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Haptics and hotspots: creating usable and educational apps for children in the Netherlands 触觉和热点:为荷兰的儿童创建可用的教育应用程序
IF 3 3区 心理学 Q2 COMMUNICATION Pub Date : 2022-04-04 DOI: 10.1080/17482798.2022.2059536
J. T. Piotrowski, F. Broekman
ABSTRACT This study investigated how app design features in educational apps affect app usability (i.e. effectiveness, efficiency, and satisfaction during use) and subsequent learning for Dutch children aged 4–5 years old. Guided by the Capacity Model 2.0 and Cognitive Load Theory, a 2 × 2 between-subjects experiment was conducted with 128 children (Mage = 4.73, SD = .40) to investigate how tactile (i.e. haptic movement: dragging versus tapping) and visual (i.e. hotspots: salient (moving) versus non-salient (non-moving) features in an educational app (M = 4.97 minutes game play) influence app usability and children’s learning – namely, receptive vocabulary acquisition. Results lent partial support to study hypotheses. Although children learned nearly five new Dutch words after playing the seeking game only once, the manipulated features did not explain this acquisition. In line with expectations, features did influence usability with salient hotspots proving to be a key predictor of usability. Implications are discussed. Impact Summary Prior State of Knowledge: Although there is much speculation regarding the impact of app design on the usability of and subsequent learning from children’s educational apps, empirical knowledge on this topic is lacking. Novel Contributions: This study is the first empirical investigation to combine predictions of the Capacity Model and Cognitive Load Theory to investigate how educational app design features (haptic and visual) predict app usability and subsequent learning for preschool-aged children. Practical Implications: For designers, results suggest that the thoughtful use of salient hotspots can lead to improved app usability. But, as demonstrated in the study, usability is not a guarantee for learning. It is crucial to consider how to use such features to support learning.
摘要本研究调查了教育应用程序中的应用程序设计功能如何影响4-5岁荷兰儿童的应用程序可用性(即使用过程中的有效性、效率和满意度)和后续学习。以容量模型2.0和认知负荷理论为指导,对128名儿童(Mage=4.73,SD=0.40)进行了一项2×2的受试者间实验,以研究教育应用程序中的触觉(即触觉运动:拖动与敲击)和视觉(即热点:显著(移动)与非显著(非移动)特征(M=4.97分钟游戏)如何影响应用程序的可用性和儿童的学习——即,接受性词汇习得。研究结果为研究假设提供了部分支持。尽管孩子们只玩了一次寻找游戏就学会了近五个荷兰语新词,但被操纵的特征并不能解释这种习得。与预期一致,功能确实影响了可用性,突出的热点被证明是可用性的关键预测因素。讨论了影响。影响总结先前的知识状态:尽管有很多关于应用程序设计对儿童教育应用程序的可用性和后续学习的影响的猜测,但缺乏关于这一主题的实证知识。新颖贡献:这项研究是第一项将能力模型和认知负荷理论的预测相结合的实证研究,旨在研究教育应用程序设计特征(触觉和视觉)如何预测学龄前儿童的应用程序可用性和后续学习。实际意义:对于设计师来说,研究结果表明,深思熟虑地使用显著的热点可以提高应用程序的可用性。但是,正如研究所表明的那样,可用性并不能保证学习。考虑如何使用这些功能来支持学习是至关重要的。
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引用次数: 2
Making the best of app use: The impact of parent-child co-use of interactive media on children’s learning in the U.S 充分利用应用程序:亲子共同使用互动媒体对美国儿童学习的影响
IF 3 3区 心理学 Q2 COMMUNICATION Pub Date : 2022-04-03 DOI: 10.1080/17482798.2021.1970599
Shayl F. Griffith, Katie C. Hart, Athena A. Mavrakis, D. Bagner
ABSTRACT Few studies have examined the impact of co-use of educational apps on child learning. Co-use may be especially important for children at higher risk of poor outcomes, including children from economically disadvantaged families and those with behavior problems; however existing studies on co-use have not utilized at-risk samples. Thus, the current study examined whether parent co-use of interactive media facilitates learning in a sample of 40 low-income 4- and 5-year old children at risk for behavior problems. Using an experimental design, this study examined whether children’s performance improved on a coding app game (Coding Safari) either with or without a parent, compared to a control condition in which in which dyads played with a coloring app. Children in the parent-child condition performed significantly better on the task at posttest than children in the control condition, controlling for pretest scores, child age, child general cognitive ability, behavior problem severity, and parent education. Additionally, there was a significant linear trend, with children in the parent-child condition performing the best followed by children in the solo play and control conditions, respectively. Results provide some of the first experimental evidence that parent-child co-use of educational apps may be beneficial for children’s learning. IMPACT SUMMARY a. Prior State of Knowledge: Previous studies have demonstrated that parents play an important role in supporting young children’s learning from books and television. However, little direct evidence is available about the extent to which parent co-use may promote learning from educational app games. b. Novel Contributions: This study was the first to provide experimental evidence that co-use of educational apps with parents may be advantageous for young children’s learning from apps. c. Practical Implications: The findings support current guidelines that recommend that parents co-use media, including interactive media containing features intended to provide instructional support and feedback to children.
