摘要: | 本研究目的在於了解遊戲治療學習新手在遊戲治療單元中情緒的自我覺察狀況,了解遊戲治療新手個人情緒的部分。以人際歷程回憶法(Interpersonal process recall interview, IPR)的方式蒐集情緒覺察的資料。並對照生理回饋儀的資料,從多方面探討遊療學習者在遊戲治療單元中的情緒狀況。
參與本研究的遊戲治療新手有4位。參與者為國內某大學心理輔導研究所,修習「遊戲治療初階課程」的研究生。參與本研究的遊戲治療新手各與一位兒童進行遊戲治療單元,共4位兒童,兒童年齡在3-5歲之間。受訪者進行兩次遊戲治療單元。在遊戲治療結束後,研究者與受訪者進行口語訪談,回朔遊療新手的情緒覺察經驗歷程。於48小時內,以人際歷程回憶法的方式蒐集更豐富的資料,透過觀看影片,訪談聚焦在情緒覺察事件。人際歷程訪談過後,在遊戲治療結束一周內,觀看影片與生理回饋資料,進行訪談。
研究結果如下:
一、 新手的焦慮:未知經驗的預期與想像帶給遊戲治療新手,遊戲互動前的緊張。
二、 模糊的專業自我:對於專業認知、專業角色的不確定,使得遊戲治療新手在遊戲互動過程中,有許多的猶豫與抉擇的情況發生,間接影響遊戲治療單元互動。
三、 期待與兒童之間的關係:遊戲治療新手原先對兒童的態度影響,過程當中期待與兒童之間關係的接近。
四、 突發狀況:兒童參與度低、兒童在遊戲室中強烈的情緒表達,這兩類突發狀況,讓遊戲治療新手陷入壓力的情境。
五、 IRP與生理回饋工具運用的對新手情緒覺察有正向影響。
The purpose of this study is to understand the Emotional Self-Awareness condition of Novice Play Therapists in the Play Therapy Sessions, to understand the personal emotions of the novice. Interpersonal process recall interview(IPR) to recall awareness of the emotional way to collect data. Compared to Biofeedback Data and Discussion many aspects emotional state about Novice Play Therapists.
The participants of this study were four undergraduates from a college who attended "play therapy introductory " course. Involved in the study of play therapy for a total of four children, children between the ages of 3-5 years old. Each novice Conduct play therapy drills twice. At the end of play therapy, the conducted oral interviews with respondents, backtracking novice play therapy experience emotional awareness course. Within 48 hours, by way of Interpersonal process recall interview richer information collected through watching videos, interviews focused on emotional awareness events. After interviews, watch videos and biofeedback data, conduct interviews.
The results were as follows:
A novice anxiety: Unknown experience and imagination to bring the game is expected to treat the novice, nervous before the game interaction.
Second, the vague professional self: For professional knowledge, professional role of uncertainty, making the game play therapy novice interactive process, there are a lot of hesitation and choice situation occurs, the indirect impact of interactive play therapy unit.
Third, expectations the relationship closer between Children and self .
Fourth, unexpected situations: children's participation is low, children express strong emotions in the game room, these two types of unexpected pressure situations.
Five, IRP and biofeedback tool use has a positive influence on the emotional self-awareness of novice. |