Computer Games
H. Dehghanzadeh; H. Dehghanzadeh; B. Minaei
Abstract
The purpose of the present study was to develop a computer game design framework for learning a variety of cognitive topics and assessing its effectiveness in procedural learning. To achieve this goal, a mixed research method was used. In the qualitative phase for obtaining the framework, a deductive ...
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The purpose of the present study was to develop a computer game design framework for learning a variety of cognitive topics and assessing its effectiveness in procedural learning. To achieve this goal, a mixed research method was used. In the qualitative phase for obtaining the framework, a deductive analysis was employed and in quantitative part for internal validation, a survey method to extract the experts' point of view was utilized. Moreover, for evaluating external validity in procedural learning, a pretest and post-test experimental group with a control group was used. Through analyzing the data related to the mechanics of computer games, 32 essential mechanics of computer games were extracted. Mechanics such as problem solving, search and exploration, action, implementation, hierarchy, and time limits were used for procedural learning in digital games. The proposed mechanics for internal validation were sent to 25 learning and game specialists and the results of the analysis of the internal validity of the framework assessment showed that the proposed framework for teaching cognitive subjects has a good validity. Furthermore, in order to obtain the external validity of the proposed framework, 40 students were placed in experimental (20) and control (20) groups. The results of covariance analysis to examine the effectiveness of an external validation also showed that there is a significant difference between the game design based on the proposed framework and the normal game.
Computer Games
M. Niazi; E. Shafaei; Z. Hasanzadeh
Abstract
Computer games are exciting entertainments for teens that are attractive due to their charm and enjoyment. Today, with the expansion of computer games, we witness various complications. Social science experts emphasize the role of these games in isolating, confusing, and reducing social interaction among ...
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Computer games are exciting entertainments for teens that are attractive due to their charm and enjoyment. Today, with the expansion of computer games, we witness various complications. Social science experts emphasize the role of these games in isolating, confusing, and reducing social interaction among adolescents as a result of computer game addiction. In this study, the role of computer games was studied with a focus on adolescent addiction to these games in their isolation. The study used a survey design and questionnaires and interviews were used to collect data on the two variables of computer addiction and soliloquy in adolescents. The reliability of the research instrument was confirmed using Cronbach's alpha test. The population of this study was all male students of guidance schools in Kashan in 2018. Using Cochran sampling formula, 320 individuals were randomly selected and surveyed. The research findings showed high correlation between the two variables of computer addiction and student isolation. Pearson test results were r = 0.452, the reliability of the relationship between the two high variables was statistically significant in the 99% confidence level. The type of relationship is positive indicating that with the increase in the rate of addiction to computer games, we are witnessing an increase in the social isolation of students.
Psychology, Video Games
M. Alborzi; F. Khoshbakht; R. Doroudi
Abstract
This study intended to investigate the relationship between the rate of the use of computer games and elementary school students’ academic procrastination considering the mediatory role of goal orientation. To this end, using a multi-stage cluster sampling procedure, 213 male and female elementary ...
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This study intended to investigate the relationship between the rate of the use of computer games and elementary school students’ academic procrastination considering the mediatory role of goal orientation. To this end, using a multi-stage cluster sampling procedure, 213 male and female elementary school students (112 female and 101 male students) were selected from the two educational districts of Shiraz. The instruments used in the study included a questionnaire on Academic Procrastination (Savari, 2011), one on Goal Orientation (Elliott, 1999 and McGregor, 2001) and a researcher-made questionnaire on the time spent using computer games daily. Regarding the first two questionnaires, Cronbach's alpha method was used to estimate the reliability and validity of the correlations of the items with the dimensions and the correlation of the dimensions with the total score was also used. The obtained results confirmed the acceptable validity and reliability of the questionnaires. To evaluate the model, path analysis was utilized using SPSS 21 software. Results indicated that there was a negative and significant relationship between academic procrastination, mastery-oriented goal orientation and the rate of the use of computer games. Furthermore, the mastery-avoidance goal orientation was a positive and significant predictor of academic procrastination. However, there was not any statistically significant difference between male and female students in terms of the relationship between goal orientation (performance-oriented, performance-avoidance, mastery-oriented, and mastery-avoidance) and the rate of the use of computer games. Findings of the research indicated that there was a negative and significant relationship between academic proclivity and goal orientation-dominant and tenderness-performance. Also, the use of computer games predicted a positive and significant predictive of academic achievement and predicted a negative and significant predictive the mastery-avoidance goal orientation. Also, there was no significant difference between male and female students in terms of academic procrastination and goal orientation.
Hojatollah Ayoubi
Abstract
Copy-right has been initially used in cultural and art industries. From that time there have been two different approaches to the matter: the commercial-economic approach which is concerned with the rights of suppliers and investors; and the other approach, the cultural one, which is especially concerned ...
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Copy-right has been initially used in cultural and art industries. From that time there have been two different approaches to the matter: the commercial-economic approach which is concerned with the rights of suppliers and investors; and the other approach, the cultural one, which is especially concerned with the rights of author. First approach is rooted in Anglo-American countries, while the other is originally French. Expansion of the computer market, and separating software and hardware markets caused to the so-called velvet-rubbery, which refers to the illegal reproduction in the market. Therefore, there were some struggles all over the world to protect rights of their producers. In present study, beside the domestic and international difficulties these strategies would encounter, this article has reviewed different strategies to face this challenge.
Tahmine Shaverdi; Shahrzad Shaverdi
Abstract
Divided to two different parts, this study reviewed students and their parents’ view of the impacts computer games have. In the first part, students’ view of the impacts computer games have would be reviewed, and the second part is dedicated to the parents’ ideas of the matter. Population ...
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Divided to two different parts, this study reviewed students and their parents’ view of the impacts computer games have. In the first part, students’ view of the impacts computer games have would be reviewed, and the second part is dedicated to the parents’ ideas of the matter. Population involves all the students from the fifth grade in primary school to the third grade students in high school and their parents. We have studied students in locales 3, 4 (in north), 15, 16 (in south), 5, 9 (in west), and 14, 8 (in east). We have reviewed ideas of at least 391 students in test group (who play more than 7 hours a week), and 386 ones in witness group (who play less than 4 hours a week). The survey method is questionnaire. However, 107 parents in witness group and 112 ones in test group were interviewed via telephone. These parents were randomly selected.
Bahareh Jalalzadeh; Behzad Dowran
Abstract
As other media, computer games convey messages which have tow features: explicit and implicit. Semiologically studying computer games and comparing them with narrative structures, the present study attempts to discover the messages they convey. Therefore we have studied and decoded “Special operation ...
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As other media, computer games convey messages which have tow features: explicit and implicit. Semiologically studying computer games and comparing them with narrative structures, the present study attempts to discover the messages they convey. Therefore we have studied and decoded “Special operation 85” as a semiological text. Results show that the game’s features, as naming, interests and motivations of the engaged people, and the events narrated, all lead the producers to their goals of introducing and publicizing Iranian-Islamic cultural values. Although this feature makes “Special Opreation 85” a unique game, it fails in its attempt to produce a mythical personage in Iranian-Islamic cultural context.