expressing thoughts. The Association method is one of the most common ways to evaluate semantic fields. To determine the lexical meaning of the word it is necessary to do the following: find out its subject-matter and conceptual-logical content; establish how the reality described by the word is connected with things that objectively exist in the surrounding reality; to reveal how the defined lexical meaning correlates with another, since the word expresses its meanings not in isolation from the lexical-semantic system of a particular language, but in an indissoluble connection with it, as its constituent element; find a distinctive feature that would allow isolation of this value from a number of similar ones.
For the correct understanding of the meaning of words, so as to employ their exact use in coherent speech, an elementary understanding of its composition, shades of meaning, and possible combinations , is necessary. A huge role is played here by the child's developed "sense of language". It can be formed as an attentive attitude to the constituent elements of the word, which sometimes act as the exponents of the finest shades of meaning that distinguish one word from another. Misunderstanding of semantic shades of the word leads to inaccuracy of their use. Violation of the laws of compatibility of words leads to grammatical and stylistic inaccuracies in speech and errors in word usage.
Keywords: language, preschool child
DOI:
PROPORTIONALITY OF MAGNITUDES' TRANSFORMATIONS: SCAFFOLDING SUBSTANTIAL LEARNING
COOPERATION IN THE DIGITAL ENVIRONMENT
Mariya Yanishevskaya
Leading researcher, Psychological Institute of Russian Academy of Education, Moscow, Russia; e-mail:
Elena Vysotskaya
Leading researcher, Psychological Institute of Russian Academy of Education, Moscow, Russia; e-mail:
Anastasia Lobanova
Researcher, Psychological Institute of Russian Academy of Education, Moscow, Russia; e-mail: nastya-
Abstract: Proportionality is a topic for research on the formation of concepts and misconceptions. It is both an interesting and challenging domain, especially for studies concerning the transition period between primary and secondary education. The complexity of the concept stems from the contradictions of changing values within the proportion, and changes to the proportion itself, which cannot be performed directly. Our aim is to reconstruct the origin of the proportionality concept as we design an appropriate computerized scaffold for the initial step of the concept's acquisition. The "Make it float!" simulation introduces students to a special digital space: the "shipyard" with water of different salinity, which allows testing of ships that students combine from sinking and floating units. The simulation challenges students to accommodate their actions to control the state of the object under construction. Coordination of the magnitudes' transformations, which focuses on the preservation of buoyancy, leads to comprehension of proportionality between heterogeneous magnitudes of interest (such as mass and volume). Both partners that share the control over the ship's construction must suggest the exact way to coordinate their efforts, as there is no way for them to achieve the desired result individually. Our pilot teaching experiments were carried out with groups of students (8-12 years old). They proved this approach to be effective for the acquisition of the proportionality concept through the meaningful coordination of joint actions. Analysis of students' progress within the designed computer-supported
educational module allowed us to outline feasible ways to include digital methods to the learning process.
Keywords: joint learning actions, proportions, concept acquisition, the concept's origin, computer simulation
DOI:
SCREEN TIME OR PAPER READING TIME: WHICH IS A STRONGER PREDICTOR FOR PRESCHOOLERS' EMERGENT LITERACY SKILLS DURING THE TRANSITION TO PRIMARY SCHOOL?
Yi Zhang
Postgraduate student, Beijing Normal University, Beijing, China; e-mail: [email protected]
Minyi Li
Associate Professor, Beijing Normal University, Beijing, China; e-mail: [email protected]
Yifei Chu
Undergraduate Student, Beijing Normal University, Beijing, China; e-mail: [email protected]
Abstract: Objective: To explore the relationship between screen time, paper reading time, and preschoolers' emergent literacy skills during the transition to primary school and provide a basis for promoting emergent literacy development based on multimedia. Methods: A cross-sectional study was administrated in Shenzhen city in June 2018 . A representative sample of1806 preschoolers in their senior year and their caregivers were recruited from 55 kindergartens by proportional stratified cluster sampling. Data were collected by caregiver-reported questionnaires, including the Early Human Capability Index (eHCi) and Children's Media Use in Daily Family Life. Multiple linear regression models were used to analyze the effects of screen time, educational screen time, and paper reading time on children's emergent literacy skills. Results: The screen time of kindergarten children was far more than paper reading time, and educational screen time accounted for nearly half of the total screen time. Screen time negatively predicted kindergarten children's emergent literacy, while educational screen time and paper reading time positively predicted children's emergent literacy skills. Conclusion: Appropriate use of screen media for educational activities or paper reading might have a positive effect on children's emergent literacy skills.
Keywords: screen time, educational screen time, paper reading time, transition from preschool to primary school, emergent literacy skills
DOI:
Psychology of Play and Toys
FACTORS THAT FORM ADDICTION TO ONLINE GAMES Aleksandr Denisov
Associate professor, Federal State Budgetary Educational Institution of Higher Professional Education "Moscow State University of Medicine and Dentistry named after A.I. Evdokimov, Moscow, Russia; email: [email protected]
Abstract: Due to the spread of pathological phenomena associated with various aspects of the use of the digital environment and, in particular, computer games, the category "gaming disorder" was included in
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