cognitive level tools; laissez faire parents of electronic game time, type and content do not intervene that video games are children without friends with friends. Through the above analysis and Discussion on the growth of children playing video games in the process also brings some negative effects, how to reduce the adverse effects of playing video games on children's growth, is an urgent and to answer the question, this article from the kindergarten, parents and society three aspects gives some suggestions.
【學(xué)位授予單位】:浙江師范大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2015
【分類號】:G613.7
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