شخصية الوكيل الذكي في برامج الألعاب الالكترونية للطفل وأثرها على تنمية بعض المفاهيم البيولوجية Character of the Smart Agent in children's Electronic Games Programs and its Impact on the Development of some Biological Concepts

نوع المستند : المقالة الأصلية

المؤلف

کلية التربية للطفولة المبکرة- جامعة المنوفية

المستخلص

هدف البحث إلى تنمية المفاهيم البيولوجية لأطفال مرحلة ما قبل المدرسة في المرحلة العمرية (4-6) سنوات من خلال برامج الألعاب الالکترونية المدعومة بالوکيل الذکي للتعرف على أثر نمط شخصية تمثيل الوکيل الذکي (شبة بشرية/ رمزية)، وتم استخدام المنهج شبه التجريبي في تصميم البحث المعتمد على مجموعتين تجريبيتين القبلي/ البعدي، المجموعة الأولى تعرضت لبرنامج العاب الکترونية مدعوم بوکيل ذکى بشخصية شبه بشرية، والمجموعة الثانية تعرضت لبرنامج العاب الکترونية مدعوم بوکيل ذکى بشخصية کرتونية رمزية ، وتکونت عينة البحث من (40) طفلاً من روضات بمحافظة المنوفية تم تقسيمهم إلى مجموعتين، وتمثلت أدوات البحث في اختبار موضوعي مصور في المفاهيم البيولوجية، وتم تصميم وتطوير الألعاب الإلکترونية في ضوء مجموعة من المعايير والمواصفات التربوية والفنية المناسبة لمرحلة الطفولة المبکرة، وتوصلت نتائج البحث الى وجود تأثير فعال للوکيل الذکي بنمطيه على تنمية مفاهيم الطفل البيولوجية، کما توصلت البحث لنتائج توضح الفرق بين نمطى شخصية الوکيل الذکي (الشخصية شبة بشرية/ الشخصية الکرتونية)، وأوصى البحث بضرورة الاهتمام بتحديد نمط شخصية الوکيل الذکي في برامج الألعاب الالکترونية للأطفال لتنمية المفاهيم العلمية بشکل عام والبيولوجية بصفة خاصة.
The aim of the research is to develop biological concepts for preschool children in the age group (4-6) years through electronic games programs supported by the smart agent to identify the effect of the personality pattern of the representation of the smart agent (semi-human/symbolic), and the quasi-experimental approach was used in designing The research is based on two experimental groups, tribal / post, the first group was exposed to an electronic games program supported by a smart agent with a semi-human character, and the second group was exposed to an electronic games program supported by a smart agent with a symbolic cartoon character, and the research sample consisted of (40) children from kindergartens in Menoufia Governorate, who were divided into Two groups, and the research tools consisted of an objective and illustrated test of biological concepts, and electronic games were designed and developed in the light of a set of educational and technical standards and specifications appropriate for early childhood. For results that show the difference between the two types of intelligent agent personality (semi-human/cartoon), and the research recommended the need to pay attention to identifying the agent’s personality type. Smart in electronic games programs for children to develop scientific concepts in general and biological in particular.
The aim of the research is to develop biological concepts for preschool children in the age group (4-6) years through electronic games programs supported by the smart agent to identify the effect of the personality pattern of the representation of the smart agent (semi-human/symbolic), and the quasi-experimental approach was used in designing The research is based on two experimental groups, tribal / post, the first group was exposed to an electronic games program supported by a smart agent with a semi-human character, and the second group was exposed to an electronic games program supported by a smart agent with a symbolic cartoon character, and the research sample consisted of (40) children from kindergartens in Menoufia Governorate, who were divided into Two groups, and the research tools consisted of an objective and illustrated test of biological concepts, and electronic games were designed and developed in the light of a set of educational and technical standards and specifications appropriate for early childhood. For results that show the difference between the two types of intelligent agent personality (semi-human/cartoon), and the research recommended the need to pay attention to identifying the agent’s personality type. Smart in electronic games programs for children to develop scientific concepts in general and biological in particular.
The aim of the research is to develop biological concepts for preschool children in the age group (4-6) years through electronic games programs supported by the smart agent to identify the effect of the personality pattern of the representation of the smart agent (semi-human/symbolic), and the quasi-experimental approach was used in designing The research is based on two experimental groups, tribal / post, the first group was exposed to an electronic games program supported by a smart agent with a semi-human character, and the second group was exposed to an electronic games program supported by a smart agent with a symbolic cartoon character, and the research sample consisted of (40) children from kindergartens in Menoufia Governorate, who were divided into Two groups, and the research tools consisted of an objective and illustrated test of biological concepts, and electronic games were designed and developed in the light of a set of educational and technical standards and specifications appropriate for early childhood. For results that show the difference between the two types of intelligent agent personality (semi-human/cartoon), and the research recommended the need to pay attention to identifying the agent’s personality type. Smart in electronic games programs for children to develop scientific concepts in general and biological in particular.

الكلمات الرئيسية

الموضوعات الرئيسية