摘要:很少有研究考察共同使用教育应用程序对儿童学习的影响。共同使用对结果不佳风险较高的儿童尤其重要,包括来自经济弱势家庭和有行为问题的儿童;然而,现有的关于共同使用的研究并没有利用有风险的样本。因此,目前的研究调查了40名有行为问题风险的4岁和5岁低收入儿童的父母共同使用互动媒体是否有助于学习。通过实验设计,这项研究考察了与二人组玩着色应用程序的对照条件相比,无论有没有父母,儿童在编码应用程序游戏(编码Safari)中的表现是否有所改善。在控制前测分数、儿童年龄、儿童总体认知能力、行为问题严重程度和父母教育方面,处于亲子关系状态的儿童在后测任务中的表现明显好于处于对照状态的儿童。此外,还有一个显著的线性趋势,亲子条件下的儿童表现最好,其次是单独游戏和控制条件下的孩子。研究结果提供了一些初步的实验证据,证明亲子共同使用教育应用程序可能有利于儿童的学习。影响总结a.先前的知识状态:先前的研究表明,父母在支持幼儿从书籍和电视中学习方面发挥着重要作用。然而,关于父母共同使用可以在多大程度上促进教育应用游戏的学习,几乎没有直接证据。b.新颖的贡献:这项研究首次提供了实验证据,证明与父母共同使用教育应用程序可能有利于幼儿从应用程序中学习。c.实际意义:研究结果支持当前的指导方针,该指导方针建议父母共同使用媒体,包括包含旨在为儿童提供教学支持和反馈的功能的互动媒体。
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引用次数: 7
Age recommendations for children’s films: associations between advisories on a U.S. site and parents’ ratings 儿童电影的年龄建议:美国网站上的建议与家长评分之间的联系
IF 3 3区 心理学 Q2 COMMUNICATION Pub Date : 2022-04-01 DOI: 10.1080/17482798.2022.2059538
E. Daskalaki, C. Panagiotakis, H. Papadakis, P. Fragopoulou
ABSTRACT Parents may rely on media content classification systems such as those on the Common Sense Media website to help make decisions about what films are appropriate for their child. In this paper, we examine the relationships between Common Sense Media “expert” age/content ratings for 7132 films and the age recommendations made by parents commenting on the site. In addition to examining the extent of correspondence between these two sources of age classification, we examine whether “expert” ratings of the level of particular types of content in each film was associated with parents’ age classifications. Our research results indicate that age ratings of one out of five parents of our sample data cannot be predicted by the expert ratings. In general, parents tended to have stricter age recommendations than the Common Sense Media experts. Regression analyses indicate that parent age ratings showed (successively weaker) associations with expert ratings of the extent to which each film contained adult language, sex, violence, scary content, educational value, substance use, and consumerism. Impact Summary Prior State of Knowledge: Information and communication technologies have modified the way children entertain themselves, but also the complexity of parental mediation. Parents rely on content classification systems to help them make informed decisions about audiovisual content in linear TV but also on video-on-demand. Novel Contributions: We show that a percentage of parents cannot rely on experts’ age ratings, because they have different views on what is appropriate for their children. In addition, we try to explore how several factors influence parents’ views on age classification. Practical Implications: The study draws parents’ and policymakers’ attention, as we elucidate that audiovisual classification systems should follow a more personalized, parent-centric approach, so that parents are able to make informed decisions following their parenting views, without being suppressed by the norm.
