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THE RESEARCH TREND OF EMOTION REGULATION PSYCHOLOGICAL GAME TECHNOLOGY IN SPECIAL EDUCATION IN CHINA FROM THE PERSPECTIVE OF SOCIAL NETWORK ANALYSIS

BACKGROUND: In recent five years, China's special education has entered a stage of rapid development, but insufficient attention has been paid to the psychological game technology in special education. Therefore, this paper attempts to use the research method of social network analysis to analy...

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Detalles Bibliográficos
Autores principales: Chen, Zhenyu, Yan, Langyun, Li, Keyan, Liao, Xian, Nong, Xiaoyu, Huang, Yuanchun, Tang, Peizhi
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Oxford University Press 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9264162/
http://dx.doi.org/10.1093/ijnp/pyac032.139
Descripción
Sumario:BACKGROUND: In recent five years, China's special education has entered a stage of rapid development, but insufficient attention has been paid to the psychological game technology in special education. Therefore, this paper attempts to use the research method of social network analysis to analyze the application and research status of psychological game technology in special education in China. SUBJECTS AND METHODS: 204 papers such as CNKI journals, academic papers and conference papers are selected as the research object. The keywords in the research field of psychological game technology in special education are extracted by SATI 4.0 and Gephi0.9.2 to generate a high-frequency keyword matrix. Finally, based on the social network analysis method, the keyword network composed of all high-frequency keywords is analyzed through macro analysis, central analysis and community analysis. At the same time, the state trait anxiety questionnaire was used. This study uses the state trait anxiety questionnaire to investigate the general anxiety of receiving special education, and then obtains the correlation between special education groups and general state anxiety and trait anxiety. The theoretical basis of this questionnaire is the concepts of state anxiety and trait anxiety proposed by Catell and Spielberger. The former describes an unpleasant emotional experience, such as tension, fear, anxiety and neuroticism, accompanied by hyperfunction of the autonomic nervous system, which is generally transient. Trait anxiety is used to describe the relatively stable anxiety tendency, which is a personality trait and has individual differences. It was compiled in Chinese by Spielberger et al. In 1980, it was translated into Chinese by Spielberger et al. STAI is composed of 40 descriptive questions with guidance and two subscales. Items 1-20 are state anxiety scale (S-AI). Half of them are items describing negative emotions and half are items describing positive emotions. This is mainly used to evaluate the immediate or recent experience or feeling of fear, tension, anxiety and neuroticism. Items 21-40 are called trait anxiety scale (T-AI), which is used to evaluate people's frequent emotional experience. Among them, 11 items described negative emotions and 9 items described positive emotions. Each item of STAI was scored at level 1-4. S-ai: 1 - none at all, 2 - some, 3 - medium, 4 - very obvious. T-AI: 1, almost none, 2, some, 3, often, 4, almost always. The subjects choose the most appropriate score according to their own experience. All positive emotion items are scored in reverse. The cumulative scores of s-ai and T-AI scales were calculated respectively, with a minimum value of 20 and a maximum value of 80, reflecting the degree of state or trait anxiety. The test results of STAI Chinese translation in China show that its reliability and validity are satisfactory and suitable for China. SPSS 11 for Windows software is used for data input and analysis. This paper makes an empirical study on the correlation between general state anxiety, trait anxiety and foreign language anxiety. RESULTS: There were few high-frequency keywords in the relevant research, and the frequency was higher than 10%. The descending order was “sand table game”, “special education”, “game”, “autism”, “children”, “sports game”, “game teaching”, “game therapy”, “autistic children”, “initial sand table” and “psychotherapy”, showing the hot changes of the relevant research; The density of the whole network is 0.132, which is small and the information flow is poor; Through the analysis of aggregation degree and network average path length, the network aggregation degree is 0.369 and the average path length is 2.313, indicating that there is a small world effect in high-frequency keywords; Sand table games, special education, autism, children and games have great influence in the network. They are located in the center of the network. The average centrality of the whole keyword co-occurrence network knowledge map is 4.5, and the overall centrality of the network is very low; Compared with other keywords, “sand table game”, “special education” and “children” are the core of the network, and have a higher degree of control over other keywords; Sand table games, special education, autism and children have a high degree of independence and are not controlled by other keywords; Through community-based analysis, six modules are found from 0 to 5 modules, of which 0 groups of communities are research hotspots, including sand table games, children, initial sand table, game technology, case studies, psychotherapy, attention deficit hyperactivity disorder, special education schools, psychological rehabilitation, behavioral problems, assessment, college students, mental retardation, Connors parents questionnaire and symptom questionnaire are the connecting parts of personality assessment. CONCLUSIONS: Psychological game technology is a relatively small group phenomenon in the research field of special education in China. Narrow research fields, few research hotspots, relatively loose research contents, insufficient research depth, loose research contents and insufficient research depth often lead to the generalization of relevant research, and the information exchange and cooperative research in relevant research fields need to be strengthened. In short, we should fully consider the important influence of psychological games on emotion, actively pay attention to the changes of their psychological emotion and behavior and their impact on positive and active behavior, actively organize rich activities flexibly according to the psychological characteristics of this part of the group, strive to build a relaxed and harmonious living atmosphere, create friendly and mutual assistance relations, encourage and guide this part of the group, and adjust their psychology to the best state, Promote the healthy development of their good cognition and life. ACKNOWLEDGMENTS: This study was supported by the Foundation of 2021 General Project of Humanities and Social Sciences Research of the Ministry of Education: Research on Professional Quality Improvement Strategies for Special Education Teachers in County Areas of the Western Region in the New Development Stage (no. 21YJA880046 to Ma Xiao-lan).