scholarly journals The Relationship Between Digital Game Addiction and Social Tendencies of Secondary School Students

2020 ◽  
Vol 07Sp (1) ◽  
Author(s):  
Mustafa Bas ◽  
◽  
Serkan Kabak ◽  
2017 ◽  
Vol 14 (4) ◽  
pp. 4320 ◽  
Author(s):  
Zekihan Hazar ◽  
Kürşat Hazar ◽  
Belgin Gökyürek ◽  
Muhsin Hazar ◽  
Sinan Çelikbilek

Introduction and Aim: The most basic problems that the developing technology brings to the life of children are the increasingly decreased physical games, the rapid increase of the digital game addiction and the violent games are pushing the aggressive behavior of the individuals. This research is important for the solution of the problem. Purpose of the research; The relationship between playfulness, digital game addiction and aggressiveness of middle school students in terms of various variables.Method: In this research, which adopts the relational screening model, similar sampling method is used as the objective sampling method. In this direction, the study group is composed of the students from the 2016-2017 education period, the Türdü 100. Year Middle School students affiliated to the Muğla Provincial Directorate of National Education and Maltepe Secondary School students affiliated to the Ankara Provincial Directorate of National Education. 55.6% of the participants were female (n = 213) and 44.4% were male (n = 170). 49.6% (n = 190) of participants attending Türdü 100.Yıl Secondary School, 50.4% of students attending Maltepe Secondary School (n = 193). Of the participants, 42% were 12 years (n = 161), 27.7% were 13 years (n = 106) and 30.3% were 14 years old (n = 116). In order to collect data in the study, Playfulness Scale, Digital Game Addiction Scale for Children, and Aggression Scale were used. The obtained data were subjected to various analyzes using the SPSS 24.0 packet program. Findings: According to research findings, participants' total scores on the scales were statistically significantly different between school type, sex and age variables. At the same time, it was found that the participants had a statistically significant relationship between the total scores of these three scales.Conclusion and Discussion: As a result; Playability, digital game dependency and aggressiveness of middle school students are related to each other. Therefore, it can be said that it is important to investigate the problems to be solved by considering these three situations to solve the present problem.Extended English abstract is in the end of Full Text PDF (TURKISH) file. ÖzetGiriş ve Amaç: Gelişen teknolojinin çocukların yaşamına getirdiği en temel olumsuzluklar arasında fiziksel aktivite içerikli oyunların giderek azalması, dijital oyun bağımlılığının hızlı bir biçimde artması ve bununla bağlantılı olarak özellikle şiddet içerikli oyunların bireyleri saldırganlık davranışına itmesi gibi önemli sorunlar olarak karşımıza çıkmaktadır. Bu araştırma, yaşanan problemin çözümüne ışık tutması açısından önem taşımaktadır. Araştırmanın amacı; ortaokul öğrencilerinin oyunsallık, dijital oyun bağımlılığı ve saldırganlık düzeyleri arasındaki ilişkinin çeşitli değişkenler açısından incelenmesidir.Yöntem: İlişkisel tarama modelinin benimsendiği bu araştırmada, amaçsal örnekleme yöntemlerinden benzeşik örnekleme yöntemi kullanılmıştır. Bu kapsamda çalışmanın örneklemini, 2016-2017 eğitim öğretim döneminde öğrenim görmekte olan Muğla İl Milli Eğitim müdürlüğüne bağlı Türdü 100. Yıl Ortaokulu öğrencileri ile Ankara İl Milli Eğitim Müdürlüğüne bağlı Maltepe Ortaokulu öğrencileri oluşturmaktadır. Katılımcıların % 55,6’sı kadın (n=213), % 44,4’ü erkektir (n=170). Türdü 100.Yıl Ortaokulunda öğrenim görmekte olan katılımcıların oranı % 49,6 iken (n=190), Maltepe Ortaokulunda öğrenim görmekte olan katılımcı oranı % 50,4’tür (n=193). Katılımcıların % 42’si 12 yaş (n=161), % 27,7’si 13 yaş (n=106), %30,3’ ü 14 yaş (n=116) grubundadır. Araştırmada veri toplamak amacıyla Oyunsallık ölçeği, Çocuklar İçin Dijital Oyun Bağımlılığı ölçeği ve Saldırganlık ölçeği kullanılmıştır. Toplanan veriler SPSS 24.0 paket program kullanılarak çeşitli analizlere tabi tutulmuştur. Bulgular: Araştırma bulgularına göre katılımcıların ölçeklerden almış oldukları toplam puanlarının okul türü, cinsiyet ve yaş değişkenleri arasında istatistiksel olarak anlamlı düzeyde farklılık gösterdiği bulunmuştur. Aynı zamanda katılımcıların bu üç ölçekten almış oldukları toplam puanlar arasında istatistiksel olarak anlamlı düzeyde ilişki olduğu görülmüştür. Sonuç ve Tartışma: Sonuç olarak; ortaokul öğrencilerinin oyunsallık, dijital oyun bağımlılığı ve saldırganlık düzeylerinin birbirleri ile ilişkili olduğu dolayısıyla bu problemin tespit ve çözümüne yönelik yapılacak olan araştırmaların bu üç durumu göz önünde bulundurarak ele alınmasının mevcut problemin çözümünde önemli olduğu söylenebilir.