摘要父母可能会依赖媒体内容分类系统,如常识媒体网站上的分类系统,来帮助决定哪些电影适合他们的孩子。在这篇论文中,我们研究了7132部电影的常识媒体“专家”年龄/内容评级与家长在网站上评论的年龄建议之间的关系。除了研究这两个年龄分类来源之间的对应程度外,我们还研究了每部电影中特定类型内容的“专家”评分是否与父母的年龄分类有关。我们的研究结果表明,在我们的样本数据中,五分之一的父母的年龄评级无法通过专家评级来预测。一般来说,父母往往比常识媒体专家有更严格的年龄建议。回归分析表明,父母年龄评分与每部电影包含成人语言、性、暴力、恐怖内容、教育价值、物质使用和消费主义的程度的专家评分之间的关联(依次较弱)。影响概述先前的知识状态:信息和通信技术改变了儿童娱乐的方式,但也改变了父母调解的复杂性。家长们依靠内容分类系统来帮助他们对线性电视中的视听内容以及视频点播做出明智的决定。新颖贡献:我们发现,一定比例的父母不能依赖专家的年龄评级,因为他们对什么适合自己的孩子有不同的看法。此外,我们试图探讨几个因素如何影响父母对年龄分类的看法。实际意义:这项研究引起了父母和决策者的注意,因为我们阐明视听分类系统应该遵循更个性化、以父母为中心的方法,这样父母就能够根据自己的育儿观点做出明智的决定,而不会被规范所压制。
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引用次数: 0
Parasocial romantic relationships: falling in love with media figures 副社会恋爱关系:爱上媒体人物
IF 3 3区 心理学 Q2 COMMUNICATION Pub Date : 2022-03-31 DOI: 10.1080/17482798.2022.2056994
Valerie Ellen Kretz
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引用次数: 0
The next time is now! How children and media professionals must respond to Russia’s war in Ukraine 下次就是现在!儿童和媒体专业人士必须如何回应俄罗斯在乌克兰的战争
IF 3 3区 心理学 Q2 COMMUNICATION Pub Date : 2022-03-22 DOI: 10.1080/17482798.2022.2054524
Dafna Lemish, M. Götz
Abstract Media play a significant role in children’s wellbeing during times of crisis. In this integrated commentary of our research and activism, we outline the challenges in providing media for children during such times and offer professionals guidelines for providing children with age-appropriate, context-sensitive, knowledge-enriching information, allowing them to raise their own questions and share their perspectives, and help them gain a sense of control over their lives.
在危机时期,媒体在儿童的健康中扮演着重要的角色。在我们的研究和行动的综合评论中,我们概述了在这种时期为儿童提供媒体的挑战,并提供专业指导,为儿童提供适合年龄的,上下文敏感的,丰富知识的信息,允许他们提出自己的问题并分享他们的观点,并帮助他们获得对自己生活的控制感。
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引用次数: 3
Problematic online gaming, subjective health complaints, and depression among adolescent gamers from the United States: the role of console-gaming aggression 美国青少年游戏玩家中存在问题的网络游戏、主观健康投诉和抑郁:主机游戏攻击的作用
IF 3 3区 心理学 Q2 COMMUNICATION Pub Date : 2022-02-14 DOI: 10.1080/17482798.2022.2036211
Michelle F. Wright, Sebastian Wachs
ABSTRACT The purpose of this study was to examine the longitudinal relationship between problematic online gaming and subjective health complaints and depressive symptoms, and the moderation of console-gaming aggression (i.e. verbal aggression, camping, trolling) in this relationship. Participants were 202 adolescents (86% boys; M age = 12.99 years) in the 7th or 8th grade who played first-person shooter games. They completed questionnaires on problematic online gaming, console-gaming aggression, subjective health complaints, and depressive symptoms. Six months later (Time 2), they completed questionnaires on subjective health complaints and depressive symptoms again. Findings revealed that problematic online gaming and console-gaming aggression were positive predictors of Time 2 subjective health complaints and depressive symptoms, while controlling for Time 1 levels and gender. Moderating effects were found as well, indicating that high levels of console-gaming aggression increased the positive relationship between problematic online gaming and depressive symptoms. These effects were also replicated for verbal aggression, problematic online gaming, and subjective health complaints. These findings suggest the importance of considering the implications of console-gaming aggression and problematic online gaming for the physical and mental health of adolescents. Impact Summary Prior State of Knowledge: Problematic online gaming and aggressive behaviors are linked to negative outcomes, including depression and subjective health complaints. Longitudinal research further supports this connection for depression, but not for subjective health complaints or various types of aggression via console games. Novel Contributions: Few studies have focused on various types of aggression and the longitudinal associations among problematic online gaming, depression, and subjective health complaints, while controlling for previous levels of depression and subjective health complaints. The present research addresses these gaps. Practical Implications: Findings of the present research has implications for clinicians and researchers concerned with identifying adolescents who might be at risk for negative outcomes.
