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1.
Differences in children's social interactions during cooperative and competitive games were investigated. Thirty-seven children from two first grade classes with cooperative classroom climates were videotaped while playing a cooperative and a competitive board game. Children's social interactions were coded using Selman's Levels of Enacted Interpersonal Understanding. Small but significant differences were found between game conditions, with more higher-level negotiation strategies and shared experiences occurring during the cooperative games. No differences were found in lower-level strategies. The benefits of using both competitive and cooperative games in early childhood classrooms are discussed.  相似文献   

2.
The purpose of this study is to describe the strategies used by a mother with a child with autism during games activities with peers to provide the child with social skills. The research method of this study is ‘a qualitative single‐subject case study’. The participants in this research are a mother and her 9‐year‐old child with autism, one brother and three typically developing peers. The research data were collected through field notes, interviews, audio and videotape recordings during natural interactions between the mother and her child. The strategies the mother used were analysed using video records during games activities in a natural park. The interactions of the mother with her child were examined in the context of a hide‐and‐seek game. Micro‐ethnographic‐analysis techniques were used in the analysis of the video records. According to the research data, it was found that the mother with a child with autism made extensive use of 13 different verbal strategies and seven different non‐verbal strategies. It was observed that the mother guided her child and the group during the hide‐and‐seek game, arranged the environment of the games, carried out routine activities both at the beginning and at the end of the games and arranged the games in accordance with the abilities and preferences of the child. These applications bear a resemblance to the model of integrated game groups. As a result, the data from the present research reveal that a mother having a child with autism acts as a guide during the games and uses verbal and non‐verbal interaction strategies in this guidance process and by doing so contributes to the process of participation in the games by the child with autism and in the child's social interaction with his peers.  相似文献   

3.
This study explored the design and implementation of the Cover-up and Un-cover games, two manipulative-based fraction games, in 14 fifth-grade classrooms. We examined how the fraction concepts were integrated into the game design and explored the nature of teacher-student interactions during games using lesson videos. Our examination showed that interactions focused on game progress, rules, and turn taking with little exploration of strategies or the underlying mathematics. To compare the quality of teacher-student interactions during games with interaction quality during other instructional activities, we coded 5 videotaped lessons from each of the 14 classrooms. Statistical results from a dependent t test indicated that teacher-student interactions were of statistically significant lower quality during games than during non-game segments with similar instructional purpose. Teachers might benefit from additional curriculum support and training to implement games as rich mathematical learning opportunities.  相似文献   

4.
Abstract

Sixty fifth and sixth grade subjects were randomly assigned to cooperative (Coop) or competitive (Comp) conditions and involved with identical inquiry-related social studies lessons and reward payoffs over a period of 18 days. Coop subjects worked together in randomly assigned groups of six, but Comp subjects worked individually. Afterwards, Coop groups and Comp groups (subjects randomly assigned) played the simulation game Seal Hunt undertdentical conditions, including options of "winning" in cooperative and/ or competitive fashion. Analysis of video tapes of game play revealed that even in the absence of a pre-structured cooperative or competitive environment, Coop subjects, more than Comp subjects, continued to manifest such cooperative behavior as instituting and implementing group strategies and rendering assistance to one another (p .05)  相似文献   

5.
数字化教育游戏能为学习者提供一个丰富的视听多媒体学习环境,在这样的环境下,教师和学习者同为游戏者。他们在精心设计的游戏中合作学习完成学习任务,游戏情节本身就是学习目标。数字化教育游戏还能为学习者提供适当的学习策略,教师或高水平的学习者还可以提供支架来帮助其他学习者。数字化教育游戏作为一种极具吸引力的学习过程,需要适当的教学系统设计理论和方法来指导才能使教学效果达到最优化。尤其是将教育游戏应用于具体领域时,需要对教学设计模式进行必要的研究。本研究旨在通过对如何构建教学设计模式进行探讨,从而提出一种适合数字化教育游戏的教学设计模式。  相似文献   

6.
采用博弈论的方法对供应链联盟中的合作伙伴进行了一次博弈和重复博弈的分析,探讨了一些使合作双方都能从中受益,以及达到提升各自竞争力目的的基本规则和对策。  相似文献   

