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Showing 1 through 5 of 46 records.
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 Pages: 24 pages || Words: 5953 words || 
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1. Wei, Fang-Yi., Sopory, Pradeep. and Hendrix, Katherine. "The Effects of Educational Computer Games on Preschool Children’s Learning: Gender Differences in Playing Competitive and Noncompetitive Mathematics Games" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany, Online <PDF>. 2009-11-22 <http://www.allacademic.com/meta/p91658_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: This study investigated whether competitive and noncompetitive educational mathematics computer games influence 4-7-year-old boys’ and girls’ mathematical learning. A mixed repeated measures within-and-between-subjects experiment was conducted to evaluate the effects of type of computer games and gender on preschool children’s learning of mathematical addition. The results showed that both boys and girls demonstrated improved mathematical learning after playing either competitive and noncompetitive computer games. Preschool girls learned mathematical addition as effectively as did preschool boys. Thus, this study suggested that both competitive and noncompetitive mathematics computer games might have the potential to be used effectively in teaching preschool girls mathematics.

 Pages: 34 pages || Words: 8668 words || 
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2. Rimal, Rajiv., Figueroa, Maria Elena., Federowicz, Molly. and Storey, Douglas. "Impact of Alam Simsim Among Egyptian Preschoolers: Introducing a New Measure of Exposure" Paper presented at the annual meeting of the International Communication Association, TBA, San Francisco, CA, May 23, 2007 Online <PDF>. 2009-11-22 <http://www.allacademic.com/meta/p173351_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: Alam Simsim, the Egyptian version of Sesame Street, has been airing nationally in Egypt to teach preschoolers about math, literacy, and gender-equitable attitudes. Using social cognitive theory as the guiding theoretical perspective, the purpose of this paper was to assess the impact of the program through a first-of-its-kind national-level survey that interviewed both caretakers (N = 426) and the target audience of preschoolers (N = 486). This paper also sought to overcome the difficulty inherent in measuring exposure to program content through self-reports obtained from preschoolers. It introduced and tested the efficacy of a parsimonious measure of exposure: children’s recognition of the primary characters of the program. Overall, the models explained as much as 53 percent of the variance in children’s learning; exposure to the program was significantly associated with learning. Furthermore, the parsimonious measure of exposure was as effective as a more elaborate self-reported measure. Relative to these two measures of exposure, caretakers’ reports of children’s viewing was not as good a predictor of learning.

 Pages: 34 pages || Words: 8115 words || 
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3. Bryant, J. Alison., Akerman, Anna. and Drell, Jordana. "Wee Wii: Preschoolers and Motion-Based Game Play" Paper presented at the annual meeting of the International Communication Association, TBA, Montreal, Quebec, Canada, May 22, 2008 Online <PDF>. 2009-11-22 <http://www.allacademic.com/meta/p234033_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: This paper looks at the application of motion-based video game play to preschoolers, specifically focusing on the opportunities and challenges presented by the Nintendo Wii. There were three key objectives for this research: understand the range of physical and cognitive abilities of preschoolers in the context of motion-based game play; understand how preschoolers interact with the Wii, specifically how they handle the various forms of play and game mechanics offered by the games currently on the market for this platform; and understand the expectations of the parents of preschoolers with regard to these new gaming platforms and the purchase and play contexts within which game play occurs. In addition to reporting on the research project designed to better understand the challenges and advantages of the motion-based play for preschoolers, we also discuss how the findings of this research were then implemented by a team of game producers to develop the first preschool-targeted game on the market.

 Pages: 28 pages || Words: 7858 words || 
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4. Kinsky, Emily. and Bichard, Shannon. "“Mom! I’ve Seen That on a Commercial!”: U.S. Preschoolers’ Recognition of Brand Logos" Paper presented at the annual meeting of the International Communication Association, TBA, Montreal, Quebec, Canada, May 21, 2008 Online <PDF>. 2009-11-22 <http://www.allacademic.com/meta/p230499_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: Using multiple methods, we tested 3- to 5-year-old children’s recognition of U.S. commercial logos. We began with a focus group of mothers, followed by a walk through a local store, interviews with children, and a two-week media diary. Results indicate that while preschoolers may not know the brand name, they often know the product associated with a logo when it is shown to them. The recognition of logos by name did not follow the order of advertising spending by these companies. When shopping, children often reached and pointed toward products at their level. As they recognize brands or products, children often comment on their associations with that product. The media diaries revealed a variety of programming choices for preschoolers. Future study is needed to further examine preschoolers’ exposure to and recognition of heavily advertised commercial products.

 Pages: 36 pages || Words: 9394 words || 
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5. Wilson, Barbara. and Drogos, Kristin. "Preschoolers’ Attraction to Media Characters" Paper presented at the annual meeting of the NCA 93rd Annual Convention, TBA, Chicago, IL, Nov 15, 2007 Online <PDF>. 2009-11-22 <http://www.allacademic.com/meta/p192599_index.html>
Publication Type: Conference Paper/Unpublished Manuscript
Abstract: We interviewed 65 preschoolers about their favorite media character as well as their perceptions of and emotional attachment to that character. Nearly all the boys but less than half the girls selected same-sex favorites. Wishful identification was higher for same-sex characters. It was also positively related to preschoolers’ screen media exposure. Parasocial interaction was predicted by several character traits and by the character’s authenticity. Findings are discussed in terms of social cognitive and gender schema theories.

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