学前儿童阅读数字绘本Apps的新媒体素养研究

来源 :中国网络传播研究 | 被引量 : 0次 | 上传用户:yongzhujushi
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随着儿童接触新媒体文本的增加,儿童数字绘本市场也蓬勃发展。延续“儿童绘本”“电子书”等领域研究成果,本研究从新媒体素养观点出发,探究学前儿童阅读数字绘本Apps历程的素养实践特征。研究分3阶段:1.依绘本叙事类型,选定5套代表作品作为实验文本;2.以参与观察法和访谈法,对18位个案进行阅读行为的观察记录;3.进行“扎根理论法”分析。本研究归纳出4项儿童阅读数字绘本Apps的素养实践特征:1.倾向进行与“生活经验相关”的文本解读;2.受“文本中的性别意向”显著影响;3.沉浸于“任务导向”游戏设计的互动情境;4.灵活应用“语音线索”的导引功能。研究最终建议,未来数字绘本Apps的设计与教学应走向以儿童为中心的发展方向。 As children’s access to new media texts increase, the digital picture book market for children has also thrived. Continuation of the “children’s picture book ” “e-book ” and other areas of research results, this study from the point of view of new media literacy, preschool children’s reading digital photo books Apps history of literacy practice characteristics. The research is divided into three stages: 1. According to the narrative type of the picture book, 5 sets of representative works are selected as the experimental texts; 2. Observing and interviewing 18 cases through participation observation and interview; 3. Law “analysis. This study summarizes the features of literacy practice in 4 children’s reading digital photo books Apps: 1. tend to interpret texts related to ”life experiences“; 2. significantly influence by ”gender intention“ in texts; 3. immersion In the ”mission-oriented“ game design interactive context; 4 flexible application of ”voice clues" guide function. The study finally suggests that the design and teaching of digital painting Apps in the future should move toward a child-centered development direction.
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准备  在场地上画一个直径约3米的圆圈。  规则  (1)只准两膝盖相互撞击,不得用手或用肩去推、拉、顶、撞对方。  (2)游戏中间不得换腿,不得出圈。  做法  1. 将游戏者分为两人一组,站在圆圈内。  2. 游戏开始,游戏者双方单腿站立,另一只腿屈起,用手握住屈起的脚腕,在圆圈内争斗。双方都应用屈起的膝盖互相撞击,将对方撞出圈外、撞倒或双脚落地为胜。  提示  (1)游戏中可以躲闪,以巧取胜