رابطه میزان استفاده از بازی‎های رایانه‎ای با سلامت روانی و عملکرد ‎تحصیلی دانش‎آموزان

نوع مقاله: مقاله پژوهشی

نویسندگان

1 استادیار دانشگاه آزاد اسلامی واحد ساری

2 عضو هیأت علمی دانشگاه آزاد اسلامی واحد رودهن، دانشکده علوم تربیتی، ایران، رودهن

3 استادیار دانشگاه آزاد اسلامی واحد بندرگز

4 دانش آموخته کارشناس ارشد دانشگاه آزاد اسلامی واحد ساری

چکیده

این پژوهش با هدف بررسی رابطه استفاده از بازی‎های رایانه‎ای با سلامت روانی و عملکرد تحصیلی دانش‎آموزان انجام گرفت. تحقیق از نظر هدف کاربردی و از لحاظ روش، توصیفی از نوع همبستگی است. جامعه آماری شامل کلیه دانش‎آموزان پسر دوره راهنمایی شهرستان گالیکش (استان گلستان) بود که تعداد آنها در سال تحصیلی 1391-1390، 1576 نفر بود. حجم نمونه از جدول کرجسی و مورگان با روش نمونه‌گیری تصادفی طبقه‎ای بر حسب توزیع پایه 310 نفر انتخاب شد. ابزار انداز‎ه‎گیری، پرسش‌نامه بود که از پرسش‌نامه سلامت عمومی SCL -25 با پایایی 88/0 و پرسش‌نامه محقق ساخته (جهت گردآوری اطلاعات پیرامون میزان استفاده و نوع باز‎ی‌های رایانه‎ای) با پایایی 826/0 استفاده شد. اطلاعات با استفاده از آزمون کای اسکوئر و آزمون t و ضریب همبستگی پیرسون مورد بررسی قرار گرفت. یافته‎های پژوهش نشان داد که بین میزان استفاده از باز‎‎های رایانه‎ای و سلامت روان دانش‎آموزان رابطه معناداری وجود دارد. بین میزان استفاده از باز‎‎های رایانه‎ای و عملکرد تحصیلی دانش‎آموزان رابطه معناداری وجود دارد. بین سلامت روانی دانش‎آموزان با توجه به نوع بازی رایانه‌ای (ساده و خشن) مورد استفاده، تفاوت معناداری وجود ندارد. بین عملکرد تحصیلی دانش‎آموزان با نوع باز‎‎‎ی‌های رایانه‎ای مورد استفاده، رابطه معناداری وجود دارد. بنابراین می‌توان نتیجه گرفت که باز‎‎های رایانه‎ای بر سلامت روان و عملکرد تحصیلی تأثیر دارد. لذا، ضروری است، والدین بر میزان استفاده و نوع باز‎‎های رایانه‎ای توسط فرزندان دقت بیشتری داشته باشند.

کلیدواژه‌ها


عنوان مقاله [English]

The Relationship between the Amount of Playing Computer Games and Students’ Mental Health and Academic Performance

نویسندگان [English]

  • Saeid Saffarian Hamedani 1
  • Mahbubeh Abdollahi 2
  • Hossein Daeizade 3
  • Yaghoob Bayat 4
1 Assistant Professor, Islamic Azad University, Sari Branch
2 Faculty Member of Islamic Azad University, Roodehen Branch
3 Assistant Professor, Islamic Azad University, Bandar Gaz Branch
4 M. A. Graduated of Islamic Azad University, Sari Branch
چکیده [English]

The aim of this study was to investigate the relationship between playing computer games and students’ mental health and academic performance. Regarding the purpose, the research was applied, and the method of performing was descriptive and correlational. The statistical society included 1576 boy secondary school students in Galikesh town, Golestan province in academic year 2011-2012. Using Krejcie and Morgan table, 310 people were selected as the sample via stratified random sampling with respect to base distribution. The data has been collected via two questionnaires: SCL-25 public health questionnaire with reliability of 0.88 and standardized questionnaire (to gather information about the amount and type of computer games) with reliability of 0.826. To analyze the data, Chi-Square test, t-test and Pearson correlation coefficient were used. The results revealed that there was a significant relationship between computer games and students’ mental health. There was also significant relationship between computer games and students’ academic performance. There was no meaningful difference between the types of computer games (simple/violent) and mental health. Students’ academic performance had meaningful relationship with the type of computer games. It is, therefore, imperative that parents should be more careful about the amount and the type of computer games that children play.