7.
Three strategic games played by the Ju|’hoan—a board, a card, and a gesture game—complicate the rhetorics that suggest an evolutionary or psychological significance of play. They are mostly played by adults, although every individual adult does not necessarily engage in each game. The Ju|’hoan card and board game practices were transmitted through contact across large parts of Botswana and Namibia, while the gesture game n!àì has been known in other San communities. It suggests that the significance of strategic games is more likely found in its potential for social interaction (i.e., allowing to overcome cultural divides) than in evolution and psychology. Within the anthropological literature, strategy games were thought to be absent in egalitarian societies, such as that of the Ju|’hoan. Here, the roles of power, competition, and winning were thought to be disruptive and unwanted. A closer examination of the details behind the Ju|’hoan games shows that not only were strategy games adopted and adapted from neighboring societies but that the game of n!àì was developed by the Ju|’hoan into a competitive one. The evolutionary or psychological significance of play is informed by studies on individual play, children’s play, and games with informal rules. When considering strategic games throughout history, it is their role of facilitator rather than the playing practice itself that makes games relevant across languages, cultural divides, and sociopolitical boundaries.  相似文献   

8.
This study explored the in‐game experiences of massively multiplayer online role‐playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play and others. In this study, a total of 808 Korean online gameplayers participated in an online survey. Amongst them, 300 MMORPG players were used as the final sample group. The results showed that joining a game community and playing in teams may help players build their leadership experience in games. The findings also suggest that there is a significant positive relationship between in‐game leadership and offline leadership. However, there were no significant differences in gender regarding in‐game and offline leadership. This study suggests that MMORPGs offer a useful place where people can grow their leadership skills and potentially transfer them into the real world.  相似文献   

9.
Many social interactions between school‐age children contain both competitive and cooperative elements. In order to gain a better understanding of how students at risk for emotional and behavioural difficulties (EBD) negotiate social exchanges in cooperative and competitive‐related tasks in comparison with non‐EBD students: (a) prosocial; (b) negative; and (c) conflict behaviours were assessed. Fifty‐seven children at risk for EBD and 57 comparison children participated in three different social tasks with non‐target partners. Both students and teachers completed a standardised behaviour checklist. Social ability and sex differences were considered. Results are discussed from a social‐cognitive framework, and practical implications will be highlighted.  相似文献   

10.
自闭症儿童在言语和社会沟通方面伴有严重的障碍。针对自闭症儿童具有的言语沟通和交流障碍、社会交往障碍、兴趣狭窄和行为刻板重复等特征,提出采用一对一的手指游戏:"手指点点游戏""小蚂蚁爬树游戏"和小组的手指游戏:"小指头走一走游戏""手指变游戏"的方式,以提高自闭症儿童沟通与交流的能力。介绍使用手指游戏疗法时需要注意的问题:训练者须保持积极的态度;须采用自然的环境对自闭症儿童进行训练;须完善互动练习过程;须按照自闭症儿童间的个体差异进行手指游戏内容的选择。  相似文献   

11.
将凸合作对策的性质与其经典解核心联系起来,从而得到凸合作对策核心的一特殊性质:即若凸合作对策可以分解成两个凸对策差的形式,则它的核心可以分解成两个凸对策核心的Minkowski差。  相似文献   

12.
为探究暴力游戏中的合作情境是否能够对玩家的攻击性与合作性产生长期影响,以及玩家对于不同人群的攻击性和合作性是否存在差异,对260名宁波在校大学生的游戏经验以及合作和攻击行为进行测量。研究结果发现:(1)相对于以单人形式进入游戏的玩家,长期处于合作情境中的暴力游戏玩家的合作性较高,攻击性较低,这说明暴力游戏中的合作情境能够增加玩家的合作性倾向,降低其攻击性倾向;(2)对于不同的攻击对象,玩家对于游戏内对手的攻击性显著高于对游戏内同伴和现实他人的攻击性,由此说明暴力游戏玩家的攻击性仅针对于游戏内对手,而不会迁移到普遍他人。  相似文献   

13.
刘晓琴 《天津教育》2021,(4):156-157,160
做游戏是幼儿成长中非常重要的组成部分。通过做游戏,可以让幼儿熟悉与人交际的方式,培养幼儿的动手动脑能力,激励幼儿去发现生活中的乐趣和美好,促使幼儿心理和心智的健康成长。因此,做好游戏活动的教育引导,这是幼儿园教育工作有成效的关键。本文对幼儿在游戏活动中的合作能力培养策略进行分析,希望能进一步发挥幼儿园教育职能,促进幼儿健康成长。  相似文献   

14.
Games are frequently used to promote math learning, yet the competitive and collaborative contexts introduced by games may exacerbate gender differences. In this study, 1st and 2nd grade children in the U.S. (ages 5–8; N = 274; 70% White, 15% Asian, 2% Black, 1% Native American, 14% mixed or other race; 17% Hispanic) played either a competitive, collaborative, or solo game to learn about a challenging novel math concept: proportion. Overall, both social contexts boosted perseverance and task attitudes. However, analyses revealed the competitive condition yielded gender differences in attention to proportion in the presence of competing cues, with older boys underperforming in the competition condition. Potential explanations for these findings, as well as implications for classroom math learning, are discussed.  相似文献   

