Bored, Distracted, and Confused: Emotions That Promote Creativity and Learning in a 28-Month-Old Child Using an iPad.
creative problem solving
creativity
digital game-based learning
learning
mind-wandering
preschool children
Journal
Journal of Intelligence
ISSN: 2079-3200
Titre abrégé: J Intell
Pays: Switzerland
ID NLM: 101635592
Informations de publication
Date de publication:
02 Dec 2022
02 Dec 2022
Historique:
received:
28
07
2022
revised:
07
11
2022
accepted:
22
11
2022
entrez:
22
12
2022
pubmed:
23
12
2022
medline:
23
12
2022
Statut:
epublish
Résumé
Digital technology is increasingly becoming a part of daily life, including the lives of children. Portable digital devices are omnipresent and integrated into activities that did not previously require them. The related skills are often referred to as 21st-century skills, constituting a new type of literacy: digital literacy. These devices and skills bring unique, innovative elements to the learning experience; yet, we do not know the extent to which behavior, emotion, and socialization are affected by such experience. For preschool-aged children, interactions with digital devices and games for the purposes of learning can lead to a state of confusion and boredom, an emotional driving force that may generate mind-wandering and exploration, which, in turn, may facilitate learning. Our interdisciplinary observational case study examined the behavioral patterns linked to digital game-based learning (DGBL) by observing how a child's mind-wandering contributed to iPad use when they were allowed to freely engage with the device and explore independently during the learning process. Building on a previous case study of a 28-month-old boy, "Ryan", we evaluated the effects of bouts of mind-wandering as he played various DGBL applications (apps) by examining the length of time that Ryan exhibited relevant affective and behavioral states, iPad manipulations, and social interaction during the playtime. Ryan's interactions with the iPad were video recorded for five weeks, and the video footage was coded using a detailed rubric. The results indicated that negative emotions, such as boredom, distraction, and confusion, if coupled with attentiveness and persistence, led to positive mind-wandering and positive learning outcomes. However, when boredom was coupled with frustration, it led to negative mind-wandering and a lack of learning outcomes. In conclusion, our study presents evidence that DGBL apps may improve learning by capitalizing on positive and avoiding negative mind-wandering.
Identifiants
pubmed: 36547505
pii: jintelligence10040118
doi: 10.3390/jintelligence10040118
pmc: PMC9783091
pii:
doi:
Types de publication
Case Reports
Langues
eng
Subventions
Organisme : Institutes of Education Sciences
ID : R305A160402
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