数字游戏:为儿童提供独特的数字素养挑战

D. Groom, J. O’Connell
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摘要

随着数字技术变得更容易获得和更具移动性,它们越来越多地跨越家庭、学校、工作场所和社区的背景,并提供了越来越广泛的教育和社会支持(Haddon和Livingstone, 2014)。这对家庭和那些想要更好地理解、参与和在儿童教育中实施数字游戏的人来说是一个挑战。在许多有孩子的家庭中,科技已经成为家庭生活的一个重要特征,他们每天都使用某种带屏幕的设备(Gutnick et al., 2011;Holloway, Green and Livingstone, 2013;Vandewater et al., 2009。在一个技术、渠道和媒体形式不断扩大的世界里,儿童越来越多地使用和享受技术(Buckingham和Willett, 2013;Tyner, 2009;von Feilitzen and Carlsson, 2000)。科技的不断进步使孩子们从很小的时候就能接触到新的媒体和技术,YouTube上婴儿操纵触摸屏的视频太熟悉了。Leathers, Summers和sollar- hale(2013)认为,从出生开始就有机会接触触摸屏技术的婴儿在10-14个月大的时候就学会了指向屏幕。孩子们不需要等到他们会操作键盘和鼠标才开始与数字媒体互动。今天,不会说话的婴儿的父母对孩子使用这些适合儿童的触摸屏设备感到很舒服。Nikken和学校认为,“到7岁,孩子们正在磨练他们的精细运动技能,这使得他们逐渐更容易操作触摸屏,小钥匙,小工具和控制器”,并且“善于使用符号,玩假装游戏,在他们的社会环境中解释相关线索,并获得故事语法知识,这对于形成处理要求更高的媒体内容的解释图式至关重要”(2015,3423)。这一章主要着眼于数字游戏所提供的新兴机会,并基于研究提供了一个基本原理,以鼓励个人和组织将游戏和游戏视为数字素养参与的主流渠道。数字游戏是儿童环境中不可或缺的一部分,研究结果表明,在好奇心、挑战和互动性的驱动下,儿童在各种设备上的游戏体验持续增长和规律。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Digital Games: Providing Unique Digital Literacy Challenges in Childhood
Introduction As they become more accessible and more mobile, digital technologies are increasingly crossing the contexts of home, school, workplace and communities, and offering an expanding range of educational and social affordances (Haddon and Livingstone, 2014). This is a challenge for families and those seeking to better understand, engage and implement digital games in children's education. Technology has become an important feature of family life in many households with children using some form of device with a screen every day (Gutnick et al., 2011; Holloway, Green and Livingstone, 2013; Vandewater et al., 2009. Children use and enjoy technology more and more, in a world of expanding technologies, access and media forms (Buckingham and Willett, 2013; Tyner, 2009; von Feilitzen and Carlsson, 2000). Ongoing improvements to technology have enabled children to access new media and technologies from an early age, and the YouTube clip of a baby manipulating a touch screen is all too familiar. Leathers, Summers and Desollar-Hale (2013) argue that babies who have had ready access to touchscreen technologies since birth learn to point at screens by the age of 10–14 months. Children do not need to wait until they can operate a keyboard and mouse to begin interacting with digital media. Today, pre-verbal, nonambulant infants have parents who are comfortable with their children using these child-friendly touch screen devices. Nikken and Schols argue, ‘through age 7, children are honing their fine-motor skills, which makes it gradually easier for them to manipulate touchscreens, small keys, gadgets and controllers’ and are ‘adept at using symbols, playing pretend games, interpreting relevant cues in their social environment, and gain knowledge of story grammar, which is essential for the formation of interpretive schema for processing more demanding media content’ (2015, 3423). This chapter takes a focused look at the emerging opportunities provided by digital games and provides a rationale based on research to encourage individuals and organisations to consider games and gaming as mainstream channels of digital literacy engagement. Digital childhoods Digital games are an integral part of children's environments, with findings pointing to continued growth and regular game play across a range of devices, driven by curiosity, challenge and interactivity (Blumberg and Fisch, 2013).
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