3-6岁城市幼儿玩电子游戏现状的研究
发布时间:2017-12-26 21:37
本文关键词:3-6岁城市幼儿玩电子游戏现状的研究 出处:《浙江师范大学》2015年硕士论文 论文类型:学位论文
【摘要】:电子游戏是一种随科技发展而诞生的文化活动,是人类信息文明的产物。随着技术发展以及人们生活水平提高,智能手机基本进入每个家庭,电脑用户也不断加大,平板电脑对城市普通家庭来说也不再是奢侈品。电子游戏媒介方式的发展,使电子游戏发展有了一些新的变化,玩游戏者的年龄延伸到3-6岁,电子游戏发展呈现低龄化趋势。城市3-6岁幼儿在玩电子游戏的过程中,受到电子游戏的影响。电子游戏给幼儿的成长带来积极影响的同时,也给幼儿带来一些的消极影响。本研究采用定量研究和定性研究相结合的方法。先随机抽取杭州市四所不同等级的幼儿园(特级幼儿园、一级甲等幼儿园、一级乙等幼儿园、二级甲等幼儿园),以3-6岁幼儿为研究对象,通过对杭州市400名幼儿玩电子游戏现状的问卷调查,了解玩电子游戏的幼儿人数比例与游戏媒介、幼儿喜欢电子游戏程度的年龄与性别差异、幼儿玩电子游戏的时间与频率、幼儿玩电子游戏类型的年龄与性别差异、幼儿玩电子游戏陪伴中的家长干预,研究得出以下结论:(1)所有幼儿都有过玩电子游戏的经历,平板电脑是幼儿玩电子游戏最普遍的媒介工具。(2)幼儿喜欢电子游戏程度的年龄与性别差异不显著。(3)幼儿玩电子游戏的时间与频率方面:假期中幼儿玩电子游戏的时间明显增长;幼儿玩电子游戏时间的年龄与性别差异不显著;幼儿玩电子游戏频率行为较为稳健。(4)幼儿玩电子游戏类型方面:益智类、休闲类排在前二位,体育类与棋牌类排最后二位;幼儿在电子游戏类型选择方面性别差异显著。男孩子更喜欢益智、策略、冒险、射击、体育、竞技、比赛类的游戏,女孩子更喜欢角色扮演类和音乐类的游戏。(5)幼儿玩电子游戏陪伴中的家长干预方面:大多数幼儿一人玩电子游戏,家长对电子游戏的时间干预多于类型干预与内容探讨干预。在问卷调查的基础上,深入个案研究幼儿玩电子游戏现状,得出以下结论:(1)幼儿玩电子游戏时状态都很投入。(2)不同家庭教养方式的父母对幼儿电子游戏行为的干预不同。(3)三位幼儿玩电子游戏获得的影响不同。民主型教养方式家庭的幼儿在电子游戏过程中获益最大,专制型教养方式家庭的幼儿获益其次,放任型家庭教养方式的幼儿获益最少。在分析问卷调查数据的过程中、在跨个案研究中,有三个问题值得讨论分析:(1)电子游戏的低龄化趋势。分别从电子游戏低龄化趋势明显以及低龄化的原因分析两方面探讨,科技的发展是电子游戏低龄化趋势的重要前提,家长对幼儿玩电子游戏有直接影响,幼儿自身发展过程中对电子游戏的需要。(2)幼儿玩电子游戏类型的性别适宜性。分析幼儿选择电子游戏类型的性别差异原因以及幼儿电子游戏类型选择的双性化探讨。(3)幼儿玩电子游戏过程中的家长干预。首先总结与分析了家长在干预幼儿电子游戏过程中的问题,如干预的缺失、干预的方式方法不正确,以及家长的时间干预多于类型与内容探讨干预。然后探讨了家长干预与家庭教养方式的关系。民主型家庭的家长注重电子游戏内容的干预,电子游戏是一种亲子互动的活动方式;专制型家庭的家长注重电子游戏时间与类型的干预,电子游戏是提高幼儿认知水平的工具;放任型家庭的家长对电子游戏时间、类型与内容都不做干预,电子游戏是幼儿无朋友时的伴友。通过以上的分析讨论,幼儿在玩电子游戏过程中对其成长也带来一些消极的影响,如何减少玩电子游戏对幼儿成长的不利影响,是一个迫切而又要回答的问题,本文从家长、幼儿园、社会三个方面给出了一些建议。
[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.
【学位授予单位】:浙江师范大学
【学位级别】:硕士
【学位授予年份】:2015
【分类号】:G613.7
【共引文献】
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