青少年学生协同解决计算机问题的效率:社会智力的贡献

IF 0.7 Q3 EDUCATION & EDUCATIONAL RESEARCH
E.V. Gavrilova, E.A. Shepeleva, E.A. Valueva, M.R. Husnutdinova
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引用次数: 0

摘要

本研究的重点是测量低年级青少年在个体和协作游戏问题解决条件下,作为理论思维主要组成部分的分析和计划高级心理行为的发展。先前精心制作的电脑游戏系统& &;pl修改& &;是使用。另外还控制了社会智力和情商以及性别因素。189名5-6年级中学生参与了本研究。结果表明,在协作解决问题的条件下(与单独博弈相比),无论控制哪一个附加因素,博弈效率作为心理行动计划的一个因素都更高。此外,根据每组参与者的社会智力水平,整个样本被分成两组。因此,第1组包含具有相同社会智力水平的玩家,而第2组则由具有不同社会智力水平的玩家组成。第一组的参与者在游戏效率上优于第二组的参与者。另一个独立的结果是社会智力对男孩配对游戏表现的显著影响。对目前的研究结果进行了讨论,并对pl改性rsquo的应用前景进行了展望。电脑游戏系统对青少年心理行为及其认知能力的诊断作用</p>
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Efficiency of Collaborative Computer Problem Solving by the Students of Adolescence and Youth: The Contribution of Social Intelligence

The present study is focused on the measurement of the development of the higher mental actions of analysis and planning as the main components of theoretical thinking by the younger adolescences in the individual and collaborative game problem solving conditions. The previously elaborated computer game system &ldquo;PL-modified&rdquo; was used. Social and emotional intelligence as well as gender factor were additionally controlled. 189 middle-school students from the 5-6th grades participated in this study. The results showed that game efficiency as a factor of mental action planning was higher in collaborative problem solving conditions (in comparison with the individual game) no matter which additional factor was controlled. Furthermore, the whole sample was divided in two groups by the criterion of the level of social intelligence of those participants who played in each pair. Thus, the group 1 included players with the equal level of social intelligence whereas the group 2 was presented by the gamers with the different levels of social intelligence. The pairs form the group 1 outperformed those participants from the group 2 in their game efficiency. Another independent result concerns significant impact of social intelligence on the game performance in the pairs of boys. The present results are discussed in terms of the prospects of the usage of &lsquo;PL-modified&rsquo; computer game system as a diagnostic tool for mental actions by young adolescents and their cognitive abilities.

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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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