اثر بخشی بازیهای رایانهای بر توانایی حل مسئله کودکان
محورهای موضوعی : روانشناسی تربیتیمریم تقوی جلودار 1 , مهیار حامی 2
1 - دانشجوی دکترای روانشناسی، دانشگاه الزهرا
2 - دانش آموخته MBA، دانشگاه علوم و فنون مازندران
کلید واژه: کودکان, حل مسئله, بازیهای رایانهای,
چکیده مقاله :
هدف از پژوهش حاضر بررسی تأثیر بازیهای رایانهای بر توانایی حل مسئله در کودکان بود. برای رسیدن به اهداف پژوهش از طرح نیمه آزمایشی پیشآزمون-پسآزمون با گروه کنترل استفاده گردید. جامعه آماری پژوهش، کلیه دانشآموزان پایه سوم و چهارم شهر بابل بودهاند. به منظور انتخاب نمونه ابتدا دو دبستان پسرانه به روش تصادفی انتخاب و سپس از بین دانشآموزان این دو دبستان، تعداد 40 نفر از دانشآموزان پایه سوم و چهارم به طور تصادفی در چهار گروه 10 نفره بازیهای رایانهای اکشن، بازیهای رایانهای استراتژیک، بازیهای رایانهای آموزشی و گروه کنترل قرار گرفتند. نتایج تجزیه و تحلیل داده ها به کمک تحلیل کوواریانس نشان داد که اگر چه توانایی حل مسئله چهار گروه در پیشآزمون تفاوت معناداری نداشت، پس از تعدیل نمرات پیش آزمون بین میانگین چهار گروه در پسآزمون تفاوت معناداری وجود داشت (05/0 > P و 21/4 =(35و3)F). نتایج تحلیل کوواریانس همچنین نشان داد که پس از اجرای کاربندی آزمایشی، توانایی حل مسئله دانشآموزان (به جز گروه کنترل) در پسآزمون افزایش یافت و گروه آزمایشی بازیهای رایانهای استراتژیک از نظر توانایی اجرای حل مسئله عملکرد بهتری در مقایسه با گروه آزمایش بازیهای رایانهای اکشن و گروه کنترل از خود نشان داد. این یافتهها نشان داد که بازیهای رایانهای اکشن و استراتژیک تأثیری متفاوت در توانایی حل مسئله در کودکان دارند و اثرات بازیهای رایانهای استراتژیک و آموزشی تفاوت معناداری با یکدیگر ندارند
The aim of this study was to evaluate the effect of computer games on problem-solving ability. To do so, semi-experimental design pretest-posttest control group was used. The statistical society of the study, were all third and fourth grade students in the city of Babol. In order to select the sample, two boy schools were randomly selected and then between students of the two schools, 40 of the third and fourth grade students were randomly divided into four groups of 10-person action computer games, strategic computer games, educational computer games and the control group. The results of Analysis of Covariance showed that although there was no significant difference in pre-test problem-solving ability in four groups, after adjusting for pre-test and post-test there were significant differences between the four groups (P
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James, E. L., Coode-Bate, T., & Deeprose, C. (2009). Can Playing the Computer Game" Tetris" Reduce the Build-up of Flashbacks for Trauma? A Proposal from Cognitive Science.
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Lynch, W. J. (1983). Cognitive retraining using microcomputer games and commercially available software. Cognitive Rehabilitation.
Mehrabifar, F., Mortazavi, H., & Lesani, M. (2012). Reviewing the types of computer games and the time spent on them and their relationship with the students’ educational achievement in Kerman’s high schools (2009-2010). Research in Curriculum Planning, 34, 125-135. [In Persian]
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Perla, F., & O Donnell, B. (2004). Encouraging problem solving in orientation and mobility. Journal of Visual Impairment and Blindness, 98(1), 47-47.
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Rezaeian, A., Mohammadi, E., Azad Falah, P., and Shariatinejad, K. (2012). Effectiveness of computer games on the attention score of mentally retarded persons. Journal of Fundamentals of Mental Health, 54, 98-109 [In Persian].
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., ... & Rodriguez, P. (2003). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71-94.
Shallice, T. (1982). Specific impairments of planning. Philosophical Transactions of the Royal Society B: Biological Sciences, 298(1089), 199-209.
Strasburger, V. C., Hogan, M. J., Mulligan, D. A., Ameenuddin, N., Christakis, D. A., Cross, C., ... & Moreno, M. A. (2013). Children, adolescents, and the media. Pediatrics, 132(5), 958-961.
Vorderer, P., Hartmann, T., & Klimmt, C. (2003). Explaining the enjoyment of playing video games: the role of competition. Proceedings of the second international conference on Entertainment computing (pp. 1-9). Carnegie Mellon University.
Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication theory, 14(4), 388-408.
_||_Akinsola, M. K. (2008). Relationship of some psychological variables in predicting problem solving ability of in-service mathematics teachers. The Mathematics Enthusiast, 5(1), 79-100.
