رابطه استفاده از بازی های رایانه ای با وضعیت تحصیلی دانش‌آموزان دختر دوره متوسطه شهر بابل

نوع مقاله: مقاله پژوهشی

نویسندگان

1 عضو هیأت علمی گروه مهندسی کامپیوتر، دانشگاه آزاد اسلامی واحد ساری، ساری، ایران

2 کارشناس ارشد تحقیقات آموزشی، دانشگاه آزاد اسلامی واحد رودهن، رودهن، ایران

3 دانشجوی کارشناسی مهندسی کامپیوتر، دانشگاه آزاد اسلامی واحد ساری، ساری، ایران

چکیده

پژوهش حاضر، با هدف بررسی رابطه استفاده از بازی‌های رایانه‌ای با افت تحصیلی دانش‌آموزان دختر دوره متوسطه انجام شده است. روش پژوهش، توصیفی از نوع همبستگی و جامعه آماری این پژوهش دانش‌آموزان دختر دوره متوسطه شهر بابل به تعداد 7542 نفر در سال تحصیلی 93-1392 بودند. حجم نمونه بر اساس جدول کرجسی و مورگان، 364 نفر تعیین شد. نمونه‌گیری به روش تصادفی خوشه‌ای انجام پذیرفت. ابزار گردآوری اطلاعات دو پرسش‌نامه محقق‌ساخته بازی‌های رایانه‌ای و وضعیت تحصیلی، مجموعاً 25 سؤالی به صورت بسته پاسخ در طیف پنج‌ گزینه‌ای لیکرت بوده است. روایی صوری و محتوایی ابزار توسط متخصصان و صاحب‌نظران رشته تکنولوژی آموزشی و روان‌شناسی مورد تأیید واقع شده است و ضریب پایایی آن با استفاده از آزمون آلفای کرونباخ 83/0 محاسبه شد. داده‌ها در دو سطح توصیفی با استفاده از جداول و نمودارها، میانگین و انحراف معیار و سطح استنباطی با استفاده از آزمون کولموگروف- اسمیرونف و آزمون‌های پارامتریک تی تک نمونه و ضریب همبستگی پیرسون مورد توصیف و تحلیل واقع شد. نتایج نشان داد که اکثریت دانش‌آموزان دختر دوره متوسطه شهر بابل از بازی‌های رایانه‌ای استفاده می‌کنند. هم‌چنین، یافته‌ها حاکی از آن بود که بین بازی‌های رایانه‌ای با افت تحصیلی و انگیزه تحصیلی رابطه قوی و با یادگیری دانش‌آموزان دختر دوره متوسطه شهر بابل رابطه ضعیف وجود دارد.

کلیدواژه‌ها


عنوان مقاله [English]

The Relationship between the Use of Computer Games and the Educational Status of Female High School Students in Babol

نویسندگان [English]

  • Mirsaeid Hosseini Shirvani 1
  • Samaneh Hajikhanian 2
  • Sara Hajikhanian 3
1 Faculty Member of Computer Engineering Department, Sari Branch, Islamic Azad University, Sari, Iran
2 M.A. in Educational Research, Roudehen Branch, Islamic Azad University, Roudehen, Iran
3 Bachelor Student of Computer Engineering, Sari Branch, Islamic Azad University, Sari, Iran
چکیده [English]

The present study aimed at investigating the relationship between the use of computer games and educational status of female high school students in Babol. The study adopted a correlation- descriptive approach as its methodology. The population of the study consisted of 7542 female students at secondary level in Babol in the academic year of 2013-2014. Based on Krejcie and Morgan table, 364 persons were chosen as the sample through cluster random sampling. The data gathering tool was two researcher-made questionnaires of computer games and educational status including 25 closed-answer questions in 5-point Likert scale, the content and face validity of which were confirmed by experts and specialists in the field of educational technology and psychology. The reliability was estimated as 0.828 by Chronbach's alpha coefficient. Data were analyzed at two levels of descriptive statistics including tables and diagrams, mean and standard deviation and inferential statistics using Kolmogorov-Smirnov test, parametric tests, one sample t-test and Pearson coefficient of correlation test. The results showed that most of the female high school students in Babol used computer games. Also, the findings showed that there was a strong relationship between computer games with educational failure and motivation, and there was a weak relationship between computer games and female high school students’ learning in Babol.

