心理旋转可训练性的眼动研究
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摘要
心理旋转是一种知觉空间的表象操作,也是一种空间表征转换形式和空间智能,它应具有可训练性,且训练的效果可能会受到多种机体变量的影响。联系到当前各种电脑游戏受到青少年人群的普遍青睐,发掘电脑游戏的积极功能,并引导青少年更为健康地参与电脑游戏,很有现实意义。为此,本研究提出可将电脑游戏作为提高个体心理旋转能力的一种训练方法,其训练效果可能因个体的性别、认知方式不同而不同。
     研究采用眼球追踪与分析技术,考察接受和未接受游戏训练被试在心理旋转能力上的差异,以及接受训练被试前、后测实验中心理旋转能力的变化。被试取自南京师范大学心理、教育、数学、法律等系学生,共42名,实际有效被试为38名。实验采用不等组前测后测设计,分为三个阶段:前测、实验处理及后测。其中,前测采用2×3×6×2×2的五因素混合实验设计,性别和电脑游戏水平为组间变量,角度、一致性和类型为组内变量。
     对各指标前后测的差值进行方差分析,结果显示:(1)实验组和控制组在各个指标上的差异都达到显著性水平。其中,反应时的差值表明,组别在一致性和类型的四种组合情况下差异显著,而一致、镜像和不一致、正像时大于另两种。(2)反应时的差值表明,不同游戏水平的差异达到显著性水平。在正像、一致和镜像、不一致时,中等电脑游戏水平被试的差值最大,低水平被试最小;正像、不一致和镜像、一致时,水平越高,差值越小。(3)瞳孔直径和注视次数的差值表明,性别在类型、角度、一致性等因素的一定组合上差异显著。(4)注视时间、瞳孔直径和眼跳广度的结果均显示,场认知方式在一定组合上差异显著,且场独立被试的差值大于场依存。
     主要结论:(1)运用某些电子游戏在一定程度上可提高心理旋转能力。实验中,不管前后两个刺激图形的类型是否一致、不管要求被试识别的刺激是正像还是镜像的,训练效果都非常明显。(2)利用游戏训练来提高心理旋转能力需考虑被试已有的游戏水平,在较难或较简单的操作任务上,中等水平被试的训练最有效;在中等难度的操作任务上,低水平被试的训练效果最明显。(3)游戏训练过程中,性别、场认知方式对心理旋转能力的提高有影响,场独立被试的训练效果在一定程度上比场依存被试好。
Mental Rotation is one kind of perception space image operation,is also one kind of spatial representation transformation form and the spatial intelligence.It is trainable and the effectiveness of training may probably have the influence of kinds of organic variables.Looking on the things happen around us that computer games attract juvenile much,it will have much practical significance and social meaning to deeply develop the positive functions of the games and to lead juveniles playing computer games in a much healthier way.Therefore,this research proposed that computer games could be a training method to improve the ability of individual mental rotation,while the effect will be different due to the form of cognitive style and sex.
     The research is based on SMI iView Hi-Speed eye-tracker,to explore the differences of mental rotation ability between two groups of subjects whether they were received game training or not,and inspect the changes of mental rotation ability in the training subjects before and after the experiment.Totally 42 subjects are from the colleges of psychology,education,mathematics,law and etc in Nanjing Normal University,with the actual effective test for 38.Using pretest-posttest nonequivalent group design,the whole experiment is divided into three stages:pre-test,experimental treatments and post-test.And,pre-test used 2×3×6×2×2 five factors mixed experimental design,sex and computer games level are the between-subject variables, angle,consistency and type are within-subjects variables.
     On the indicators measured before and after the margin for ANOVA,results showed that:(1)The experimental group and control group have reached significant levels in various indicators.And,the reaction time margin indicates that the difference between two groups is significant in the four kinds of combination situation of consistency and type,but consistence & mirror image and inconsistent & positive image are more than the other two kinds.(2)The reaction time margin indicates that the differences in three levels of games have achieved significant levels.In the positive image & consistence and the mirror image & inconsistence,the margin of the medium computer games level is the largest,the low level is the smallest;in the positive image & inconsistence and the mirror image & consistence,the higher the level,the smaller the margin.(3)The pupil diameter and the fixation times' margin indicate that the gender differences in type,angle,consistent and so on in certain combinations are significant.(4)The results of the fixation duration time,the pupil diameter and saccade amplitude all demonstrated that the field cognitive style's difference is remarkable in certain combination,and the margin of the field independence is larger than the field interdependence.
     Main conclusion:(1)Better utilizes certain computer game can be helpful to enhance the mental rotation ability in a certain extent.In experiment,no matter whether the two graph types stimulated is consistent,no matter whether the stimulation graph required to distinguish is the positive or the mirror image,the training effect is obvious.(2)The use of computer game training to improve the mental rotation ability should consider the involved people's game level.In the difficult or simple task operation,the middle level of the game is the most effective training;in the middle task operation,the training effect of the low level is the most obvious.(3)During the training process of the game,the sex,the field cognitive style have influence on the improvement of mental rotation ability,in a certain extent the training effect of the field independence subjects is better than the field interdependence subjects.
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