scholarly journals “Brutal Kill!” Violent video games as a predictor of aggression

Psico-USF ◽  
2020 ◽  
Vol 25 (2) ◽  
pp. 261-271
Author(s):  
Bruno Gonçalves de Medeiros ◽  
Carlos Eduardo Pimentel ◽  
Maurício Miranda Sarmet ◽  
Tailson Evangelista Mariano

Abstract In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior.

Author(s):  
Yayan Eryk Setiawan

Patterns generalization learning at the junior high school is more emphasis on the generalization of linear patterns. One problem in generalizing linear patterns is that students do not know the process of using trial and error strategies to generalize linear patterns. For this reason, the purpose of this study was to analyze the thought processes of 2 junior high school students who succeeded in generalizing linear patterns using trial and error strategies. The results show that there are two trial and error strategies that can be used to generalize linear patterns, namely: (1) Trial and error strategy by looking at the relationship of quantity consists of three steps. The first step is called relating, namely, the subject connects between the first term, the term in question, and difference. The second step is called searching, where the subject finds similarities by using addition and subtraction operations to obtain the nth term formula. The third step is called extending; the subject expands the pattern into more general structures by looking at the relationship between quantities. (2) Trial and error strategy by looking at patterns that consist of three steps. The first step is called relating, namely, the subject connects small positive integers by using arithmetic operations to obtain the first term and the second term. The second step is called searching, where the subject finds similarities by finding the formula for the first, second, and third terms. The third step is called extending, where the subject expands the pattern into more general structures by looking at the pattern that applies to the first, second, and third terms.


2021 ◽  
Vol 58 (1) ◽  
pp. 4741-4749
Author(s):  
Gufron Amirullah Et al.

This study aims to measure the value of the relationship between elaboration skills and creativity through mind mapping on the subject of environmental change in high school students. For that purpose, a total of 39 students were involved in this study. Participants were determined by convenience sampling to work on the instrument test and non-test issues. The test instrument is in the form of a description to measure the development skills and a non-test instrument in the form of a mind-mapping section to measure student creativity. Data were analyzed using a simple regression analysis after being entered on the Excel encoding sheet. This study shows a correlation between skill development and creativity through mind mapping of material changes in the environment (y = 30,977 + 0.7047x). The average score for student development and creativity in mind mapping was in the category 60.83 and 73.84 respectively. Based on the results of data analysis, the value of F (0.82 <2.98) is obtained, so the two variables are classified as linear. This study can inform the assessment of the relationship between good development skills and creativity in the creation of new ideas through a mind map.


2020 ◽  
Vol 25 (3) ◽  
pp. 47-63
Author(s):  
Agnieszka Lasota ◽  
Magdalena Kobylarczyk

This study was designed to examine relationships between adolescents’empathy and aggression and parental attitudes. Two hundred and one high school students aged 16-18 completed the Polish Retrospective Parental Attitude Questionnaire, Interpersonal Reactivity Index and the Buss-Perry Aggression Questionnaire. Results showed that paternal attitudes have a great influence on the level of aggression in children, either raising (inconsistency and excessive demands) or lowering it (acceptance and autonomy). In contrast, the role played by empathy is considerably lower and only supports the relationship between parental attitudes and level of aggression. It also turned out that empathy partly plays the role of a mediator between fathers‘parental attitudes and the level of aggression in adolescents.


2017 ◽  
Vol 6 (2) ◽  
pp. 121-128
Author(s):  
Yanto Prasetyo

Abstract                 This study aims to determine the relationship of lifestyle with shopping addiction in students. The hypothesis proposed is that there is a link between lifestyle and student shopping addiction. The subject of this research is high school students 17 August 1945 Surabaya who is currently in class XI. The sample in this study amounted to 55 students taken using random sampling technique. The data were collected using two scales: lifestyle scale to reveal the lifestyle level of a person and the scale of shopping addiction to reveal the level of shopping addiction. Testing of major hypothesis done by using product moment analysis and show a very significant relation between lifestyle with shopping addiction of student with r xy = 0,662; p = 0.000 (p <0.010). When comparing the mean empirical value and the theoretical mean indicating the average lifestyle and shopping addiction of students is high.              Keywords: Lifestyle, Shopping addiction


Author(s):  
Anggi Yulihar And Nora Ronita Dewi

The study deals with the developing interactive media for senior high school students. The objective of this study is to find out how to develop interactive media for better speaking skill of senior high school students. The research was conducted by using Research and Development (R&D). The subject of this research was 2016/2017 students of the eleventh grade of Class XI IPA4 in SMAN 1 Batang Kuis. The number of the students was 30 students. The data of this study was collected by using need analysis questionnaire and experts’ judgment. Need analysis questionnaire was calculated by using percentage to get the information of students’ need before developing interactive media. Experts’ judgment was calculated by using likert data, mean and criteria interval of expert judgment to know the validity of interactive media which has been developed. After the data analyzed, it was found that the experts’ judgment result was 4.80 which had a very good criteria interval. The result of the research find that interactive media is a very good to be used in teaching speaking skill.


2018 ◽  
Author(s):  
Antoine Taly ◽  
Francesco Nitti ◽  
Marc Baaden ◽  
samuela pasquali

<div>We present here an interdisciplinary workshop on the subject of biomolecules offered to undergraduate and high-school students with the aim of boosting their interest toward all areas of science contributing to the study of life. The workshop involves Mathematics, Physics, Chemistry, Computer Science and Biology. Based on our own areas of research, molecular modeling is chosen as central axis as it involves all disciplines. In order to provide a strong biological motivation for the study of the dynamics of biomolecules, the theme of the workshop is the origin of life. </div><div>All sessions are built around active pedagogies, including games, and a final poster presentation.</div>


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