15.
This article explores the impact of an augmented reality iPad-based mobile game, called The Great STEM Caper, on students’ interaction at a science center. An open-source, location-based game platform called ARIS (i.e. Augmented Reality and Interactive Storytelling) was used to create an iPad-based mobile game. The game used QR scan codes and a challenge-based game structure to encourage engagement in science. Participants wore head-mounted GoPro cameras to record interactions within the physical and social environment. The purpose of this research was to study the impact of a mobile game on student interactions in a science center. Gender differences in gameplay behaviors and perceptions were compared. The study included a quasi-experimental design with two groups: one group that played the iPad mobile game during their science center visit, and one group that explored the science center in a traditional free exploration manner. Video data from the GoPro cameras provided examination of the different ways students interacted with the science center. The female students outperformed the male students on every measure of the iPad game achievement. Lazzaro’s (2004) four types of fun was used to describe the gender differences in game perceptions and interactions. Females tended to enjoy hard fun and collaborative people fun, while males enjoyed easy fun and competitive people fun. The females tended to be more goal-oriented, persistent in the face of difficulty, and appreciative of hard fun. The results of this study have implications for the design of mobile-based gaming technology to encourage interaction in an informal science center setting.  相似文献   

16.
Playing games is an important part of our social and mental development. This research was initiated to identify the game type most suitable to our teaching environment and to identify game elements that students found interesting or useful within the different game types. A group of twenty students played four commercial games (SimIsle, Red Alert, Zork Nemesis and Duke Nukem 3D). Results suggest that students prefer 3D-adventure (Zork Nemesis) and strategy (Red Alert) games to the other types ("shoot-em-up", simulation) with Zork Nemesis ranked as the best. Students rated game elements such as logic, memory, visualisation and problem solving as the most important game elements. Such elements are integral to adventure games and are also required during the learning process. We present a model that links pedagogical issues with game elements. The game space contains a number of components, each encapsulates specific abstract or concrete interfaces. Understanding the relationship between educational needs and game elements will allow us to develop educational games that include visualisation and problem solving skills. Such tools could provide sufficient stimulation to engage learners in knowledge discovery, while at the same time developing new skills.  相似文献   

17.
Homemade PowerPoint games are a low-tech alternative for using game design in classrooms. To date, much of the research examining the games has not shown an improvement in performance. This has led some to question whether the games are properly aligned with the instructional strategies researchers have used as justifications to support using them. This study examined how increasing the structure of the game design project affected student performance when compared to control groups, as well as those who created games in previous iterations of the study. In addition, we examined the effects of student performance when two of the instructional strategies (microtheme writing and question writing) were tested in isolation. Most of the comparisons showed no statistical difference in performance; however, results from the final iteration yielded significant gains when compared to the control group.  相似文献   

18.
从高职学生自身特点出发,本着激发学生学习兴趣、启发学生学习动机、提高学生学习效率的思路,提出了适合高职学生课上进行的五大类游戏及巧妙运用。它们分别是角色类游戏、情景类游戏、竞赛类游戏、实验类游戏和综合类游戏。并分别对这五大类游戏进行了深入阐释和案例分析,以期对高职英语教学起到一定的借鉴意义。  相似文献   

19.
Human children 18-24 months of age and 3 young chimpanzees interacted in 4 cooperative activities with a human adult partner. The human children successfully participated in cooperative problem-solving activities and social games, whereas the chimpanzees were uninterested in the social games. As an experimental manipulation, in each task the adult partner stopped participating at a specific point during the activity. All children produced at least one communicative attempt to reengage him, perhaps suggesting that they were trying to reinstate a shared goal. No chimpanzee ever made any communicative attempt to reengage the partner. These results are interpreted as evidence for a uniquely human form of cooperative activity involving shared intentionality that emerges in the second year of life.  相似文献   

20.
Traditional paradoxical games enable democratic social encounters as well as reflective skills to be fostered among students. The rules of these games, of which the game pelota sentada (sitting ball) is an example, afford players autonomy to decide either to cooperate with other participants (to release or keep others free) or to oppose them (to capture free players). The aim of this study was to investigate the reflection-on-action about decisions (strategies), relationships and emotions of the participants in the game sitting ball when in the role of free player in possession of the ball. Undergraduate degree students (n = 106) in physical activity and sport sciences took part. After the game, the players answered reflection-on-action open-ended and close-ended questions about their strategies, relationships and emotions. Four experts followed a validated directed and summative approach to the content analysis of 742 comments, using ATLAS.ti software. The findings highlight that decisions, relationships and emotions are distinct yet intertwined dimensions of the same phenomenon: motor conduct in the game pelota sentada (sitting ball).  相似文献   

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