This study validated a Chinese adaptation of the Emotion Regulation Questionnaire for Children and Adolescents (ERQ-CCA), a self-report instrument that evaluates two emotion regulation (ER) strategies, based on the process model of ER. The ERQ-CCA was evaluated using a sample of 1381 Chinese children aged between 7 and 12 years. The internal consistencies of the two factors indicated adequate reliability. Confirmatory factor analysis (CFA) revealed good support as the structure proved to be identical with that of the original instrument. Multigroup CFA supported an invariant factor solution of the ERQ-CCA across several demographic variations (gender, age, registered permanent residence and migrant status) in different groups. Test-retest correlations over a 2-month period were calculated using a subsample of children (N = 70). Convergent validity was evaluated in relation to the model dimensions of the ERQ-CCA, Chinese version of the Children's Depression Inventory, and Chinese version of the Eysenck Personality Questionnaire for Children and Adolescents. Results indicated that the ERQ-CCA has generally satisfactory reliability and validity in investigating the use of two ER strategies during the middle childhood developmental period.
Purpose
This paper aims to build on work that has demonstrated the value of play or game-based learning environments and to further unpack how different kinds of play activities can support learning of academic concepts. To do so, this paper explores how students learn complex science concepts through collective embodied play by comparing two forms of play labeled as Inquiry Play and Game Play.
Design/methodology/approach
This study builds off of previous research that uses the Science Through Technology Enhanced Play (STEP) technology platform (Authors et al., 2015). STEP is a mixed reality platform that allows learners to playfully explore science phenomena, such as the rules of particle behavior in solid, liquid and gas, through collective embodied activity. A combination of interaction analysis and qualitative coding of teacher and student interactions are used to examine patterns in the learning processes during embodied play activities.
Findings
Both forms of play led to similar learning gains. However, Inquiry Play promoted more emergent, flexible modeling of underlying mechanisms while Game Play oriented students more towards “winning”.
Originality/value
By contrasting play environments, this paper provides new insights into how different features of play activities, as well as how teachers orient their students according to these different features, support students’ learning in collective activity. As a result, these findings can provide insights into the design of future play-based learning environments that are intended to support the learning of academic concepts.
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