تأثیر استفاده از بازیهای رایانهای بر ابعاد رفتاری دانشآموزان
محورهای موضوعی :
فن‎آوری اطلاعات
حسین مهدیان
1
,
حسین مؤمنی مهموئی
2
,
حمید رفیعیپور
3
1 - استادیار گروه روانشناسی، دانشگاه آزاد اسلامی واحد بجنورد، بجنورد، ایران
2 - استادیار گروه علوم تربیتی، باشگاه پژوهشگران جوان و نخبگان، دانشگاه آزاد اسلامی واحد تربت حیدریه، تربت حیدریه، ایران
3 - دانش آموخته کارشناسی ارشد آموزش ابتدایی، دانشگاه آزاد اسلامی واحد قائنات، قائنات، ایران
تاریخ دریافت : 1393/03/01
تاریخ پذیرش : 1393/06/07
تاریخ انتشار : 1393/11/12
کلید واژه:
بازیهای رایانهای,
ابعاد رفتاری,
اختلالات رفتاری,
چکیده مقاله :
هدف از انجام این پژوهش بررسی تأثیر استفاده از بازی های رایانهای بر ابعاد رفتاری دانشآموزان پسر پایه سوم مقطع ابتدایی مدارس دولتی شهرکاشمر بوده است. پژوهش حاضر، از نوع علیـمقایسهایاست. تعداد 250 نفر از دانشآموزان پسر پایه سوم ابتدایی از طریق نمونهگیری خوشهای چند مرحلهای انتخاب شدند. پس از انتخاب تصادفی این 250 نفر، دو گروه 30 نفره از بین این نمونه غربال شدند. برای تعیین دو گروه از بین 250 نفر، 30 نفر اول که دارای بیشترین میزان استفاده از بازیهای رایانهای بودند انتخاب شدند و برای انتخاب گروه مقایسه، 30 نفر که دارای کمترین میزان استفاده از بازیهای رایانهای بودند، یا اصلاً از بازی رایانهای استفاده نمیکردند، انتخاب شدند. در این پژوهش برای گردآوری دادهها از پرسشنامه شخصیتی سیاتل (SPQ) استفاده شد که ابعاد شخصیتی کودکانی را که به مدرسه میروند (در سن رفتن به مدرسه قرار دارند) مورد ارزیابی قرار میدهد. برای تحلیل دادهها، از آزمون t مستقل استفاده شد. نتایج این پژوهش نشان داد، دانشآموزانی که از بازیهای رایانهای استفاده میکنند، دارای میانگین بالاتری در افسردگی، اختلالات سلوکی، اختلال جسمانی و احساس تنهایی در مدرسه هستند. تفاوت بین دو گروه معنادار بود و میتوان نتیجه گرفت که استفاده از بازی های رایانهای در افزایش افسردگی، اختلالات سلوکی و اختلال جسمانی و احساس تنهایی دانشآموزان مؤثر بوده است.
چکیده انگلیسی:
The aim of the study was to investigate the effect of using computer games on behavioral aspects of third-grade male primary students in Kashmar City. The method was causative-comparative. Via a multiple-stage cluster sampling, a sample of 250 students was selected, among whom two groups of 30 people were sifted. One group consisted of the first 30 participants who had the most amount of using computer games and the second group, the control group, consisted of 30 participants with the least or no computer games. The Seattle personality questionnaire (SPQ), that measures the personality aspects of children at school age (at the age of starting to go to school) was used for data gathering. To analyze the data, independent t test was used. The results showed that the students who used computer games had more percentage of depression, psychopathy, physical disorder and loneliness at school. The results indicated a sharp difference between these groups, so that using computer games has significant influences on the increase of depression, psychopathy, physical disorder and loneliness.
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