6-7岁儿童偏好电子游戏类型与执行功能的关系

IF 0.7 Q3 EDUCATION & EDUCATIONAL RESEARCH Psikhologicheskaya Nauka i Obrazovanie-Psychological Science and Education Pub Date : 2023-11-03 DOI:10.17759/pse.2023280402
V.A. Plotnikova, D.A. Bukhalenkova, E.A. Chichinina
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引用次数: 0

摘要

本研究旨在检验学龄前儿童偏好的数字游戏类型与其执行功能之间的关系。在更详细的研究中,我们根据参与者的内容分析对游戏进行了分类。面试,游戏机制,以及所需的认知功能。开发了6种类型的数字游戏:快速反应游戏、逻辑游戏、教育游戏、战略游戏、绘画游戏和模拟器。总体样本包括335名6 - 7岁的儿童(48.6%为女孩)(M=74.6个月,SD=6.06个月)。该研究包括对执行功能的评估和对数字游戏的采访。我们使用NEPSY-II子测试来衡量考生的能力。执行功能水平:视觉和语言工作记忆,以及抑制。我们还使用了“尺寸变化卡排序”评估认知灵活性。数据分析显示,快速反应游戏在这个年龄段最受欢迎。其次是逻辑游戏、战略游戏和仿真游戏。该研究证明了游戏玩家的快速反应能力。视觉工作记忆比非玩家发展得更好。逻辑游戏玩家处理信息的速度比非玩家要快。玩模拟游戏的儿童在认知抑制方面得分高于不喜欢这类游戏的儿童。
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The Relationship of the Preferred Types of Digital Games and Executive Functions in 6-7-Year-Old Children

This study aimed to examine the relationship of the types of digital games preferred by preschoolers and their executive functions. For a more detailed study we created a classification of the games in question based on the content analysis of the participants&rsquo; interview, game mechanism, and the required cognitive functions. 6 types of digital games were developed: quick reaction games, logic games, educational games, strategic games, drawing games, and simulators. The overall sample comprised 335 children (48.6% girls) aged 6&ndash;7 (M=74.6 months, SD=6.06 months). The study included assessment of the executive functions and an interview about digital games. We used the NEPSY-II subtests to measure the examinees&rsquo; executive functions level: visual and verbal working memory, and inhibition. We also used &ldquo;The Dimensional Change Card Sort&rdquo; to assess cognitive flexibility. Data analysis revealed that quick reaction games were the most popular at this age. The next favourite were logic games, strategic games, and simulators&rsquo;. The study demonstrated quick reaction game players&rsquo; visual working memory was better developed than in the non-players. Logic game players processed information at a higher speed than the non-players. Simulation game players obtained higher score in cognitive inhibition, than the children who didn&rsquo;t like this type of games.

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来源期刊
CiteScore
1.80
自引率
37.50%
发文量
31
审稿时长
12 weeks
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