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Video-game training and na?ve reasoning about object motion

机译:有关对象运动的视频游戏训练和幼稚推理

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Na?ve conceptions and associated misconceptions about object motion arise in part from limitations on perceptual experience. Certain commercial video games, such as Enigmo, provide interactive experience with realistic trajectories and practice at purposefully manipulating those trajectories. We tested the possibility that this experience could modify na?ve intuitions about object motion, bringing them into closer alignment with Newtonian principles of mechanics. Fifty-one middle-school children were randomly assigned to play either Enigmo or a strategy game for six sessions. Only the Enigmo group improved their ability to generate realistic trajectories, but this improvement was limited to learning about the general parabolic shape of trajectories. After training, both groups received a 30-minute tutorial on Newtonian principles which generated a much larger improvement in producing realistic trajectories than did game play. This improvement was of similar magnitude in both training groups, indicating that gaming experience provided no advantage in deriving benefits from direct instruction. Copyright ? 2010 John Wiley & Sons, Ltd.
机译:对物体运动的幼稚概念和相关的误解部分源于对感知体验的限制。某些商业视频游戏,例如Enigmo,提供了具有真实轨迹的交互体验,并有针对性地操纵这些轨迹进行练习。我们测试了这种经验可以改变天真的直觉的可能性,使它们与牛顿力学原理更接近。随机分配了51名初中儿童玩Enigmo或策略游戏,共进行了6节课。只有Enigmo小组提高了他们生成逼真的轨迹的能力,但是这种改进仅限于了解轨迹的一般抛物线形状。经过培训,两个小组都收到了有关牛顿原理的30分钟教程,该教程在产生逼真的轨迹方面比在游戏方面产生了更大的进步。在两个培训小组中,这种改进的幅度均相似,表明游戏经验在直接指导中获得收益方面没有优势。版权? 2010 John Wiley&Sons,Ltd.

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