رابطه میزان استفاده از بازیهای رایانهای با سلامت روانی و عملکرد تحصیلی دانشآموزان
محورهای موضوعی :
فن‎آوری اطلاعات
سعید صفاریان همدانی
1
,
محبوبه عبداللهی
2
,
حسین دایی زاده
3
,
یعقوب بیات
4
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
تاریخ دریافت : 1392/02/17
تاریخ پذیرش : 1392/11/07
تاریخ انتشار : 1392/01/12
کلید واژه:
بازی&lrm,
های رایانه&lrm,
ای,
سلامت روانی,
عملکرد تحصیلی,
دانشآموزان,
چکیده مقاله :
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.
چکیده انگلیسی:
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.
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