کلیدواژه‌ها [English]

  • Computer Games
  • mental health
  • Academic performance
  • students
  1. Abdolkhalghi, M., Davachi, A., Sahbaei, F., & Mahmoudi, M. (2005). The relationship between video-computer games and aggression in guidance school boys in Tehran in 2003. Medical Sciences  Quarterly  Journal of Islamic Azad University, 15(3) (in Persian).
  2. Adeyemi, B. A. (2012). Effects of computer assisted instruction (CAI) on students achievement in social studies in Osun state, Nigeria. Mediteranean Journal of Social Sciences, 3(2), 269-277.
  3. Afkhami Aqda, M., Kamali Zarchi, M., & Shokohraveh, N. (2012). The effect of information and communication technology on the education process from the perspective of Yazd university students. Toloo – e Behdasht, 11(1), 41-52. (in Persian).
  4. Amiri, H., & Afsharinia, K. (2011). The role of performing computer games and children's behavioral disorders. Regional Conference on Child and Adolescent Psychological Issue. Kermanshah: Islamic Azad Univeristy, Kermanshah Branch. (in Persian).
  5. Bushman, B. J. & Gibson, B. (2011). Violent video games cause an increase in aggression long after the game has been turned off. Social Psychological and Personality Science, 2(1), 29-30.
  6. Chereny, I. D. (2008). Mom let me play more computer games: They improve my mental rotation skill. Retrieved 13 July 2008 from www.springer.com. sexroles. 59, 776-782.
  7. Ferguson. C. J. (2007). Evidence for publication bias in video game violence effect literature: A meta - analytic review. Journal Aggression and Violent Behavior, 12, 470- 482.
  8. Funk, J. B. (2006). Exposure to violent video games and desensitization to violence in children and adolescents. ICEC,LNCS, 4161, 96-102.
  9. Ganter, B. (2009). The effect of computer and video games on children. (Translated by Pour Abedi Nainei, H.) Tehran: Roshd. (in Persian).
  10. Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violence video games habits on adolescent hostility, aggressive behaviors and school performance. Journal of Adolescent, 27(1). Retrieved from www.sciencedirect.com
  11. Ghatrifi, M., Rashid, Kh., & Delaver, A. (2006). The effect of computer games on guidance school female and male students' mental health and academic performance  in tehran. Journal of Psychology and Educational Sciences, Allameh University, 3. (in Persian).
  12. Heydari, Gh. H., Modanloo, Y., Niaz Azari, M., Jafari Galouche, A. (2010). Comparison of the English language training effect by educational software and traditional method on students' academic achievement. Journal of Information and Communication Technology in Educational Sciences, 1(1), 103-115. (in Persian).
  13. Irwin, A. R., & Gross, A. M. (1995). Cognitive tempo, violent video games, and aggressive behavior in young boys. Journal of Family Violence, 10, 337-350.
  14. Jadidian, A. A., Pasha Sharifi, H. & Ganji, H. (2012). Meta-analysis of violent and nonviolent computer games on aggression.Journal of Information and Communication Technologiys in Educational Sciences, 2(3), 107-127. (in Persian).
  15. Javadi, M. J., Emami Pour, S., & Rezaei Kashi, Z. (2009). The relationship between computer games and aggression and, parent- child  relationship in students. Journal of Psychological Researches, 1(30), 79-90. (in Persian).
  16. Kardaras, E. (2007). The effect of video games on the Brain, 13(9), 117.
  17. Kruot, R. E., & Gross, E. F. (2000). The impact of home computer use on children activity and development. Future child, 10(2), 123-144.
  18. Manteghi, M. (2001). The study of consequences of video – computer games. Tehran: Farhang and Danesh issue. (in Persian).
  19. Manteghi, M. (2008). Tips for parents about children's use of new communication technologies. Tehran: Abed issue. (in Persian).
  20. Moller, I. & Krahe, B. (2009). Exposure to violent video games on aggression in German adolescences: A longitudinal analysis. Journal of Aggressive Behavior, 35, 76-89.
  21. Najarian, B., & Davoudi, I. (2001). Construction and validation of a SCL-25 short term form of SCL-90-R. Psychology, 5(18), 136-149. (in Persian)
  22. Patton, G. C., Sawyear, S. M. (2000). Media and young minds. Medical Journal of Australia, 21(8), 74. Retrieved from http:// www.mja.com
  23. Plaus quellec. M. (2000). Are virtual worlds a threat to mental health of children and adolescents, 2(1), 117-129.
  24. Pour Mohseni Kelvari, F. (2004). The effects of computer games on cognitive skills of  teens. Masters Thesis, Tehran Tarbiat Modarres University, College of Humanities. (in Persian).
  25. Samadi, J. (2009). The relationship between the use of computer games and guidance school students' mental health and academic performance. Masters thesis, Roudehen: Islamic Azad University, Roudehen branch. (in Persian).
  26. Snider, M. (2012). Study: Video-game-playing kids showing addiction symptoms. Retrieved from http://www.healthrightsam/eng/more/379/
  27. Wei, R. (2007). Effects of playing violent video games on chines adolescents Pro-violence attitude, attitudes towards others, and aggressive behavior. Cyber Psychology & Behavior, 10(3), 371-380.