Author(s):  
SHIMIMOL P. S. ◽  
HASSAN KOYA M.P.

Cognitive dissonance is a theory originally developed by Leon Festinger. He is proposing that dissonance, which is the existence of non fitting relations among cognition, is a motivating factor in its own right. This motivating factor encourages the learner to be more self confident in his actions or conclusions and distinguish between correct and incorrect solutions. This motivation will lead to reach the correct decision about a particular problem. The study aims to find out the relationship between cognitive dissonance and achievement in Mathematics among higher secondary school students. Cognitive dissonance was measured by using Cognitive Dissonance Scale developed by the investigator. The sample consists of 100 higher secondary school students from Malappuram districts. The study reveals that cognitive dissonance and achievement in mathematics is significantly related.


2020 ◽  
Vol 73 (1) ◽  
pp. 203-212
Author(s):  
E. Tolegen ◽  
◽  
T. Morozova ◽  

The article is devoted to the problems of false interaction of students in the field of secondary education.The article conducts a scientific analysis of the term «paleointensity».Falseointractions are interactions of a special kind, characterized by the awareness of lies (falsehood, deception) by both Actors and the simultaneous acceptance (or imitation of acceptance) of this lie for the truth.The main purpose of the article is to explain the relationship between truthfulness and falsity of information through falseointeraction among secondary school students and to determine the level of relevance of this problem on the basis of special studies and scientific articles published


2010 ◽  
Vol 20 (1) ◽  
pp. 31-40 ◽  
Author(s):  
Nurten Sargin

AbstractAdolescence is believed to be a highly problematic period when depression is prevalent. This study aims to investigate the relationship between adolescents' depression states and their feelings of guilt and shame in respect to gender, age, school performance and parental education levels. The participants consisted of 187 teenagers; 88 (47.1%) girls and 99 (52.9%) boys. Beck's Depression Inventory (BDI), the Guilt and Shame Scale (GES, Şahin), and a personal information form developed by the researcher were used as instruments. The study found a relationship between guilt and shame, that levels of depression were higher in 17-year-olds, and also that levels of depression, guilt and shame were found to be higher in girls than in boys. There was also a negative relationship seen between increased guilt and shame, and a decrease in mothers' education level.


2018 ◽  
Vol 14 (7) ◽  
pp. 324
Author(s):  
Beatrice Adanna Achilike ◽  
Chibueze Utum Mgboro ◽  
Agbasiere, Emmanuel Patrick

Social Networking Sites are a type of virtual community which enables many people to interact and share ideas or interests. Social networking is rapidly changing the way the world is doing virtually everything, from the way people access information to the way people communicate and most importantly, the way they interact. This study investigated the relationship between Social Networking Sites and Observational Learning of Senior Secondary School students in Mbaitoli Local Government Area, Imo State, Nigeria. Four research questions with the corresponding hypotheses were generated. The objectives of the study centered on investigating the relationship between four social networking sites namely: Facebook, Instagram, Twitter and YouTube to observational learning. The correlational study design was adopted for the study. Simple random sampling was used to draw a sample of 560 students from the population of the study. The selfdesigned instrument was of two parts: A and B. Pearson Product Moment Correlation was used to answer the research questions while the hypotheses were subjected to critical probability level of 0.05 alpha levels. Findings to this study revealed that there is a significant positive relationship between social networking sites and observational learning; some of which include enhancement of informative endowment as in the case of Facebook, live-video functionality to stories in the case of Instagram and acquisition of vocational skills from YouTube. The paper at the end recommended that more encouragement should be given to students to enable them benefit adequately and positively from the gains of social networking channels vis-a-vis observational learning.


2021 ◽  
Author(s):  
Burçak KESKİN ◽  
Burcu GÜVENDİ23 ◽  
Bilal KARAKOÇ ◽  
Selman KAYA ◽  
Onat ÇETİN2

This study aims to determine the relationship between the digital game addiction levels of secondary and high school students and their motivation for participation in physical activity during the pandemic process. the study participants include a total of 322 students, 227 males, and 95 females, aged between 11 and 18. the game addiction scale for adolescents and the motivation scale for participation in physical activity were used as data collection tools in the study. in the statistical method of the study, descriptive statistics (frequency, arithmetic mean, standard deviation), t-test, one-way analysis of variance (ANOVA), Tukey multiple comparisons, and Pearson correlation tests were used. In the research findings, it has been determined that there is a negative and low-level significant relationship between the individual reasons and causelessness sub-dimensions of the motivation scale for participation in physical activity and digital game addiction. there was a significant difference in the game addiction scale and sub-dimensions of the motivation for participation in physical activity according to the duration of digital gaming of the students and their education levels. A significant difference was determined in the motivation scale for participation in physical activity according to the branch variable, and in the scale of game addiction according to the situation of the parents’ setting limits on the duration of digital gaming. A significant difference was not found in either scale according to gender. As a result, it was observed that the more the motivation for participation in physical activity, the lower the digital game addiction.


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