摘要本研究的目的是检验有问题的网络游戏与主观健康投诉和抑郁症状之间的纵向关系,以及在这种关系中主机游戏攻击(即言语攻击、露营、钓鱼)的适度性。参与者是202名玩第一人称射击游戏的7年级或8年级青少年(86%为男孩;M年龄=12.99岁)。他们完成了关于有问题的在线游戏、主机游戏攻击性、主观健康投诉和抑郁症状的问卷调查。六个月后(时间2),他们再次完成了关于主观健康投诉和抑郁症状的问卷调查。研究结果显示,有问题的在线游戏和主机游戏攻击性是时间2主观健康投诉和抑郁症状的积极预测因素,同时控制了时间1的水平和性别。还发现了调节作用,表明高水平的主机游戏攻击性增加了有问题的网络游戏与抑郁症状之间的积极关系。这些影响也被复制到言语攻击、有问题的网络游戏和主观健康投诉中。这些发现表明,考虑游戏机游戏攻击性和有问题的在线游戏对青少年身心健康的影响很重要。影响总结先前的知识状态:有问题的网络游戏和攻击性行为与负面结果有关,包括抑郁和主观健康投诉。纵向研究进一步支持了抑郁症的这种联系,但不支持主观健康投诉或通过游戏机进行的各种攻击。新颖贡献:很少有研究关注各种类型的攻击性以及有问题的网络游戏、抑郁和主观健康投诉之间的纵向关联,同时控制先前的抑郁和主观卫生投诉水平。目前的研究解决了这些差距。实际意义:本研究的发现对临床医生和研究人员有意义,他们关心识别可能有负面结果风险的青少年。
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引用次数: 1
What do parents really know about their child’s online behaviour? Discrepancies between parents and their children in Israel 父母对孩子的上网行为到底了解多少?以色列父母与子女之间的差异
IF 3 3区 心理学 Q2 COMMUNICATION Pub Date : 2022-02-13 DOI: 10.1080/17482798.2022.2038223
M. Kalman-Halevi, R. Tutian, Y. Peled
ABSTRACT This study examined the discrepancies between the perceptions of fathers, mothers and children’s perceptions regarding internet use mediation strategies (enabling and restrictive) and their relations with child disclosure. Fifty families participated in the study (father, mother, and child). It was found that there were discrepancies between children’s perception of their parents’ restrictive and enabling mediation strategies, and their parents’ reporting of those mediation strategies. Child disclosure of his/her browsing experiences with the mother was positively related with her use of both restrictive and enabling mediation strategies, but not with the father’s use of these strategies, nor for mother–father discrepancies. This study makes an important contribution by measuring all three members of the triad and explores the family unit and its implication on children’s disclosure. IMPACT SUMMARY Prior State of Knowledge: Most of the research on mediation strategies has focused on mothers’ behaviours, with most data gathered either by child or mother reports. This ignores the role of the father. Novel Contributions: We relied on both parents and their child to report on mediation strategies, the discrepancies between the parents and examine how those discrepancies explain the extent to which their child discloses his/her browsing experiences. Practical Implications: The ability to disclose difficulties may be a primary resource for the ability to benefit from social support at times of need. It is of great importance for the children to share their experiences with their parents.
