رویکردی نو بر آموزش کودکان

رویکردی نو بر آموزش کودکان

رابطه بازی‌های رایانه‌ای و میزان رفتار خشونت‌آمیز و تاثیر آن بر عزت نفس دانش آموزان

نوع مقاله : مقاله پژوهشی

نویسندگان
1 دانشگاه فرهنگیان
2 دانشگاه آزاد
چکیده
پژوهش حاظر با هدف بررسی رابطه بین بازی‌های رایانه‌ای بر میزان رفتار خشونت‌آمیز و تاثیر آن بر عزت نفس دانش آموزان در مقطع دوره دوم ابتدایی در مدارس ناحیه ۲ تبریز انجام شد. پژوهش حاضر از نظر هدف، یک تحقیق کاربردی و از نظر روش توصیفی، از نوع همبستگی بود. جامعه آماری پژوهش را کلیه دانش‌آموزان در مقطع ابتدایی در مدارس ناحیه ۲ تبریز تشکیل می‌داد که تعداد آن‌ها 960 نفر بود. حجم نمونه با استفاده از فرمول کوکران 275 نفر بدست آمد و نمونه‌ها با استفاده از روش نمونه‌گیری تصادفی ساده انتخاب شدند. ابزارهای گردآوری اطلاعات در این پژوهش شامل پرسش‌نامه بازی‌های رایانه‌ای وانگ و چانگ (2002)، مقیاس عزت نفس کوپر اسمیت (2000) و پرسش‌نامه رفتارهای خشونت‌آمیز منصور(1394) بود. در بخش اجرایی این پژوهش، پس از هماهنگی‌های لازم با آموزش و پرورش در خصوص اهمیت و اهداف مطالعه صحبت شد. پس از جلب همکاری مسئولین، پرسشنامه در اختیار دانش‌آموزان مقطع ابتدایی قرار داده شد و توضیحات لازم در زمینه تشکیل پرسشنامه‌ها داده شد و از آنان خواسته شد تا به سؤالات مطرح شده در پرسشنامه پاسخ دهند. در این پژوهش، برای تجزیه و تحلیل اطلاعات از شاخص‌های آمار توصیفی (فراوانی، درصد، درصد تجمعی و نمودار) و روش‌های آمار استنباطی (همبستگی و رگرسیون) برای آزمون فرضیات با استفاده از نرم‌افزار SPSS26 انجام شد. توصیف جنسیت پاسخ دهندگان نشان داد 117 نفر (5/42 درصد) از پاسخ دهندگان دختر و 158 نفر (5/57 درصد) از پاسخ دهندگان پسر بودند. توصیف پایه تحصیلی پاسخ دهندگان نشان داد 50 نفر (2/18 درصد) از پاسخ دهندگان پایه چهارم ابتدایی، 114 نفر (5/41 درصد) پایه پنجم ابتدایی 111 نفر (4/40 درصد) پایه ششم ابتدایی بودند. نتایج حاصل از آزمون رگرسیون خطی ساده نشان داد بازی‌های رایانه‌ای با ضریب رگرسیونی 72/0 می‌تواند به طور معناداری رفتارهای خشونت‌آمیز را در بین دانش‌آموزان پیش‌بینی کرده ونیزبازی‌های رایانه‌ای با ضریب رگرسیونی 89/0- می‌تواند به طور معناداری میتواند رفتارهای عزت نفس را در بین دانش‌آموزان پیش‌بینی نماید.
کلیدواژه‌ها

موضوعات


عنوان مقاله English

Relationship between computer games on the level of violent behavior and its effect on the self-esteem of male students elementary school

نویسندگان English

yagoub nikookar 1
saede Hazrati 2
1 farhangian University
2 Azad University
چکیده English

The current research was conducted with the aim of investigating the relationship between computer games on the level of violent behavior and its effect on the self-steem of students in the second grade of elementary school in the schools of District 2 of Tabriz. The current research was an applied research in terms of its purpose and correlational in terms of its descriptive method. The statistical population of the research was made up of all the students in primary school in the schools of District 2 of Tabriz, whose number was 960. The sample size was 275 people using Cochran's formula and the samples were selected using simple random sampling method. The data collection tools in this research included Wang and Chang's (2002) computer games questionnaire, Cooper Smith's self-esteem scale (2000) and Mansour's violent behavior questionnaire (2014). In the executive part of this research, after the necessary coordination with education, the importance and objectives of the study were discussed. After obtaining the cooperation of the authorities, the questionnaire was given to the primary school students and the necessary explanations were given in the field of questionnaires and they were asked to answer the questions raised in the questionnaire. In this research, to analyze information from descriptive statistics indicators (prevalence, percentage, cumulative percentage and graph) and inferential statistics methods (correlation and regression) were used to test hypotheses using SPSS26 software. The gender description of the respondents showed that 117 (42.5%) of the respondents were female and 158 (57.5%) of the respondents were male. The description of the educational level of the respondents showed that 50 people (18.2%) of the respondents were in the fourth grade of primary school, 114 people (41.5%) were in the fifth grade of primary school, and 111 people (40.4%) were in the sixth grade of primary school. The results of the simple linear regression test showed that computer games with a regression coefficient of 0.72 can significantly predict violent behaviors among students, and computer games with a regression coefficient of -0.89 can significantly predict self-esteem behaviors among students. to predict

Keywords: computer games, self-esteem, violent behaviors

کلیدواژه‌ها English

computergames
self-esteem
violentbehaviors
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  • تاریخ دریافت 03 شهریور 1403
  • تاریخ بازنگری 15 شهریور 1403
  • تاریخ پذیرش 18 شهریور 1403
  • تاریخ اولین انتشار 18 شهریور 1403
  • تاریخ انتشار 01 اسفند 1403