نقش بازی های رایانه ای در افت تحصیلی دانش آموزان متوسطه شهر تهران

نوع مقاله: مقاله پژوهشی

نویسندگان

1 عضو هیات علمی / گروه علوم ارتباطات

2 گروه علوم ارتباطات اجتماعی

چکیده

این تحقیق با هدف بررسی نقش بازی های رایانه ای در افت تحصیلی دانش آموزان متوسطه شهر تهران انجام گرفته است. تحقیق از نوع همبستگی و روش جمع آوری اطلاعات پیمایشی است، جامعه آماری تحقیق دانش آموزان متوسطه منطقه 3 شهر تهران که تعداد آنها 27535 نفر می باشد. از میان آنها تعداد 385 نفر بعنوان نمونه آماری براساس فرمول کوکران و به شیوه خوشه ای چند مرحله ای انتخاب شده اند. ابزار گردآوری اطلاعات شامل پرسشنامه محقق ساخته بود که اعتبار صوری و محتوایی و میزان پایایی آن بر اساس آلفای کرونباخ برآورد شده است. نتایج نشان می دهد 88 درصد دانش آموزان اظهار داشته اند که به اینترنت دسترسی دارند و مهمترین ابزار دسترسی آنها گوشی همراه است که میانگین استفاده از اینترنت 4 ساعت و 23 دقیقه می باشد. حدود 41 درصد بازی رایانه ای انجام می دهند که 65 درصد از گوشی همراه و 17 درصد نیز از پلی استیشن برای بازی استفاده می کنند و میانگین میزان بازی رایانه ای در شبانه روز حدود 2 ساعت و 55 دقیقه می باشد. از بین بازی ها، بازی های جنگی بالاترین فراوانی را به خود اختصاص داده است. مهمترین معیارهای انتخاب بازی توسط دانش آموزان به ترتیب شامل جالب بودن، هیجان انگیز بودن و متنوع بودن است. در نتیجه گیری می توان گفت بین میزان استفاده از بازی های رایانه ای، نوع بازی های رایانه ای، جنس، سن، رشته تحصیلی و پایگاه اجتماعی دانش آموزان با افت تحصیلی رابطه معنی داری وجود دارد.

چکیده تصویری

نقش بازی های رایانه ای در افت تحصیلی دانش آموزان متوسطه شهر تهران

کلیدواژه‌ها


عنوان مقاله [English]

The role of computer games in educational failure of high school students in Tehran

نویسندگان [English]

  • ali jafari 1
  • amir hoshang andalibian 2
1 faculty member/ department of communication
2 department of communication
چکیده [English]

The present study aims to identify the role of computer games on educational failure of high school students of Tehran. The method of the research is correlational and survey data collection method has been used. The pool of the study includes 27535 Tehran’s high school students(Region 3). The sample data (385 people) was selected randomly according to the Cochran Formula and stratified method. The tools for data collection were researcher-made questionnaire. Data were analyzed by use of SPSS software and quantitative and descriptive statistics and multiple pearson correlation test and T-test And One way anova. The results show 88% of students stated that they have access to the Internet and are the primary means of mobile phones that use the Internet an average of 4 hours and 23 minutes. 41% (209) Computer games are doing that 65% of mobile phones and 17 percent of PlayStation to play games and computer games daily average of 2 hours and 55 minutes. The games, war games have been allocated to the highest frequency. The selection criteria of game are included interesting, exciting, diverse, up to date..The results revealed that there is a meaningful relationship between Computer games, Types of computer games, Internet access, Sex, Age, Field of Study and Social Class and educational failure of students.

کلیدواژه‌ها [English]

  • educational failure
  • Internet addiction
  • Computer games
  • students
  • Tehran

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