摘要本研究考察了父亲、母亲和儿童对互联网使用调解策略(允许和限制)的认知差异及其与儿童信息披露的关系。50个家庭参与了这项研究(父亲、母亲和孩子)。研究发现,儿童对父母的限制性和支持性调解策略的认知与父母对这些调解策略的报告存在差异。儿童披露他/她与母亲的浏览经历与她使用限制性和支持性调解策略呈正相关,但与父亲使用这些策略无关,也与母亲-父亲差异无关。本研究的重要贡献在于测量了三要素的所有成员,并探讨了家庭单位及其对儿童披露的影响。影响总结先前的知识状况:大多数关于调解策略的研究都集中在母亲的行为上,大多数数据都是通过儿童或母亲报告收集的。这忽略了父亲的角色。新颖的贡献:我们依靠父母和他们的孩子来报告调解策略,父母之间的差异,并研究这些差异如何解释他们的孩子透露他/她的浏览经历的程度。实际意义:披露困难的能力可能是在需要时从社会支持中获益的能力的主要来源。孩子们与父母分享他们的经历是非常重要的。
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引用次数: 3
COVID-19 and children’s screen time in Ceará, Brazil: a repeated cross-sectional survey 巴西塞埃尔<e:1>的COVID-19与儿童屏幕时间:一项重复横断面调查
IF 3 3区 心理学 Q2 COMMUNICATION Pub Date : 2022-01-09 DOI: 10.1080/17482798.2021.2007967
Hermano Alexandre Lima Rocha, L. Correia, Á. J. Leite, M. T. Tavares Machado, A. Lindsay, Sabrina Gabriele Maia Oliveira Rocha, J. S. Campos, A. C. Silva, C. Sudfeld
ABSTRACT In the present study, we assessed changes in screen time exposure among 3–6-year-old children in Ceará, Brazil, in 2017 and in 2020 during the pandemic. We analyzed data from a state-wide repeated cross-sectional survey. The COVID impact research was conducted by phone interviews. American Academy of Pediatrics (AAP) and World Health Organization (WHO) guidelines were used to define elevated screen exposure. During the COVID-19 pandemic, the proportion of children with screen exposure above recommended levels was 96.8% among 3–4-year-old and 84.2% among 5–6-year-old children. There was a significant increase in proportion of 3–4-year-old children with elevated screen time (risk difference 15.8%; 95% confidence interval (CI): 12.3–19.2; p-value < 0.001). Children participating in remote learning activities had significantly lower television time with a mean difference of −0.8 hours daily (95% CI −0.3 – −1.3; p-value: 0.003) as compared to children not participating in remote learning. The necessary COVID-19 response measures appear to increase screen time among 3–6-year-old children in Ceará, Brazil. Interventions to reduce excess screen time, potentially participation in remote early learning activities should be developed and evaluated in Brazil. IMPACT SUMMARY Prior State of Knowledge: The necessary COVID-19 response measures appear to increase sedentary time in children in developed countries. Novel contributions: COVID-19 response measures (social distancing and school closures) appear to increase screen time among 3–6-year-old children in Ceará, Brazil. In addition, children participating in remote learning activities had significantly lower television time than children not participating in remote learning. Practical implications: Public health officials should engage in helping support parents by creating safe areas for children to increase physical activity and reduce screen time, monitoring/setting limits on screen time that does not promote learning, and counsel and promote parents to be creative to engage children at home in active play during the COVID-19 pandemic. ABBREVIATIONS: Coronavirus Disease-19 (COVID-19)
