中文题名: | 基于具身认知理论的3-8岁儿童体感识字软件设计研究 |
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保密级别: | 公开 |
论文语种: | chi |
学科代码: | 045400 |
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学生类型: | 硕士 |
学位: | 应用心理硕士 |
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学位年度: | 2024 |
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研究方向: | 用户体验 |
第一导师姓名: | |
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提交日期: | 2024-06-18 |
答辩日期: | 2024-05-23 |
外文题名: | RESEARCH AND DESIGN OF MOTION-SENSING LITERACY SOFTWARE FOR CHILDREN AGED 3-8 BASED ON EMBODIED COGNITION THEORY |
中文关键词: | |
外文关键词: | Embodied cognition ; Children's Literacy ; Motion-sensing games ; User Research |
中文摘要: |
识字作为语言学习的基石,对于儿童认知发展、阅读能力提升及终生学习能力的形成具有至关重要的作用。3-8 岁是儿童识字经验的显著发展的时期,然而传统的识字方法往往枯燥乏味,难以激发儿童的学习兴趣的问题。在心理学领域,具身认知理论提出认知过程深受身体活动和周围环境的影响。通过对具身认知的文献梳理,总结出具身认知应用于儿童识字领域的方式,包括遵守实体化和操作化原则以及为儿童识字构建具身情境,这种身体的动作与互动能增强学习效果,促进知识的内化与应用。同时,体感技术通过捕捉和响应用户的身体动作,为具身认知理论融入儿童识字教育提供了技术支持,成为教育创新的重要工具。因此,本研究旨在设计一款针对3-8岁儿童的识字软件,基于具身认知理念和体感技术,为儿童提供一个有趣又高效的学习产品设计。首先,对现有识字产品进行分析,为后续研究设计提供方向。接着,通过用户访谈的方法收集用户在使用识字软件过程中的痛点和需求,整理访谈记录后将用户的需求归类学习效果和学习体验两大类。随后,采取问卷调研的方法对访谈定性结果和用户的设计偏好进行了验证和细化。基于所获用户研究结果,结合具身认知理论中强调通过身体互动和情景模拟来增强学习体验的观点,本研究提出了四个设计原则:健康性、交互性、科学性和趣味性,并围绕这些原则设计了五大功能模块:基于体感技术的互动学习内容、科学复习机制、激励系统、健康监控与学习进度监测,以满足儿童及家长的需求。通过用户可用性评估和专家评估两种可用性测试方法,本研究设计的识字软件原型获得了积极反馈,显示出良好的用户接受度和可用性。尽管部分界面设计和功能存在不足,但通过迭代优化能够得到有效改进。最后,对研究过程和产品行了总结反思,探讨了儿童识字软件设计的未来发展方向,为后续相关研究提供了参考和启示。 |
外文摘要: |
Literacy, as the cornerstone of language learning, plays a crucial role in the cognitive development of children, the enhancement of their reading skills, and the formation of lifelong learning capabilities. The period of 3 to 8 years old is a significant period for the development of children's literacy experience. However, traditional literacy methods often prove to be monotonous and unengaging, making it difficult to stimulate children's interest in learning. In the field of psychology, Embodied Cognition Theory posits that cognitive processes are significantly influenced by physical activity and the surrounding environment. This theory emphasizes that learning outcomes can be enhanced through bodily movements and interactions, as embodied learning activities facilitate the internalization and application of knowledge. By reviewing the literature on embodied cognition, this paper summarizes the ways in which embodied cognition is applied in the field of children's literacy, including adhering to the principles of substantiation and operationalization, and constructing embodied contexts for children's literacy. These bodily movements and interactions can enhance learning effectiveness and promote the internalization and application of knowledge. Concurrently, motion sensing technology, by capturing and responding to user's physical movements, provides technical support for integrating Embodied Cognition Theory into children's literacy education, becoming a vital tool for educational innovation. Therefore, this research aims to design a literacy software targeted at children aged 3 to 8, combining the principles of Embodied Cognition and motion sensing technology, to offer an engaging and effective learning product design for children. Initially, analyzing existing products, and provide direction for subsequent research and design. Next, user interviews were conducted to collect data on the pain points and needs experienced by users during the use of literacy software. After organizing the interview records, user needs were categorized into two main groups: learning outcomes and learning experience. Subsequently, a questionnaire survey method was employed to validate and refine the qualitative results from the interviews and user design preferences. Based on the results of this user research and incorporating the perspective of Embodied Cognition Theory, which emphasizes enhancing learning experiences through physical interaction and scenario simulation, this study proposes four design principles: healthfulness, interactivity, scientific basis, and engagingness. Around these principles, five major functional modules were designed: motion-sensing technology-based interactive learning content, a scientific review mechanism, a motivation system, health monitoring, and learning progress tracking, all aimed at meeting the needs of children and their parents. Subsequently, through the application of usability assessment methodologies, namely user usability evaluation and expert review, the prototype of the literacy software designed in this study received positive feedback, demonstrating good user acceptance and usability. Despite some deficiencies in the interface design and functionality, iterative optimization effectively addressed these issues. Lastly, the study concluded with a reflective summary of the research process and the product, discussing the future directions for the design of children's literacy software. This provides references and insights for subsequent related research. |
参考文献总数: | 33 |
馆藏号: | 硕045400/24201 |
开放日期: | 2025-06-18 |