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Table_1_Evaluating a Board Game Designed to Promote Young Children’s Delay of Gratification.pdf

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NIAID Data Ecosystem2026-03-12 收录
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ObjectiveDelay of gratification, or the extent to which one can resist the temptation of an immediate reward and wait for a larger reward later, is a self-regulatory skill that predicts positive outcomes. The aim of this research was to conduct initial tests of the effects of a board game designed to increase children’s delay of gratification via two experimental studies. MethodsPreschool children were randomized to play the study game or a control game. In Study 1, there were 48 children in the analytic sample, with a mean age of 4.81 ± 0.55 years; Study 2 included 50 children (M = 4.02 ± 0.76 years). Delay of gratification was assessed during the study game, as well as before and after game play sessions using the Marshmallow Test. ResultsIn both studies, the intervention group’s likelihood of delaying gratification during the study game increased across game-play sessions (p < 0.05). In Study 1, the intervention group also increased wait times during the Marshmallow Test versus controls (p = 0.047). In Study 2, there was no effect on Marshmallow Test wait times. ConclusionResults provide some initial evidence supporting potential efficacy of a board game designed to increase delay of gratification. Future research can clarify: (1) which components of game play (if any) are linked with broader changes in delay of gratification, (2) impacts of this intervention in more diverse samples, and (3) whether experimental manipulation of delay of gratification affects outcomes like achievement and weight, which have been linked to this skill in observational studies.

延迟满足(delay of gratification)指个体抵御即时奖励的诱惑、等待后续更大奖励的能力,是一项可正向预测个体发展结果的自我调节技能。本研究旨在通过两项实验研究,初步检验一款旨在提升儿童延迟满足能力的桌游的干预效果。 方法 学龄前儿童被随机分配至研究桌游实验组与对照桌游对照组。实验1的分析样本包含48名儿童,平均年龄为4.81±0.55岁;实验2纳入50名儿童(平均年龄M=4.02±0.76岁)。延迟满足能力的评估覆盖桌游游玩过程,以及游戏前后的棉花糖测试(Marshmallow Test)环节。 结果 两项实验中,干预组儿童在桌游游玩过程中的延迟满足倾向均随游戏进程显著提升(p<0.05)。实验1中,干预组在棉花糖测试中的等待时长相较于对照组同样显著增加(p=0.047)。实验2中,该干预未对棉花糖测试的等待时长产生显著影响。 结论 本研究结果提供了初步证据,支持这款旨在提升儿童延迟满足能力的桌游具有潜在应用效能。未来研究可进一步明确以下方向:(1)桌游的哪些游戏组成部分(若存在)与延迟满足能力的泛化提升存在关联;(2)该干预在更多元化样本中的干预效果;(3)对延迟满足能力的实验性操纵是否会影响学业成就与体重这类已在观察研究中与该技能相关联的结局指标。
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2020-11-11
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