摘要在本研究中,我们评估了2017年和2020年疫情期间巴西塞阿拉3-6岁儿童屏幕时间暴露的变化。我们分析了全州重复横断面调查的数据。新冠肺炎影响研究是通过电话采访进行的。美国儿科学会(AAP)和世界卫生组织(世界卫生组织)的指南被用来定义高屏幕暴露。在新冠肺炎大流行期间,3-4岁儿童的屏幕暴露量高于推荐水平的比例为96.8%,5-6岁儿童为84.2%。筛查时间延长的3-4岁儿童比例显著增加(风险差异15.8%;95%置信区间(CI):12.3-19.2;p值<0.001)。与未参与远程学习的儿童相比,参与远程学习活动的儿童的电视时间显著减少,平均每天差异为-0.8小时(95%CI−0.3–−1.3;p值:0.003)。必要的新冠肺炎应对措施似乎增加了巴西塞阿拉3-6岁儿童的筛查时间。巴西应制定和评估减少过度屏幕时间、可能参与远程早期学习活动的干预措施。影响总结先前的知识状况:必要的新冠肺炎应对措施似乎增加了发达国家儿童的久坐时间。新贡献:新冠肺炎应对措施(保持社交距离和关闭学校)似乎增加了巴西塞阿拉3-6岁儿童的屏幕时间。此外,参与远程学习活动的儿童的电视时间明显低于未参与远程学习的儿童。实际影响:公共卫生官员应通过为儿童创建安全区域来帮助支持父母,以增加身体活动并减少屏幕时间,监测/设置不利于学习的屏幕时间限制,并建议和促进父母在新冠肺炎大流行期间发挥创造性,让儿童在家积极玩耍。缩写:冠状病毒病-19(新冠肺炎)
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引用次数: 1
Princesses and paupers: a content analysis of socioeconomic status in animated Disney films 公主与穷人:迪士尼动画电影社会经济地位的内容分析
IF 3 3区 心理学 Q2 COMMUNICATION Pub Date : 2022-01-05 DOI: 10.1080/17482798.2021.2015413
J. Shawcroft, S. Coyne, P. Brubaker, Jessica D. Zurcher
ABSTRACT This paper examines depictions of SES in Disney animated films to learn about the stereotypes of different socioeconomic status (SES) groups that these films reinforce or dispel. As Disney films are frequently watched by children, and may have important developmental implications for the internalization of stereotypes. Sixty-one animated Disney films were coded f (323 characters). Characters were coded for their SES and various roles and behaviors. Results suggest low SES characters are underrepresented compared to the US population, and that Disney’s portrayal of SES both reinforces and contradicts stereotypes. IMPACT SUMMARY Prior State of Knowledge: Socioeconomic status is a significant factor in children’s development. As Disney media is often watched by children, the stereotypes of SES in Disney films are important to understand. Novel Contributions: Overall, this research indicates that low SES characters are underrepresented compared to the general US population and are more often racial minorities than mid and high SES characters. Few other characteristics examined, however, were significantly different based on SES. Practical Implications: Parents should be aware of and discuss the racial differences in socioeconomic status in Disney films with children. Furthermore, future research should examine the effect of depictions of socioeconomic status in children’s media on children’s stereotypes.
本文考察了迪士尼动画电影中对SES的描述,以了解这些电影强化或消除的不同社会经济地位(SES)群体的刻板印象。由于迪斯尼电影经常被儿童观看,并且可能对刻板印象的内化具有重要的发展意义。61部迪士尼动画电影被编码为f(323个字符)。人物根据他们的社会地位和各种角色和行为进行编码。研究结果表明,与美国人口相比,低社会地位角色的代表性不足,迪士尼对社会地位角色的刻画既强化了人们对社会地位角色的刻板印象,又与之相矛盾。先前的知识状况:社会经济地位是影响儿童发展的重要因素。由于迪士尼媒体经常被儿童观看,因此了解迪士尼电影中对SES的刻板印象很重要。新颖的贡献:总的来说,这项研究表明,与美国总人口相比,低社会经济地位的人代表性不足,而且与中、高社会经济地位的人相比,低社会经济地位的人往往是少数民族。然而,很少有其他特征在SES的基础上有显著差异。实际意义:父母应该意识到并与孩子讨论迪斯尼电影中社会经济地位的种族差异。此外,未来的研究应探讨儿童媒体对社会经济地位的描述对儿童刻板印象的影响。
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引用次数: 1
Won’t somebody think of the parents? Reevaluating the audience for children’s educational media 难道没有人能想想他的父母吗?儿童教育媒体受众的再评价
IF 3 3区 心理学 Q2 COMMUNICATION Pub Date : 2022-01-02 DOI: 10.1080/17482798.2021.2022943
J. A. Bonus, Judy Watts, Daniel Stemen
