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玩电子游戏对空间可视化测量的影响。

Effect of playing a video game on a measure of spatial visualization.

作者信息

Dorval M, Pépin M

出版信息

Percept Mot Skills. 1986 Feb;62(1):159-62. doi: 10.2466/pms.1986.62.1.159.

Abstract

70 undergraduate students, without any prior experience of video games playing, were given a pretest and a posttest on the Space Relations Test of the DAT, Forms A and B being, respectively, administered on the two occasions. The experimental group of 38 had eight sessions of playing the Zaxxon video game, each session including five plays. The control group of 32 received no such treatment. A 2 (sex) by 2 (group) analysis of covariance, using pretest scores as the covariate, yielded a significant effect for group which supports the hypothesis that spatial visualization test scores can be improved by video game playing. Moreover, the sex-related difference in visual-spatial skills frequently reported does not appear on the pretest. Finally, no effect for sex and no interaction of group X sex were found, indicating that both male and female subjects gained equally from playing Zaxxon.

摘要

70名此前没有任何电子游戏经验的本科生,在学术能力倾向测验(DAT)的空间关系测试中接受了前测和后测,两次测试分别使用的是A表和B表。38人的实验组进行了八次《太空侵略者》电子游戏的游玩,每次游玩包含五局。32人的对照组未接受此类处理。以预测试成绩作为协变量进行的2(性别)×2(组)协方差分析,得出了显著的组效应,这支持了电子游戏游玩可以提高空间可视化测试成绩这一假设。此外,此前经常报道的视觉空间技能方面的性别差异在前测中并未出现。最后,未发现性别效应以及组×性别的交互作用,这表明男性和女性受试者从游玩《太空侵略者》中获得的收益是相同的。

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