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利用基于数字游戏的学习培养学生的自我批评能力和价值观。

Development of self-critical abilities and values in students using digital games-based learning.

作者信息

Zuo Chunning

机构信息

School of Marxism Studies, Shaanxi Technical College of Finance and Economics, Xianyang, Shaanxi, China.

出版信息

Front Psychol. 2023 Oct 19;14:1193244. doi: 10.3389/fpsyg.2023.1193244. eCollection 2023.

DOI:10.3389/fpsyg.2023.1193244
PMID:37928583
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10622667/
Abstract

Young people are the driving force of society. Therefore, the well-being of society itself depends on what values and ideals they carry into adulthood. The purpose of this study was to identify and describe the values of contemporary Chinese youth in the context of their future life goals and to analyze how self-criticism shapes students' depressive tendencies with the use of digital games. This study was conducted at Shaanxi Technical College of Finance and Economics with 157 Chinese students between the ages of 18 and 25. One hundred nine girls and forty-eight boys were randomly selected for the study. The study was conducted in a Chinese cultural context using the method of experiment with a survey, statistical, and correlational data analysis. Correlation analysis showed that the correlation between self-criticism and N/NE is strong (rs ¼ 0.50-0.65), but it was most related to the positive emotional component of E/PE. Thus, no obvious and serious reasons for the development of depression in young people were found. The results showed that digital games cannot influence the development of self-critical abilities of students, however, they can be a high-quality tool in psychological work with students to determine depressive moods, an overestimated level of self-criticism, and other problems that prevent them from learning. This article has implications for further research in education, as it may provide a basis for developing and improving new methods of constructing curricula. They can be aimed at defining special attention to the psychological state of students to prevent depressive states caused by high levels of self-criticism.

摘要

年轻人是社会的驱动力。因此,社会自身的福祉取决于他们带入成年期的价值观和理想。本研究的目的是在当代中国青年未来生活目标的背景下识别和描述他们的价值观,并分析自我批评如何通过数字游戏塑造学生的抑郁倾向。本研究在陕西财经职业技术学院对157名年龄在18至25岁之间的中国学生进行。随机选取了109名女生和48名男生参与研究。该研究在中国文化背景下采用实验方法,并进行调查、统计和相关数据分析。相关分析表明,自我批评与神经质/情绪稳定性(N/NE)之间的相关性很强(rs = 0.50 - 0.65),但它与外向性/积极情绪性(E/PE)的积极情绪成分最为相关。因此,未发现年轻人抑郁发展的明显和严重原因。结果表明,数字游戏不会影响学生自我批评能力的发展,然而,它们可以成为在对学生进行心理辅导工作时确定抑郁情绪、自我批评过高水平以及其他妨碍他们学习的问题的优质工具。本文对教育领域的进一步研究具有启示意义,因为它可能为开发和改进构建课程的新方法提供依据。这些方法可以旨在明确特别关注学生的心理状态,以预防因自我批评水平过高导致的抑郁状态。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/86af/10622667/6e6cf7a9044e/fpsyg-14-1193244-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/86af/10622667/6e6cf7a9044e/fpsyg-14-1193244-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/86af/10622667/6e6cf7a9044e/fpsyg-14-1193244-g001.jpg

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