Parents are an essential component of research conducted in the field of children, adolescents, and media (CAM). Not only do they determine whether their children will be allowed to participate in research studies, but they also frequently serve as research participants themselves. One prominent thread of CAM research has investigated how parents shape their children’s understanding of educational media. For example, Rasmussen et al. (2016) recruited parents and their 2to 6-year-old children to watch ten episodes of the socioemotional program Daniel Tiger’s Neighborhood (DTN) over two weeks. They found that children who watched the program demonstrated higher empathy at the end of the study, but only when parents regularly elaborated on educational TV programs at home. In a related study, Mares, Bonus, and Peebles (2018) asked parents of 2to 10-year-old children to recall an instance where media exposure had a positive impact on their child. Most parents (70%) were able to recall an instance. However, longer-lasting effects were reported by parents who discussed the content with their children at some point after exposure (e.g. encouraged their child to put those lessons into practice). Typically, CAM scholars interpret these results to mean that children need help connecting lessons to relevant experiences in their everyday lives. Although this view is wellsupported by research, there is an alternative (albeit compatible) way of understanding these findings. Specifically, it could be that the parents in these studies learned useful instructional techniques from educational television, which they later practiced with their children. For example, Mares et al. (2018) detailed one mother who used a song from DTN to manage the frustration that her daughter felt when exiting a toy store (presumably, without purchasing any toys): “I’ll say, ‘When you get so mad that you want to roar . . .’, She [my daughter] will say, ‘ . . . Take a deep breath and count to four – one, two three, four!’” Undoubtedly, this example demonstrates how a child might practice an angermanagement strategy that she gleaned from educational television (i.e. counting to four). However, this example simultaneously demonstrates how a mother might practice an instructional technique that she gleaned from the same program (i.e. assisting her daughter with emotion regulation). Considered under this alternative lens, this example seems especially noteworthy. Indeed, it was the mother who first used the technique modeled in the program, whereas the daughter simply followed suit. In other words, the mother’s learning facilitated the daughter’s learning.
父母是儿童、青少年和媒体(CAM)领域研究的重要组成部分。他们不仅决定他们的孩子是否被允许参加研究,而且他们自己也经常成为研究的参与者。CAM研究的一个突出的线索是调查父母如何塑造孩子对教育媒体的理解。例如,Rasmussen等人(2016)招募了父母和他们2到6岁的孩子,在两周内观看了十集社会情感节目《Daniel Tiger’s Neighborhood》(DTN)。他们发现,在研究结束时,观看该节目的孩子表现出更高的同理心,但前提是父母经常在家里详细讲解教育电视节目。在一项相关研究中,Mares, Bonus和Peebles(2018)要求2至10岁儿童的父母回忆一个媒体曝光对他们孩子产生积极影响的例子。大多数家长(70%)能够回忆起一个例子。然而,据报道,在接触后的某个时刻与孩子讨论内容(例如鼓励孩子将这些课程付诸实践)的父母产生了更持久的影响。通常,CAM学者将这些结果解释为儿童需要帮助将课程与日常生活中的相关经验联系起来。尽管这一观点得到了研究的充分支持,但还有另一种理解这些发现的方式(尽管是兼容的)。具体来说,这些研究中的父母可能从教育电视中学到了有用的教学技巧,之后他们会和孩子一起练习。例如,Mares等人(2018)详细介绍了一位母亲,她用DTN的一首歌来管理女儿在离开玩具店时(大概没有购买任何玩具)的挫败感:“我会说,‘当你生气到想大喊大叫的时候……’,她(我女儿)会说,‘……深呼吸,数到四——一,二,三,四!’”毫无疑问,这个例子展示了一个孩子如何练习她从教育电视上收集到的愤怒管理策略(即从1数到4)。然而,这个例子同时展示了一位母亲如何实践她从同一个项目中收集到的教学技巧(即帮助她的女儿调节情绪)。从这个角度来看,这个例子似乎特别值得注意。事实上,是母亲首先使用了该程序中模拟的技术,而女儿只是效仿。换句话说,母亲的学习促进了女儿的学习。
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Journal of Children and Media
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