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后喻文化语境下代际合作育儿如何实现良性互动?——基于科学育儿知识的学习与实践分析 被引量:3
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作者 李兴睿 冯剑侠 《山东女子学院学报》 2019年第6期90-96,共7页
在当前代际合作育儿的家庭中,父辈和祖辈对于科学育儿知识的学习态度、学习行为、内容偏好以及获取途径等均有较大差异,育儿知识的代际传递表现为以后喻文化为主的特点,但祖辈的经验育儿仍发挥着一定作用。分析发现,祖辈学习科学育儿知... 在当前代际合作育儿的家庭中,父辈和祖辈对于科学育儿知识的学习态度、学习行为、内容偏好以及获取途径等均有较大差异,育儿知识的代际传递表现为以后喻文化为主的特点,但祖辈的经验育儿仍发挥着一定作用。分析发现,祖辈学习科学育儿知识对增进代际间育儿观的沟通有积极作用,也对祖辈在孙辈社会性抚育的深度和广度上有正向影响;父辈承担子女的主要养育责任,对祖辈进行科学育儿知识的有效反哺并与之积极沟通,社会各方增加父辈和祖辈获取科学育儿知识的途径与方式,均可降低代际间育儿观念的差异,推动代际合作育儿的良性互动。 展开更多
关键词 代际 合作育儿 科学育儿知识
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Impact of an active educational video game on children's motivation,science knowledge, and physical activity 被引量:3
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作者 Haichun Sun Yong Gao 《Journal of Sport and Health Science》 SCIE 2016年第2期239-245,共7页
Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the eff... Background: Active educational video games (AVGs) appear to have a positive effect on elementary school students' motivation leading to enhanced learning outcomes. The purpose of this study was to identify the effectiveness of an AVG on elementary school students' science knowledge learning, physical activity (PA) level, and interest-based motivation. Methods: In this randomized controlled study, 53 elementary school students were assigned to an experimental condition or a comparison condition. The experimental condition provided an AVG learning environment, whereas the comparison condition was based on sedentary educational video games. Results: The results of repeated measures analysis of variance (ANOVA) on the knowledge test showed that students in both groups performed better on the post-test than they did on the pre-test (p 〈 0.001, η2 = 0.486), and their post-test scores did not differ significantly. The experimental condition provided a more active environment since the students' average heart rates (HRs) were in the Target-Heart-Rate-Zone (HR = 134 bpm), which was significantly higher than the average HR (103 bpm) from the comparison condition (t = 7.212, p 〈 0.001). Students in the experimental condition perceived a higher level of situational interest than their counterparts in the comparison group (p 〈 0.01, and η2 = 0.301). Conclusion: These results suggest that AVGs benefit children more in terms of PA and motivation than traditional video games by providing an enjoyable learning experience and sufficient PA. 展开更多
关键词 Educational video game Exergame Heart rate INTENSITY INTEREST
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