Amory, A., Naicker, K., Vincent, J., & Adams, C. (1999). The use of computer games as an educational tool: identification of appropriate game types and game elements. British Journal of Educational Technology, 30(4), 311-321.
Anderson, C. A., and Ford, C. M. (1986). Effect of the game player short-term effects of highly and mildly aggressive video games. Personality and Social Psychology Bulletin, 12(4), 390-402.
Atkinson, Hilgard, Nolen-Hoeksema, S., Fredrickson, B. L., Loftus, G. R., & Lutz, C. (2014). Introduction to psychology. Cengage Learning EMEA.
Balfe, L. (2012). Call of Duty: Modern Warfare 2. The 50 Cent Handbook-Everything you need to know about 50 Cent, 170.
Bell, A. C., & D'Zurilla, T. J. (2009). Problem-solving therapy for depression: A meta-analysis. Clinical psychology review, 29(4), 348-353.
Bernhaupt, R., Ijsselsteijn, W., Tscheligi, M., & Wixon, D. (2008). Evaluating user experiences in games. Proceedings of the international conference on Advances in computer entertainment technology, 309-310.
Bijari, M. (2013). The effects of playing math education computer game on self-direction and student education achievements in fifth grade students of the city of Birjand. M.S thesis in curriculum planning, University of Birjand. [In Persian]
Chuang, T.-Y., & Chen, W.-F. (2009). Effect of Computer-Based Video Games on Children: An Experimental Study. Educational Technology & Society, 12(2), 1–10.
Delbari, M., Mohammadzadeh, H., & Delbari, M. (2009). The Effect of Computer Games on Intelligence Quotient, Reaction Time, and Movement Time of Adolescents. Development & Motor Learning, 1(1), 135-145 [In Persian].
D'Zurilla, T. J., & Nezu, A. M. (1990). Development and preliminary evaluation of the Social Problem-Solving Inventory. Psychological Assessment: A Journal of Consulting and Clinical Psychology, 2(2), 156.
Funk, J. B., & Buchman, D. D. (1996). Playing violent video and computer games and adolescent self‐concept. Journal of communication, 46(2), 19-32.
Gagne, R. M. (1985). The conditions of learning and theory of instruction (4th Ed.). New York, NY: Holt, Rinehart & Winston.
Gunter, B. (1998). The effects of video games on children: The myth unmasked. A&C Black.
Holson, L. M. (2004). Out of Hollywood, rising fascination with video games. The New York Times on the Web.
Hong, J. C., & Liu, M. C. (2003). A study on thinking strategy between experts and novices of computer games. Computers in Human Behavior, 19 (2), 245-258.
James, E. L., Coode-Bate, T., & Deeprose, C. (2009). Can Playing the Computer Game" Tetris" Reduce the Build-up of Flashbacks for Trauma? A Proposal from Cognitive Science.
Karami, A. (2007). Measuring Children's Intelligence: Psychometric Tests, the Raven Intelligence Test. Psychometric Pub, Tehran [In Persian].
Lynch, W. J. (1983). Cognitive retraining using microcomputer games and commercially available software. Cognitive Rehabilitation.
Mehrabifar, F., Mortazavi, H., & Lesani, M. (2012). Reviewing the types of computer games and the time spent on them and their relationship with the students’ educational achievement in Kerman’s high schools (2009-2010). Research in Curriculum Planning, 34, 125-135. [In Persian]
Okagaki, L., and Frensch, P. A. (1994). Effects of video game playing on measures of spatial performance: Gender effects in late adolescence. Journal of Applied Developmental Psychology, 15(1), 33-58.
Perla, F., & O Donnell, B. (2004). Encouraging problem solving in orientation and mobility. Journal of Visual Impairment and Blindness, 98(1), 47-47.
Pourmohseni, F., Vafaei, M., & Azad Falah, P. (2004). The effect of computer games on mental rotation ability. Advances in Cognitive Science, 6(3-4), 75-84 [In Persian].
Rezaeian, A., Mohammadi, E., Azad Falah, P., and Shariatinejad, K. (2012). Effectiveness of computer games on the attention score of mentally retarded persons. Journal of Fundamentals of Mental Health, 54, 98-109 [In Persian].
Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., ... & Rodriguez, P. (2003). Beyond Nintendo: design and assessment of educational video games for first and second grade students. Computers & Education, 40(1), 71-94.
Shallice, T. (1982). Specific impairments of planning. Philosophical Transactions of the Royal Society B: Biological Sciences, 298(1089), 199-209.
Strasburger, V. C., Hogan, M. J., Mulligan, D. A., Ameenuddin, N., Christakis, D. A., Cross, C., ... & Moreno, M. A. (2013). Children, adolescents, and the media. Pediatrics, 132(5), 958-961.
Vorderer, P., Hartmann, T., & Klimmt, C. (2003). Explaining the enjoyment of playing video games: the role of competition. Proceedings of the second international conference on Entertainment computing (pp. 1-9). Carnegie Mellon University.
Vorderer, P., Klimmt, C., & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication theory, 14(4), 388-408.