تأثیر بازی‎های رایانه‎ای بر سلامت روان دانش‎آموزان دوره متوسطه شهر گرگان

نوع مقاله: مقاله پژوهشی

نویسندگان

1 دانشیار گروه علوم تربیتی، واحد ساری، دانشگاه آزاد اسلامی، ساری، ایران

2 کارشناس ارشد تکنولوژی آموزشی، واحد ساری، دانشگاه آزاد اسلامی، ساری، ایران

چکیده

هدف از انجام این تحقیق، شناسایی تأثیر استفاده از بازی­ های رایانه­ ای توسط دانش­ آموزان دوره متوسطه بر سلامت روان آنها می‎باشد. این تحقیق با استفاده از روش پس رویدادی انجام گرفت. جامعه آماری آن شامل کلیه دانش­آموزان دوره متوسطه گرگان بود. حجم نمونه، با استفاده از فرمول کوکران، ۴۵۶ نفر محاسبه گردید. جهت انتخاب نمونه، ابتدا با استفاده از روش نمونه­گیری خوشه­ای از میان نقاط چهارگانه مدارس متوسطه شهر گرگان، چند مدرسه به صورت تصادفی به عنوان خوشه انتخاب شدند و سپس، متناسب با جمعیت آماری هر مدرسه (بر حسب جنسیت و جمعیت دانش‏آموزان)، نمونه لازم به صورت تصادفی انتخاب گردید. ابزار گردآوری داده­ها، پرسش‎نامه استاندارد سلامت عمومی GHQ28 در چهار بعد وضعیت جسمانی، اضطراب و اختلال خواب، میزان افسردگی و اختلال در کنش اجتماعی بود. داده‎ها با استفاده از روش‎های آمار توصیفی و آمار استنباطی شامل آزمونهای تی گروههای مستقل و آزمون تحلیل واریانس یک­ طرفه تجزیه و تحلیل شد. نتایج به­ دست آمده نشان داد که بازی­ های رایانه­ ای بر وضعیت جسمانی دانش­ آموزان مؤثر است، ولی تأثیری بر اضطراب و اختلالات خواب، میزان افسردگی، اختلال در کنش اجتماعی و در کل سلامت روانی دانش­آموزان ندارد. همچنین، در مقایسه ویژگی‎های جمعیت شناختی، بین وضعیت جسمانی، اضطراب و اختلال خواب و سلامت روان (در کل) دانش­ آموزان دختر و پسر تفاوت معنادار بود، ولی بر اساس پایه تحصیلی دانشآموزان، تفاوت معناداری به دست نیامد.

کلیدواژه‌ها


عنوان مقاله [English]

The Effects of Computer Games on the Mental Health of High School Students in Gorgan City

نویسندگان [English]

  • Taraneh Enayati 1
  • Kolsoom Bayyenat 2
1 Associate Professor, Sari Branch, Islamic Azad University, Sari, Iran
2 M.A. Graduated in Educational Technology, Sari Branch, Islamic Azad University, Sari, Iran
چکیده [English]

The present study aims to investigate the effect of computer games on the mental health of the high school students. This study was ex post facto. The statistical population included all high school students in Gorgan. Using Cochran formula, the sample was estimated 456 individuals. To select the sample, first, some schools were randomly selected as a cluster among the four districts of the secondary schools in Gorgan using cluster sampling and then the needed sample was randomly selected according to the population of any school (based on the students' gender and population). Data collection tools were the Standard General Health questionnaire GHQ28 in four dimensions of somatic symptoms, anxiety and insomnia, depression level, and social dysfunction. The data was analyzed using descriptive and inferential statistics including independent t-test and one way ANOVA. The obtained results showed that computer games affect the students' somatic symptoms, but they don't affect the students' anxiety and insomnia, depression level, social dysfunction and in general, their mental health. Furthermore, in comparing the demographic variables, there was a significant difference between the female and male students with regard to their somatic symptoms, anxiety and insomnia, and mental health (overall); however, no significant difference was found based on their educational level.

کلیدواژه‌ها [English]

  • Computer Games
  • mental health
  • somatic symptoms
  • anxiety and insomnia
  • Depression
  • social dysfunction
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