Comparing self-regulation in students interested in Different styles of Computer Games
The purpose of this study was to compare self-regulation among students interested in computer games based on the style of play, the place of play, the history of the game, and the hours of playing the day.
The method of this descriptive - comparative type. The statistical population of this research was elementary school students in Baharestan2, a sample of 372 of them selected through multi-stage cluster sampling. Bouffard questionnaire (1995) was used to measure self-regulation.
There was a significant difference between students self-regulatory based on computer game styles, computer games history and hours of computer games usage per day(P< .05), But there was no significant difference between self-regulatory learning of students according to the location of the computer game(P< .14). Data analysis was performed using Kruskal-Wallis statistical test.
According to the results of the research, schools should take action to identify non-destructive computer games that can help students to improve their self-regulation skills. Provide it to parents and students in the form of educational packages. Students should be justified on the amount of computer gaming hours per day.
- حق عضویت دریافتی صرف حمایت از نشریات عضو و نگهداری، تکمیل و توسعه مگیران میشود.
- پرداخت حق اشتراک و دانلود مقالات اجازه بازنشر آن در سایر رسانههای چاپی و دیجیتال را به کاربر نمیدهد.