基于数字教育游戏化的心理韧性培育—评估一体化工具构建与检验OA
Construction and Validation of an Integrated Tool for Resilience Cultivation and Assessment Based on Digitial Educational Gamification
心理韧性是个体应对压力与挑战的重要积极心理资源,传统线下培育存在成本高、覆盖面有限以及过程难以量化评估等问题.文章基于娱乐媒体使用韧性模型,以"享乐式娱乐—心理脱离"和"意义式娱乐—资源获取"为两条作用路径,将认知灵活性、积极性、联系性与毅力等心理保护性因子映射为游戏任务,开发了干预—评估一体化的心理韧性游戏化培育工具"心愈奇旅".研究采用随机对照试验(N=53),以 2(组别:游戏组/视频组)×2(时间:前测/后测)混合设计检验干预效果.结果表明,游戏化干预显著提升了心理韧性水平(前测 M=87.00,SD=11.02,后测 M=92.00,SD=13.41),效果明显优于视频干预(后测 M=84.28,SD=5.97).基于游戏内叙事测评与行为日志构建的 XGBoost 模型对后测心理韧性具有较好的预测性能(回归 R2=0.89,分类准确率为 0.94).文章提出了一套从理论构念到工具设计和循证评估的操作方案,为数字化心理韧性培育的过程性评估与个体化反馈提供了实证支撑.
Psychological resilience serves as a vital positive psychological resource for individuals to cope with stress and challenges.Traditional offline cultivation suffers from high costs,limited coverage,and difficulties in quantitative process assessment.Grounded in the Recovery and Resilience in Entertaining Media Use Model(R²EM),this paper constructs an integrated intervention-assessment gamified tool for resilience cultivation,Journey of Mental Recovery,by adopting the dual pathways of"hedonic entertainment-psychological detachment"and"eudaimonic entertainment-resource acquisition"and mapping psychological protective factors including cognitive flexibility,optimism,connectedness,and perseverance into game takes.A randomized controlled trial(N=53)with a 2(group:game vs.video)×2(time:pretest vs.posttest)mixed design is adopted to evaluate its intervention effects.The results show that the gamified intervention significantly improves psychological resilience(pretest M=87.00,SD=11.02;posttest M=92.00,SD=13.41),and its effect is markedly better than that of the video intervention(posttest M=84.28,SD=5.97).The XGBoost model built upon in-game narrative assessments and behavioral logs achieves favorable predictive performance for poststtest resilience(regression R²=0.89,classification accuracy=0.94).This research proposes an operational framework spanning theoretical constructs,tool design and evidence-based assessment,and provides empirical support for process evaluation and individualized feedback in digital resilience cultivation.
倪士光;高阳;林煜东
清华大学 深圳国际研究生院,广东 深圳 518055||深圳市哲学社会科学人工智能心理健康重点实验室,广东 深圳 518055西北大学 公共管理学院,陕西 西安 710069清华大学 深圳国际研究生院,广东 深圳 518055||深圳市哲学社会科学人工智能心理健康重点实验室,广东 深圳 518055
社会科学
心理韧性教育游戏化严肃游戏娱乐媒体使用韧性模型机器学习
psychological resilienceeducational gamificationserious gamerecovery and resilience model in entertainment mediamachine learning
《现代教育技术》 2026 (9)
24-33,10
本文受深圳市自然科学基金重点项目"青少年发育和情感障碍疾病机制和诊断研究"(项目编号:JCYJ20241202124000001)、北京高校思想政治工作研究课题重点项目"数智时代大中小学心理健康教育一体化"(项目编号:BJSZ2025ZD02)资助.
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