تأثیر بازیهای رایانه ای غیربومی بر تغییر هویت دانش آموزان
محورهای موضوعی :
فن‎آوری اطلاعات
وحید فلاح
1
,
قهرمان محمودی
2
,
سیده شهین کاظمی
3
1 - استادیار دانشگاه آزاد اسلامی واحد ساری
2 - استادیار دانشگاه آزاد اسلامی واحد ساری
3 - کارشناس ارشد برنامه ریزی درسی، دانشگاه آزاد اسلامی واحد ساری
تاریخ دریافت : 1392/04/22
تاریخ پذیرش : 1393/03/22
تاریخ انتشار : 1392/05/10
کلید واژه:
هویت دینی,
بازی های رایانه ای,
هویت ملی,
هویت خانوادگی,
هویت جنسیتی,
هویت شخصی,
چکیده مقاله :
این تحقیق با هدف اصلی شناسایی تأثیر بازیهای رایانهای غیربومی بر تغییر هویت دانشآموزان براساس مؤلفههای هویت ملی، دینی، خانوادگی، جنسیتی و شخصی انجام شد. روش تحقیق، توصیفی از نوع زمینهیابی است. جامعه آماری، شامل: کلیه دانشآموزان دختر و پسر دوره متوسطه استان مازندران به تعداد 29757 نفر بود که با استفاده از فرمول کوکران، 487 نفر با روش نمونهگیری خوشهای چندمرحلهای انتخاب شدند. برای گردآوری دادهها از روش کتابخانهای و میدانی و ابزار پرسشنامه محققساخته استفاده شده است. روایی صوری و محتوایی پرسشنامه توسط متخصصان مربوطه تأیید شد و پایایی آن با استفاده از ضریب آلفای کرونباخ، 91/0 بهدست آمد. جهت تجزیه و تحلیل دادهها از آزمون tتک نمونهای، آزمون t دو گروه مستقل و تحلیل واریانس یکراهه (ANOVA) استفاده شده است. نتایج نشان داد که بازیهای رایانهای بر هویت ملی، دینی، خانوادگی، جنسیتی دانشآموزان تأثیر معنیداری دارد و بر هویت شخصی آنها تأثیر معنیداری ندارد. همچنین، اختلاف معنیداری بین دختران و پسران در تأثیر بازیهای رایانهای در متغیرهای هویت (دینی، خانوادگی، جنسیتی و شخصی) وجود دارد. این تأثیر در هویت پسران بیشتر از دختران است و تأثیر بازیهای رایانهای بر هویت دانشآموزان برحسب پایه و رشته تحصیلی اختلاف معنیداری ندارد. بهطور کلی، نتایج نشان داد، استفاده زیاد و نامناسب از بازیهای رایانهای غیربومی سبب تضعیف هویت دانشآموزان دوره متوسطه میشود.
چکیده انگلیسی:
The purpose of this study was to investigate the effects of non-native computer games on students’ identities with respect to national, religious, family, gender and personal components. It was a descriptive-survey research. The statistical population consisted of both male and female of 29757 middle school students from Mazandaran, among which 487 subjects were selected based on Cochran formula using multi-stage cluster sampling method. Library and field methods were used to collect research data as well as researcher-made questionnaire tool. The face and content-related validity of the questionnaire was verified by experts. One sample t test, binominal test, independent t test and one-way variance analysis (ANOVA) were used to analyze the data. Accordingly, the reliability of Chronbach's Alpha coefficient was 0.91. The results indicated that the computer games have significant influence on national, religious, family and gender identities of students. It had no effect on personal identity. There was a significant difference between males and females in religious, family, gender and personal identity variables. Male students were more affected than females. However, the grade and the field of study showed no meaningful difference between them. In general, the results indicated that frequent, improper use of non-native computer games has a debilitating effect on middle school students’ identity.
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