메뉴 건너뛰기
.. 내서재 .. 알림
소속 기관/학교 인증
인증하면 논문, 학술자료 등을  무료로 열람할 수 있어요.
한국대학교, 누리자동차, 시립도서관 등 나의 기관을 확인해보세요
(국내 대학 90% 이상 구독 중)
로그인 회원가입 고객센터 ENG
주제분류

추천
검색

논문 기본 정보

자료유형
학술저널
저자정보
저널정보
한국유아교육학회 International Journal of Early Childhood Education International Journal of Early Childhood Education 제10권 제1호
발행연도
2004.1
수록면
77 - 88 (12page)

이용수

표지
📌
연구주제
📖
연구배경
🔬
연구방법
🏆
연구결과
AI에게 요청하기
추천
검색

초록· 키워드

오류제보하기
This paper summarizes selected studies on uses and applications of electronic games and toys in learning environments, including school, home and playground. Computer and video games, both commercially available games and those developed for specific educational goals, have been used successfully to teach a broad range of skills to children, adults and the elderly. Children use modern ‘smart toys’ in ways that demonstrate competence, communication and social skills. Schools have been slow to adopt computers and related technologies, often overlooking the educational potential of children’s fascination with popular culture. Four objections to using electronic games in the classroom are reviewed: that technological toys limit the child’s imagination, and may lead to addiction, social isolation and aggressive behavior. There is little consistent evidence to support these positions. Children seem to use games to make and maintain friends, to experience competence, and to regulate emotional and physical states. Studies of the presumed harmful effects of violent electronic games rarely consider how and why people play them.

목차

등록된 정보가 없습니다.

참고문헌 (32)

참고문헌 신청

함께 읽어보면 좋을 논문

논문 유사도에 따라 DBpia 가 추천하는 논문입니다. 함께 보면 좋을 연관 논문을 확인해보세요!

이 논문의 저자 정보

최근 본 자료

전체보기

댓글(0)

0