کلیدواژه‌ها [English]

  • Computer Games
  • educational failure
  • learning
  • Educational motivation
  1. Ahmadi, S. (1998). The effect of computer games on adolescents of Isfahan city. Cultural Research, 9 &10, 17-87. (in Persian).
  2. Aminifar, E., Sedghpoor, S., & Bahramzade Dabagh, H. (2012). The impact of computer games on students' motivation and mathematic improvement. Journal of Technology of Education, 6(3), 177-184.
  3. Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feeling and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790.
  4. Atashak, M., Baradaran, B., & Ahmadvand, M. (2013). The effect of computer games on students social skills and academic achievement. Educational Technology, 7(4), 297-305.
  5. Bijari, M. (2013). The influence of computer games on self-handled learning mathematic and educational improving in fifth grade in elementary school in Birjand. The M.A. Thesis of Educational Science, Psychology and Educational Planning Faculty, Birjand University. (in Persian).
  6. Gentile, D. A., Iynch, J. R., Linder, J. R., & Walsh, D. A. (2004). The effects of violent videogame habits on adolesent hostility, aggressive behaviours and school performance. Adolesence, 27(10), 5-22.
  7. Ghatrifi, M., Rashid, K. H., & Delavar, A. (2006). The effect of computer games on mental health and students performance of boys and girls in Tehran junior high school. Psychology and Educational Sciences, 3, 1-18.
  8. Gunter, B. (2009). The effect of video and computer games on kids (Translated by Pourabedi Naiini, H.). Tehran: Javaneh Roshd. (in Persian).
  9. Hoseini, D. (2011). The Computer games at one glance to features, Do’s and don’ts. Rahavard Noor, 36, 28-33. (in Persian).
  10. Javadi, M., Emamipour, S., & Rezaei Kasha, Z. (2009). The relationship between computer games with aggression and parent-child relationships in students. Psychology Research, 1(3), 79-90. (in Persian).
  11. Laurel, B. (1993). Computer as theatre. New York: Addison-Wesley.
  12. Levy, S. (1984). Hackers: Heroes of the computer revolution. New York: Anchor Press/Doubleday.
  13. Mayfield, M. (1982). Video games only fit for old. USA Today (November 10).
  14. Mehr News Agency. (2013). Video games causes academic failure of 70% of students. Report code: 2191218. Retrieved December 12, 2013, from www. mehrnews.com (in Persian).
  15. Mehrabifar, F., Mortazavi, H., & Lesani, M. (2012). The review of types and duration of playing with computer games and its relation with the progress of students in Kerman. Research in the Curriculum Planning, 2(7), 125-135. (in Persian).
  16. Movaseghi, H. (2001). Psychology of playing games. Karaj: Karaj Islamic Azad University Press. (in Persian).
  17. Peter Hughes, F. (2010). Psychology of games (kids, games and growth). (Translated by Ganji, K.). Tehran: Roshd. (in Persian).
  18. Secunda, V. (1983). Pac Man is (a) Globbling or (b) Nourishing our kids. TV Guide (February 19), 11-12
  19. Shaverdi, T., Shaverdi, Sh. (2009). The review of children, adolescents and their mothers’ opinion about social effects of computer games. Journal of Cultural Research, 2(7), 47-76.
  20. Student Association of Islamic Azad University of Lahijan Branch. (2010). The computer games and their influences on children and adolescents. Retrieved from www.liau.ac.ir
  21. Wilson, J. (1992). A brief history of gaming: Part 1. Computer gaming world (July). In The effect of the effects of video games on children: The myth unmasked, By B. Gunter, Sheffield Academic Press.