Bali Cintia, Matuz-Budai Timea, Arato Nikolett, Labadi Beatrix, Zsido Andras Norbert
University of Pécs, Institute of Psychology, Ifjusag Street, 6., 7624, Pécs, Hungary.
Eotvos Lorand University, Institute of Psychology, Izabella Street, 46., 1064, Budapest, Hungary.
Heliyon. 2023 Jan 10;9(1):e12899. doi: 10.1016/j.heliyon.2023.e12899. eCollection 2023 Jan.
Interactive features and multimedia elements in electronic storybooks might enhance knowledge acquisition in children due to the playful learning experience they provide. However, to date, there is no systematic research on the long-term efficacy of storybooks, and the individual cognitive factors that influence information processing when using these apps. Therefore, in Experiment 1, we focused on long-term improvements. Children ( = 5.55 years, = 0.51, = 33) were divided into an Interactive App group ( = 16) and a Print Book group ( = 17), then they were exposed to a story. Their recall performance was measured immediately after the exposure and three weeks later. In Experiment 2, we focused on individual differences in cognitive factors (working memory and sustained attention). Children ( = 5.56 years, = 0.62, = 32) were exposed to three stories with interactive, multimedia-only elements and an audio-only condition. Caregivers were asked to fill out the ADHD Rating Scale-IV regarding each child. According to our results, in Experiment 1, children in the Interactive App group performed better compared to the Print Book group and this improvement persisted over time. In Experiment 2, we replicated the results of Experiment 1, however, children with poorer sustained attentional abilities performed worse in multimedia and interactive conditions compared to the audio-only condition. Our results indicate that electronic storybooks can facilitate learning because they enhance encoding efficacy. However, the benefit is only evident in children with good attentional control abilities. Our results guide parents and educators on how to choose and design age-appropriate applications for learning.
电子故事书中的交互功能和多媒体元素可能会因为它们提供的趣味性学习体验而提高儿童的知识获取能力。然而,迄今为止,尚未有关于故事书长期效果以及使用这些应用程序时影响信息处理的个体认知因素的系统性研究。因此,在实验1中,我们关注长期的改善情况。将儿童(平均年龄=5.55岁,标准差=0.51,n=33)分为互动应用程序组(n=16)和印刷书籍组(n=17),然后让他们接触一个故事。在接触故事后立即以及三周后测量他们的回忆表现。在实验2中,我们关注认知因素(工作记忆和持续注意力)的个体差异。让儿童(平均年龄=5.56岁,标准差=0.62,n=32)接触三个带有互动、仅多媒体元素和仅音频条件的故事。要求照顾者填写关于每个孩子的《注意力缺陷多动障碍评定量表第四版》。根据我们的结果,在实验1中,互动应用程序组的儿童比印刷书籍组表现更好,并且这种改善随着时间持续存在。在实验2中,我们重复了实验1的结果,然而,与仅音频条件相比,持续注意力能力较差的儿童在多媒体和互动条件下表现更差。我们的结果表明,电子故事书可以促进学习,因为它们提高了编码效率。然而,这种益处仅在具有良好注意力控制能力的儿童中明显。我们的结果为家长和教育工作者如何选择和设计适合年龄的学习应用程序提供了指导。