The Effect of Computer Games on Emotional Intelligence of High School Students
The purpose of this study was to investigate the effect of computer games on emotional intelligence of high school female students. This research is in terms of applied and descriptive method of field research. The statistical population consisted of all female high school students in a district of Sari, a city of 5030 people. Based on the Kerjesian and Morgan tables, 357 students were selected by stratified random sampling based on educational bases. The data collection The computer games questionnaire with 15 questions, the Bradbury Emotional Intelligence Questionnaire and Jane Graves (2005) have been used in four components (self-awareness, self-management, social awareness, and communication management) with 28 questions. The formal and content validity of the tools has been confirmed by the experts And their reliability by using Cronbach's alpha coefficient test for the game's questionnaire 0.75 and emotional intelligence questionnaire was 0.87. For analysis of data, one-variable regression analysis was used. Results showed that: computer games on the reduction of emotional intelligence and its components ( Self-awareness, self-management, social awareness and communication management) has a significant effect.
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